Dev Diary 60 - Comeback


Hi hi, it’s been a long time! It’s time to lift the veil on the development a bit! :) Now I do periodic live coding sessions on twitch where I play Colossal Citadels until I encounter an issue, and then proceed to fixing it. You also have a chance to play the game at periodic public playtest sessions at Game Habitat in Sweden :)

There were so many changes since last time! I tried to list them at the bottom of the page, but you also can have a glance over them in this video. I also told a little about what other games and genres inspired me to shape Colossal Citadels as they are right now. Here it is:

Changelog

  • Added a cool uneven dungeon logo intro when launching the game
  • Updated main menu soundtrack
  • Quests/objectives lists
  • Objective rewards dialog and effects
  • Quests
    • Distortion
    • Surviving the great night
    • Citadel-building
    • Cartographers (main quest)
    • Caravans
    • Procedurally-generated quests (projects) in citadels
  • A lot of new flavour text for all resources and items
  • Can’t clear productions anymore (because removing productions takes orders)
  • Can’t learn multiple understandings at once anymore
  • “Discovered” action range is claimed as your territory forever now
    • Some factions will still be “non-territorial” and behave the old way
    • Romans, greeks, and orcs are territorial
    • With these factions, you usually have only one group, so UI now works more convenient with 1 group
  • Understandings costs grow by 1 after each learn instead of 3
  • New understandings
    • Zeal - additional action point regen
    • Mobilization - the functionality to clear productions returns here and costs 1 Order
    • Expansion - increases action range
    • Bloodlust - restores Orders on kill
    • Diversity - ability to learn multiple understandings at once
    • Weak Point Analysis - increases crit damage
    • Territorial - action range stays forever
    • Nomadic - can move
    • Proof of Burden - allows acquiring understandings without spending orders
    • and some more
  • New opinion axes (“On Destiny”, and others)
  • Understandings now take an order to acquire
  • Understandings are pooled now
  • Most understandings are not available from the start. You have to find them and add to you deck at first
  • New status effects
  • New type of event rewards that allow choosing understandings to add in the pool
  • Bows and projectiles are moved to blacksmith production category (because all other weaponry goes there too, and buildings go to workshop)
  • New structures
    • Architect (the same as old citadel)
    • Goblin Cave (can train wild goblins)
    • Orc Cave (can train wild orcs)
    • Rune Stone (awakens creatures)
  • Citadel now gives procedurally-generated quests (projects)
  • Improved citadels visuals in the world
    • Visual styles can be combined when making citadels from different kinds of stone
  • Visual style changes
    • Returned to more “classic” flat look without dark outlines
    • Color scheme changed so that it’s less happy
  • Can’t move producing creatures anymore without a special “Nomadic” understanding
  • 3 new soundtracks
  • Some structures can now be discovered in building blueprint design
  • Timed structures, that take units for a few turns, and then they return with a reward
    • Some structures, such as dungeon, are now timed
  • All story texts are updated with much more quality
  • New loading screen
  • No initial “dialogue” anymore on starting the game. Instead, a shorter version is shown on the loading screen
  • Quests list on the loading screen that smoothly goes to the game when you press start
  • When you end your turn and have some important actions to do, a suggestion window with possible actions will spawn
    • Suggestion for acquiring understandings, movement, productions, and interacting with world structures
    • Instead of old old “unspent workers” notifications
  • Excess fire damage on tiles destroys loot/items/resources that lie on the ground. So fire spells should be casted more carefully now
  • New basic stone type: slate
  • New citadel type from slate
  • Improved spell wheel
    • Now there are hints when you are clicking on unlearned spells
    • Now when creature is not awakened, it says what to do more clearly
  • Spell level is now shown
  • Difficulty system
    • 11 difficulty levels, each with determined effects that increase difficulty
  • Unlockables system
    • Unlockable difficulties
    • Unlockable factions
  • Acquiring understandings now requires orders
  • No awakening by level up by default, but there is a new understanding for that (“Awakening”)
  • An understanding to acquire understandings without spending orders
  • Rebalanced opinion understandings to have options to increase every of 6 characteristics in the beginning
  • 2 new house types, earth shelter and shack
  • towers now can be built via building recipes from magic crystals
  • Reworked all existing factions
    • Scultpures were disabled for now because of movement system change, their idea is not actual anymore
  • Literally hundreds of bugfixes
    • Repair mechanism for when production algorithm fails
  • Now there are 3 weapon blueprint choices instead of 2 per roll
  • Revisited contextual tutorials
  • Enemy action range is shown when you hover over it
  • Creatures can without weapons can attack again
    • Martial Arts now allows dealing a bit more damage while unarmed
  • Clicking resources on map that are meant to be mined now opens productions menu and highlights associated production entry
  • Flag with 1 creature now displays “1” because it was confusing
  • Unavailable choices at world structures now display the reason of why is it unavailable
  • All random effects on materials are now limited to some type of item (for weapons, for armor, for building, etc)
  • Improved tooltip behavior
  • Improved performance and memory management
  • Improved starting area generation, fixing cases when enemies or crates were too close or in water
  • Fortifications made from different materials of the same type now have combined visuals
  • Error hints when you do something illegal (e.g. try to move workers into a battle zone)
  • Animated visual hints to draw the attention to certain elements of UI
  • Increased visibility range
  • Button to show workers production at the right of creature portraits
  • Help sections in productions menu and creature menu (wip)
  • Work in progress island switching
  • Button to quickly assign/unassign a soldier on creature portrait
  • Improved and rebalanced procedural passive abilities (names and icons still don’t make sense)
  • Can’t reposition workers that are assigned to productions anymore
  • Can double click resource to open productions menu and highlight its production
  • Improved dependencies in productions UX
  • Precious metals and jewelry
  • Contextual tutorial system, help buttons
  • Changed how attack ranges for melee weapons work (now there is generally more range, and unarmed fighting affects only the closest triangles)
  • Shortcut icon to assign soldier on portrait
  • When new players try to do unintended actions (like, place a movement order inside of your borders), there are explanations, error messages, and tutorial
  • Some UI elements are bigger
  • New production category: training
    • Productions related to acquiring and educating workers moved there (including standard worker production)
    • Dependent on willpower
    • Previous “military” on it’s place is a special category for assigning soldiers that doesn’t require action points
  • All categories button has returned. It is now shown by default
  • Improved world generation so that important things (such as your spawn) don’t happen too close to water
  • Better descriptions for building understandings
  • Tanks are now Defenders and Soldiers are now Fighters
  • Having not enough resources after the production automatically removes it, showing a notification that the production was stopped
  • Updated the engine to a custom UE4.27 fork
  • Simplified movement orders
    • Movements don’t save over turns now (it causes A LOT of confusion for new players)
    • Can’t place movement orders inside of your action range now
  • Fixed countless bugs and issues
  • And of course hundreds of new bugs