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Full Prophet Margin update
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Repeated intro
Hey everyone. This one's mostly about towns. They were too small and hard to read, so they're now bigger, color-coded by what they produce, and they put their info on the town itself instead of tucking it away in tooltips. Trade pays out more now, with some new effects when you trade. Plus a few bug fixes from your reports - thanks for sending those in.
What changed
- UI and audio
- Balance
- Gameplay
- Fixes
- Performance
Prophet Margin changes
Towns: Bigger & More Readable
Towns are bigger, and they scale with their level.
Each town shows its level on the town itself, not just in a tooltip.
Town hexes (the outline and a faint fill) are now colored to match the resource the town exports.
Bumped up the town UI to match the bigger icons, and tidied the level/silo readouts - the silo number now sits to the left of the town level.
Cleaned up the town info tooltip: name and size share a line, and Trade Bonus gets its own.
Trade & Economy
Every trade now pays gold on arrival, not just the special ones.
The town trade bonus is an actual formula now: Town Level + Temple Level + Quest Level, plus any relic bonuses. The tooltip breaks it down so you can see where the number comes from.
Effects & Celebrations
The trade-bonus number flies into the wagon as it leaves, with a little pop when it lands. If a lot of them fire at once we throttle it so the screen doesn't get buried.
Closing a loop now gets a particle burst and a sound.
When a road you're drawing would close a loop, you'll see a ghost preview of the loop gate before you commit.
Finishing a quest sets off a celebration on the towns of its matching deity.
When a temple levels up, the level-up screen now shows how much it raised the town bonus.
Better Info & Tooltips
Port/lighthouse range now shows on hover and on the port card.
The air-tower card now spells out that it's multi-use, in its info and on hover.
Reworded the undo tooltips in every language: "Undo (x remaining). Regenerate undos for each action."
Visual Polish
Caravans go translucent where they pass behind town buildings, fences, and trade-bonus frames, so they stop hiding what's behind them.
Caravans grow in when they spawn and shrink as they reach their destination.
The silo number bubble stays visible as you zoom (it used to disappear when you zoomed out far) and grows to fit bigger numbers.
Cut some clutter: routine deliveries no longer throw a coin popup (loops still do), and merchant towns no longer show a stray ": Wild" label.
Balance Tuning
More caravans, moving a bit slower - easier to keep track of.
Retuned the per-level town scales and a bunch of caravan range/scale values so things look right at every zoom.
Bug Fixes
Merchant-town roads weren't filling the import slot they previewed on delivery. Fixed.
Fixed an editor crash on macOS that was blocking caravan tuning - our side, not yours.
Under the Hood
Updated to Unity 6000.3.17, refreshed the Steamworks SDK, and added a lot of tests around the new town and trade code.
A good chunk of the week went into the upcoming public demo: content gating, crash-proofing, and the locked-teaser lineup. None of it shows up in playtest builds, but it explains the demo-related commits if you're peeking at them.
Keep the reports and ideas coming!
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