Dead cells steam init failed1/17/2024 ![]() Food stalls (replacing eatery) vs restaurants (replacing canteen). Similar to this, I'm planning shrines vs temples. Fighting pits you will have to spread out everywhere in your city, while a single Colosseum covers mostly your whole city. I will also separate the entertainment building such as the arena into “fighting pits” and Colosseum. That will force you to build a city centre as the city grows, and allow final results to look more organic. Wells will have a small radius while the bath will have a huge one. For instance, I will separate services such as wells and baths, so that they will use both. For instance, a disgruntled king might demand of you to give up a region or face their armies.Īs for the city-builder, I'm now getting started on that part, and I have big changes in mind. From time to time they will send proposals, such as trade agreements, but also requests and gifts. The AI aggressiveness will of course scale according to that. There are now many more “Special” buildings that upgrade your kingdom as a whole, meaning the more regions you have, the more specialization, and the greater the kingdom as a whole. I've completely remade the world buildings to make it more interesting and have a sense of progression. I'm now deferring trade to a later stage, and the game will play like a classic colony sim for the first part. Trade in general has been the secret to expansion for very long, mostly because it's a semi-exploit. Manual trade agreements have been re-added. UI reconstruction has been the focus, so that you can truly use all the mechanics present regarding AI faction management and building your realm. But there was no time, (and it's always good to let things mature and collect feedback). I have now finished up the overworld mechanics into a state that I wished would have been in V64. I am happy with the raw potential the game now has. Now, focus has shifted to refinement and making the mechanics that are in, good as a whole. So far each update has been about adding some new mechanics, while trying to maintain the game in some kind of playable state, but spending as little time as possible on balance and polish. In reality it is more about polish, getting as many mechanics into a 1.0 state as possible. I'm now half-way through the next update V65, code name “water”. Of course I've been available on email and on the discord. I have not checked the steam boards for a month, because I've been spending all my time on programming, and while doing so I've become more and more anxious about coming here.
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