Changelog #41 - Returning to work


Now I can finally work on the game while I’m waiting for some legal steps to happen. We did a first playtest in a while, the last one was 1.5 months ago. A fresh look (sort of), allowed me to get lots and lots of new ideas and usability improvements, but I started to implement only some of them, because my main task now is working on a public demo. There was a demo long ago, but I want this one to be an awesome, controlled experience with procgen stripped out.

Colossal Citadels will participate in the next Steam NextFest in June - an event where people publish and play a lot of demos. I wanted to participate in the last one (in February), but creating a Steam page took a lot of time.

I also changed my text editor theme to white. Wow. So, here is the next changelog.

  • working on public demo build
  • removed default production (it was confusing)
  • removed all default UE4 frame smoothing stuff from config, now the game responds as fast as the OS. I think it’s much better this way for strategy games.
  • productions in blacksmith category now randomly repair some of damaged weapons by some amount
  • blacksmiths now create exactly one output item instead of many. Before, production efficiency scaled outcome amount, now it scales stats
  • fixed a lot of bugs
  • balancing
  • tiny interface improvements
    • turn simulation improvements
      • workers with a job now displayed with dimmed lines. Everyone else is still displayed with bright white lines (it was confusing because workers move by themselves)
      • attacked creatures are marked with yellow instead of red (because someone messed ally (green) and enemy (red) tile background that was occluded by target mark)
  • map generation tweaks
  • new bugs, of course