What changed
0 fixes3 additions2 changes0 removals
- Gameplay
- Compatibility
- Balance
addedI have been so busy I forgot to put up a new developer diary. I have bene working 6 to 7 days a week correcting bugs and adding improvements to the game. Here are the current developments going on.
addedPlaytesters are enjoying the new game and the feedback has been tremendous. There have been a lot of improvements and bug fixes so players don’t have to find them after release. I am very pleased with my team of core beta testers. There should only be minor bugs that are hard to spot after release as with all games.
addedOperations – Players get to pick from a set of common actions they can take during the game. Action points are accumulated over time to activate these functions. Each nation will have up to 10 unique actions they can take as well as the common ones. More will get added as the game is released. Intelligence was combined into this category. These are not binary choices as there is a cost. Players can’t do all of them. Some operations you can do more than once, others only once. It adds a dynamic layer to the game.
changedProduction – Players must ship ore to industry. Industry produces production points that feed factories. Factories are modified by the industrial modifier and create pools of weapons, guns, steel, aircraft, and vehicles. Players can refit factories to a different type. Oil impacts armor movement points and air unit experience. Manpower impacts land unit experience.
changedCommanders – Land commanders come out at their specified date when they historically became an army commander, or army group for Russia and China. They have 3 abilities: combat, mobility, and tenacity. Combat is how well you inflict damage and reduce it, mobility about retreating the enemy, and tenacity about the intensity of the combat. High tenacity allows units to resist surrendering.
I have bene working6→7↑I have bene working increased, buffTotal Victory: World Conflict 1939-1945 changes
addedI have been so busy I forgot to put up a new developer diary. I have bene working 6 to 7 days a week correcting bugs and adding improvements to the game. Here are the current developments going on.
addedPlaytesters are enjoying the new game and the feedback has been tremendous. There have been a lot of improvements and bug fixes so players don’t have to find them after release. I am very pleased with my team of core beta testers. There should only be minor bugs that are hard to spot after release as with all games.
addedOperations – Players get to pick from a set of common actions they can take during the game. Action points are accumulated over time to activate these functions. Each nation will have up to 10 unique actions they can take as well as the common ones. More will get added as the game is released. Intelligence was combined into this category. These are not binary choices as there is a cost. Players can’t do all of them. Some operations you can do more than once, others only once. It adds a dynamic layer to the game.
changedProduction – Players must ship ore to industry. Industry produces production points that feed factories. Factories are modified by the industrial modifier and create pools of weapons, guns, steel, aircraft, and vehicles. Players can refit factories to a different type. Oil impacts armor movement points and air unit experience. Manpower impacts land unit experience.
changedCommanders – Land commanders come out at their specified date when they historically became an army commander, or army group for Russia and China. They have 3 abilities: combat, mobility, and tenacity. Combat is how well you inflict damage and reduce it, mobility about retreating the enemy, and tenacity about the intensity of the combat. High tenacity allows units to resist surrendering.
I have been so busy I forgot to put up a new developer diary. I have bene working 6 to 7 days a week correcting bugs and adding improvements to the game. Here are the current developments going on.
The demo will be a bit delayed as I have not seriously started working on the computer opponent. The base code is complete but it needs work.
The manual is complete and on the Steam page. It took me much longer to write this than expected. The individual mechanisms are mostly simpler than WarPlan like the naval spotting system. Other systems are more robust like the economic system.
The game trailer coming this month. This took me much shorter than expected to make it, unlike the rule book.
Playtesters are enjoying the new game and the feedback has been tremendous. There have been a lot of improvements and bug fixes so players don’t have to find them after release. I am very pleased with my team of core beta testers. There should only be minor bugs that are hard to spot after release as with all games.
Here are 3 systems in Total Victory so I can give everyone a little taste.
Operations – Players get to pick from a set of common actions they can take during the game. Action points are accumulated over time to activate these functions. Each nation will have up to 10 unique actions they can take as well as the common ones. More will get added as the game is released. Intelligence was combined into this category. These are not binary choices as there is a cost. Players can’t do all of them. Some operations you can do more than once, others only once. It adds a dynamic layer to the game.
Production – Players must ship ore to industry. Industry produces production points that feed factories. Factories are modified by the industrial modifier and create pools of weapons, guns, steel, aircraft, and vehicles. Players can refit factories to a different type. Oil impacts armor movement points and air unit experience. Manpower impacts land unit experience.
Commanders – Land commanders come out at their specified date when they historically became an army commander, or army group for Russia and China. They have 3 abilities: combat, mobility, and tenacity. Combat is how well you inflict damage and reduce it, mobility about retreating the enemy, and tenacity about the intensity of the combat. High tenacity allows units to resist surrendering.
Until next time fellow wargamers.