Update log
Full Myriad Mayhem update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Maps
- Balance
Version 0.71.0.0
This patch remade the whole save-system, and I think is an improvement in all aspects of the game. So it will be added to all branches right away.
Summary - Finally got the waypoint system updated!
So your allies will now act as if they have scouted the map before embarking, so they will plan a much better attack-waypoint, Branches will have their separate save-files, to avoid having to do extra work to make changes work with deprecated / discarded systems. some groundwork for the new content that will arrive with next patches, and lastly some tweaks, balancing, lowered xp-needed to gain ranks (meta-levels) by ~75%.
Oh, and I think there might be more unsolved bugs than mentioned at bottom (+ at discord “Knowns issue” channel). But after days of testing the game, I couldn’t find any more than those. Which will be remedied with new content in upcoming patches, <3 (It should still make the game better overall, as most of the solved bugs / issues are old ones). And I have to stop sometime with adding things to this patch, to avoid it taking too long to patch to the game.
New waypoint algorithm for your allies!
Updated the waypoint-creating system, so your allies are "much smarter", as if they have scouted the map before setting up a base and creating an optimal attack-pattern. No longer "take the closest to headquarters" anymore :D. Though, I've tested it for a few hours with no error, doesn't mean it can still have some weird edge-cases. So if you do, please send me your player.log file (more info @ the games Discord-channel: "Infrequently-asked-questions", you can send it to the channel "submission-for-player-log", or send it private if you instead prefer that).
So your allies will now try to figure out the path that gives the least amount of pressure, with a balance between easiest at the moment and in the long run, but was a really tough nut to crack, as I've spend more than 40h just to figure out a good solution, and it is still far from perfect, but much better and what I could see, so am I happy with the result.
Your allies will however still take shortcuts & sadly awaken camps not in vicinity, so I’m thinking of solutions to solve that.
Also added feature for me to input your generated-map "seed" and generate identical map, which will be very helpful if you got a weird generated map regions or waypoints, so if you do, you can send me your player.log file, so can I duplicate your run to much right away to replicate the scenario.
The new system will still be polished / improved until it is no longer whacky, so if you get a match with allies having weird attack-waypoints, send me your player.log file (more info in game’s @Discord channels), as I atm. Already know it can’t handle a complex issue I’m still fighting with, but it adds a second layer to the complexity, so it's hard to keep my tongue straight when adding a solution for that, but still don’t break the existing algorithm.
Updated Meta-xp
I reduced the amount of xp needed to gain meta-levels by an insane ~75%. The reason is, this game should be a casual game where you can unlock every “content” (equipment, all abilities & talents, buildings, etc) in a much shorter span. So you can “try out the whole game, faster”.
But, my plan is to add more playable characters, factions (and maybe even a “reset
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