What changed
1 fix0 additions0 changes0 removals
fixedSteam build number: 565377 New features - The feature we’ve added to the game in EA 0.6.0 was often wished for and now it’s here. There are so many role-playing elements in the game and there was no way of developing your characters but wait no more. Character levelling is in! From now on all characters are gaining experience in the game. Experience is gained by most of the actions a character is executing. For every level up you will get attribute points which you can freely distribute. -- The level of a character is shown in the upper left on every portrait of a character. -- The amount of experience required for the next level is shown on a progress bar in the inspection window. -- When a character levels up the level display shows an up arrow instead of the level. As soon as all attribute points are distributed it will show the level again. -- As a small gimmick you are now able to open the character inspection screen by just clicking on the level display. -- The current maximum level for every character is 10. This may be changed in the future. -- NPCs are starting with random levels but the initial level range is dependent on their status (commoner, citizen, noble). Of course the new level system and the possibility to change your attributes (and as a result also your derivative attributes) have a big impact on the overall balancing of actions. This is the first rough iteration of the balancing. Please give us as much feedback as possible. - We have actions in the game that actually cost money. So far you weren’t able to see that. From now on we show the price of an action directly on the action button. This way it should be easier for you to assess whether you are able to afford the action or not. - We rearranged some of the action categories in the action bar and added a new category called “Covert Operations”. The icon for this category is still a placeholder since we are working on ideas on how we want to represent the categories. - Lots of players didn’t know that they can access their family tree by clicking on the crest in the upper left corner. To solve that problem we added another button to the family options on the upper left. You will still be able to open the dynasty tree via the crest, but the button is the more obvious option. - With EA 0.6.0 you are now able to instantly see whether your employees / transporters are currently in their associated building or out doing something else by just selecting the building. Characters who are out will be grayed out. - We completely changed how actions are ordered in the action bar in the lower left. Categories and actions now have a fixed order. Additionally we show actions like “enter building”, “leave building” directly in the main bar and not in a sub-menu. - Just a little thing, but still important: We removed that the building menu is automatically opening if a character is in a building when you select the character (eg. via a portrait). This change should prevent that a menu is popping up out of nowhere when selecting a character. New features (under the hood) - Designers are now able to link animations to the result definitions of activities. This way they can easily create animation feedback when actions are successful or
The Guild 3 changes
fixedSteam build number: 565377 New features - The feature we’ve added to the game in EA 0.6.0 was often wished for and now it’s here. There are so many role-playing elements in the game and there was no way of developing your characters but wait no more. Character levelling is in! From now on all characters are gaining experience in the game. Experience is gained by most of the actions a character is executing. For every level up you will get attribute points which you can freely distribute. -- The level of a character is shown in the upper left on every portrait of a character. -- The amount of experience required for the next level is shown on a progress bar in the inspection window. -- When a character levels up the level display shows an up arrow instead of the level. As soon as all attribute points are distributed it will show the level again. -- As a small gimmick you are now able to open the character inspection screen by just clicking on the level display. -- The current maximum level for every character is 10. This may be changed in the future. -- NPCs are starting with random levels but the initial level range is dependent on their status (commoner, citizen, noble). Of course the new level system and the possibility to change your attributes (and as a result also your derivative attributes) have a big impact on the overall balancing of actions. This is the first rough iteration of the balancing. Please give us as much feedback as possible. - We have actions in the game that actually cost money. So far you weren’t able to see that. From now on we show the price of an action directly on the action button. This way it should be easier for you to assess whether you are able to afford the action or not. - We rearranged some of the action categories in the action bar and added a new category called “Covert Operations”. The icon for this category is still a placeholder since we are working on ideas on how we want to represent the categories. - Lots of players didn’t know that they can access their family tree by clicking on the crest in the upper left corner. To solve that problem we added another button to the family options on the upper left. You will still be able to open the dynasty tree via the crest, but the button is the more obvious option. - With EA 0.6.0 you are now able to instantly see whether your employees / transporters are currently in their associated building or out doing something else by just selecting the building. Characters who are out will be grayed out. - We completely changed how actions are ordered in the action bar in the lower left. Categories and actions now have a fixed order. Additionally we show actions like “enter building”, “leave building” directly in the main bar and not in a sub-menu. - Just a little thing, but still important: We removed that the building menu is automatically opening if a character is in a building when you select the character (eg. via a portrait). This change should prevent that a menu is popping up out of nowhere when selecting a character. New features (under the hood) - Designers are now able to link animations to the result definitions of activities. This way they can easily create animation feedback when actions are successful or
Steam build number: 565377 New features - The feature we’ve added to the game in EA 0.6.0 was often wished for and now it’s here. There are so many role-playing elements in the game and there was no way of developing your characters but wait no more. Character levelling is in! From now on all characters are gaining experience in the game. Experience is gained by most of the actions a character is executing. For every level up you will get attribute points which you can freely distribute. -- The level of a character is shown in the upper left on every portrait of a character. -- The amount of experience required for the next level is shown on a progress bar in the inspection window. -- When a character levels up the level display shows an up arrow instead of the level. As soon as all attribute points are distributed it will show the level again. -- As a small gimmick you are now able to open the character inspection screen by just clicking on the level display. -- The current maximum level for every character is 10. This may be changed in the future. -- NPCs are starting with random levels but the initial level range is dependent on their status (commoner, citizen, noble). Of course the new level system and the possibility to change your attributes (and as a result also your derivative attributes) have a big impact on the overall balancing of actions. This is the first rough iteration of the balancing. Please give us as much feedback as possible. - We have actions in the game that actually cost money. So far you weren’t able to see that. From now on we show the price of an action directly on the action button. This way it should be easier for you to assess whether you are able to afford the action or not. - We rearranged some of the action categories in the action bar and added a new category called “Covert Operations”. The icon for this category is still a placeholder since we are working on ideas on how we want to represent the categories. - Lots of players didn’t know that they can access their family tree by clicking on the crest in the upper left corner. To solve that problem we added another button to the family options on the upper left. You will still be able to open the dynasty tree via the crest, but the button is the more obvious option. - With EA 0.6.0 you are now able to instantly see whether your employees / transporters are currently in their associated building or out doing something else by just selecting the building. Characters who are out will be grayed out. - We completely changed how actions are ordered in the action bar in the lower left. Categories and actions now have a fixed order. Additionally we show actions like “enter building”, “leave building” directly in the main bar and not in a sub-menu. - Just a little thing, but still important: We removed that the building menu is automatically opening if a character is in a building when you select the character (eg. via a portrait). This change should prevent that a menu is popping up out of nowhere when selecting a character. New features (under the hood) - Designers are now able to link animations to the result definitions of activities. This way they can easily create animation feedback when actions are successful or