HomeGamesUpdatesPricingMethodology
Steam News12 February 20224y ago

Version 0.24 : Structure Addons, Tech Requirements

Changes Happy new year everyone! This first major update of 2022 is only the start of the many big changes and additions we have planned for The Rebellion this year, and we hope that version .

In this update3

Full notes

Full The Rebellion update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions0 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
addedChangesHappy new year everyone! This first major update of 2022 is only the start of the many big changes and additions we have planned for The Rebellion this year, and we hope that version .24 gives you guys an idea of the direction we want to take the game. We want to focus on adding in essential systems that make the game flow better (as an example in this update, requirements), finishing up and polishing the gameplay elements we do have (Like the skirmish AI), and refining our code to make sure the game runs smoother. We'll be putting in new content as we go, however making the core of the game meet a certain standard is above all else!
addedStructure AddonsYou can now expand certain structures with addons! Structures will have a certain amount of slots, indicated over their selection widget, which you can fill with addons. While building an addon, the structure is locked out of other activities like training, crafting, or processing resources; however the reward is worth the investment! From processing a lot more resources with a superheated forge, to building an armory for your peasants to arm themselves at, structure addons will add a ton of variety to the game.
addedStructure AddonsStructure addons are something that we've had on the backlog for a while, however we just didn't know the right time to implement them. A big factor into adding them in now was the state of the tech tree and balance of the game before this update. Generally speaking, two strategies were insanely powerful; rushing Sergeants, and rushing heavy iron equipment. Since beforehand you could just select these options from the get go, it really made the basic iron equipment and the Guardsman feel almost pointless. Now, everything flows a lot better and there is a logical progression of the tech tree that leads up into better equipment and units.
addedRequirementsSo, on a slightly less exciting but equally as important (perhaps more important!) note, we've added in requirements to the game. Requirements are one of those systems that you don't typically think of as essential to an RTS, however almost every RTS has some form of them and they tend to define the core gameplay loop; especially in regards to base/techtree management.
addedNew Voice ActingWe've added a bunch of new voice lines to the game! The Overseer now is fully voice acted, and the peasant has a ton of new lines. Every time a structure or add on is finished, the peasant will (mostly) let you know with a few unique lines for each object! This is mostly a polish thing, but for me it really helps make base building and the RTS experience come to life.
addedNew Voice ActingWe've also taken the time to re-record a lot of the older voice lines in the game. There are a few stragglers, which we'll replace in the very near future, however we think you guys will like the new ones a lot better! Primarily

The Rebellion changes

addedHappy new year everyone! This first major update of 2022 is only the start of the many big changes and additions we have planned for The Rebellion this year, and we hope that version .24 gives you guys an idea of the direction we want to take the game. We want to focus on adding in essential systems that make the game flow better (as an example in this update, requirements), finishing up and polishing the gameplay elements we do have (Like the skirmish AI), and refining our code to make sure the game runs smoother. We'll be putting in new content as we go, however making the core of the game meet a certain standard is above all else!
addedYou can now expand certain structures with addons! Structures will have a certain amount of slots, indicated over their selection widget, which you can fill with addons. While building an addon, the structure is locked out of other activities like training, crafting, or processing resources; however the reward is worth the investment! From processing a lot more resources with a superheated forge, to building an armory for your peasants to arm themselves at, structure addons will add a ton of variety to the game.
addedStructure addons are something that we've had on the backlog for a while, however we just didn't know the right time to implement them. A big factor into adding them in now was the state of the tech tree and balance of the game before this update. Generally speaking, two strategies were insanely powerful; rushing Sergeants, and rushing heavy iron equipment. Since beforehand you could just select these options from the get go, it really made the basic iron equipment and the Guardsman feel almost pointless. Now, everything flows a lot better and there is a logical progression of the tech tree that leads up into better equipment and units.
addedSo, on a slightly less exciting but equally as important (perhaps more important!) note, we've added in requirements to the game. Requirements are one of those systems that you don't typically think of as essential to an RTS, however almost every RTS has some form of them and they tend to define the core gameplay loop; especially in regards to base/techtree management.
addedWe've added a bunch of new voice lines to the game! The Overseer now is fully voice acted, and the peasant has a ton of new lines. Every time a structure or add on is finished, the peasant will (mostly) let you know with a few unique lines for each object! This is mostly a polish thing, but for me it really helps make base building and the RTS experience come to life.

Changes

Happy new year everyone! This first major update of 2022 is only the start of the many big changes and additions we have planned for The Rebellion this year, and we hope that version .24 gives you guys an idea of the direction we want to take the game. We want to focus on adding in essential systems that make the game flow better (as an example in this update, requirements), finishing up and polishing the gameplay elements we do have (Like the skirmish AI), and refining our code to make sure the game runs smoother. We'll be putting in new content as we go, however making the core of the game meet a certain standard is above all else!

Structure Addons

Building an Addon!

You can now expand certain structures with addons! Structures will have a certain amount of slots, indicated over their selection widget, which you can fill with addons. While building an addon, the structure is locked out of other activities like training, crafting, or processing resources; however the reward is worth the investment! From processing a lot more resources with a superheated forge, to building an armory for your peasants to arm themselves at, structure addons will add a ton of variety to the game.

Call to Arms!!!

Structure addons are something that we've had on the backlog for a while, however we just didn't know the right time to implement them. A big factor into adding them in now was the state of the tech tree and balance of the game before this update. Generally speaking, two strategies were insanely powerful; rushing Sergeants, and rushing heavy iron equipment. Since beforehand you could just select these options from the get go, it really made the basic iron equipment and the Guardsman feel almost pointless. Now, everything flows a lot better and there is a logical progression of the tech tree that leads up into better equipment and units.

Requirements

The Sergeant is now a bit needier

So, on a slightly less exciting but equally as important (perhaps more important!) note, we've added in requirements to the game. Requirements are one of those systems that you don't typically think of as essential to an RTS, however almost every RTS has some form of them and they tend to define the core gameplay loop; especially in regards to base/techtree management.

This was one of those systems that really should have been in the game since the start; however now that it is in it'll make content development a lot easier later on. Abilities, items, units, and structures now all have the potential to require something; for instance, the Sergeant needs an expansion on the barracks to be trained, or the peasant needs the armory to be finished to use Call to Arms.

New Voice Acting

We've added a bunch of new voice lines to the game! The Overseer now is fully voice acted, and the peasant has a ton of new lines. Every time a structure or add on is finished, the peasant will (mostly) let you know with a few unique lines for each object! This is mostly a polish thing, but for me it really helps make base building and the RTS experience come to life.

We've also taken the time to re-record a lot of the older voice lines in the game. There are a few stragglers, which we'll replace in the very near future, however we think you guys will like the new ones a lot better! Primarily

Source

Steam News / 12 February 2022

Open original post

Changelog.gg summarizes and formats this update. How we read updates.