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		<title>Colossal Citadels - multiplayer turn-based strategy game</title>
		<link>https://colossalcitadels.com/</link>
		<description>Recent content on Colossal Citadels - multiplayer turn-based strategy game</description>
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				<title>Dev Diary 71 - Mounts and Rivers</title>
				<link>https://colossalcitadels.com/posts/changelog-71/</link>
				<pubDate>Tue, 28 Jul 2026 01:00:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-71/</guid>
				<description>&lt;p&gt;It&amp;rsquo;s been a while, but this IS the biggest of the content updates! Since the demo, the game changed a lot - it&amp;rsquo;s much more streamlined now, and the world itself is completely transformed. There are rivers, fissures and snowy lands, and it&amp;rsquo;s full of new life: wandering beasts, neutral herds, and mounts you can actually ride. On top of that there&amp;rsquo;s a big food overhaul, stockpiles, and a much cleaner production interface. As always, read the full post for the details, and the complete changelog is at the bottom.&lt;/p&gt;&#xA;&#xA;&#xA;&lt;video class=&#34;fullwidthvideo&#34; style=&#34;margin-top:0&#34; autoplay loop playsmuted muted [muted]=&#34;&#39;muted&#39;&#34; autoplay=&#34;autoplay&#34; loop=&#34;loop&#34;&gt;&#xA;    &lt;source src=&#34;https://colossalcitadels.com/posts/images/c71-horses.mp4&#34; type=&#34;video/mp4&#34;&gt;&#xA;    Your browser does not support the video tag.&#xA;&lt;/video&gt;</description>
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				<title>Dev Diary 70 - Demo Update!</title>
				<link>https://colossalcitadels.com/posts/changelog-70/</link>
				<pubDate>Sat, 06 Dec 2025 08:00:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-70/</guid>
				<description>&lt;p&gt;Here comes the biggest update after the demo release! Besides a million of bugfixes there are actually a lot of new features and content now. One of the most important things is the production prioritization! It&amp;rsquo;s now possible to assign better workers into specific productions still without having to microcontrol all the workers. Read how it&amp;rsquo;s done in the full post!&lt;/p&gt;</description>
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				<title>Dev Diary 69 - Demo Release!</title>
				<link>https://colossalcitadels.com/posts/changelog-69/</link>
				<pubDate>Sat, 02 Aug 2025 08:00:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-69/</guid>
				<description>&lt;p&gt;And, this update is an even more important milestone that the previous one! :) After years of development, I finally completed a demo build and it was finally released on Steam. Watch a new trailer about it and read the full article to know more details!&lt;/p&gt;&#xA;&#xA;&#xA;&#x9;&lt;iframe class=&#34;fullwidthvideo&#34; style=&#34;height:300pt; margin-top:2em&#34; src=&#34;https://www.youtube.com/embed/q2m8ZHuISPk&#34; title=&#34;YouTube video player&#34; frameborder=&#34;0&#34; allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&#34; allowfullscreen&gt;&lt;/iframe&gt;&#xA;&#xA;&lt;p&gt;Or just &lt;a href=&#34;https://store.steampowered.com/app/3855270/Colossal_Citadels_Demo/&#34;&gt;play&lt;/a&gt; it!&lt;/p&gt;</description>
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				<title>Dev Diary 68 - Demo!</title>
				<link>https://colossalcitadels.com/posts/changelog-68/</link>
				<pubDate>Mon, 21 Jul 2025 08:00:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-68/</guid>
				<description>&lt;p&gt;This is the most important update on Colossal Citadels so far! This week the demo is out, and soon you will be able to try the game yourself! It is still might be in a rough state, but I think it&amp;rsquo;s good enough for now. Don&amp;rsquo;t hesitate to leave any (constructive and non-constructive) feedback in our &lt;a href=&#34;https://discord.gg/DuPtne2&#34;&gt;Discord&lt;/a&gt;. Check out the full post for lots of more notes.&lt;/p&gt;&#xA;&#xA; &#xA;&lt;video class=&#34;fullwidthvideo&#34; style=&#34;margin-top:0&#34; autoplay loop playsmuted muted [muted]=&#34;&#39;muted&#39;&#34; autoplay=&#34;autoplay&#34; loop=&#34;loop&#34;&gt;&#xA;    &lt;source src=&#34;https://colossalcitadels.com/posts/images/demo_this_week.mp4&#34; type=&#34;video/mp4&#34;&gt;&#xA;    Your browser does not support the video tag.  &#xA;&lt;/video&gt;</description>
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				<title>Dev Diary 67 - Research</title>
				<link>https://colossalcitadels.com/posts/changelog-67/</link>
				<pubDate>Fri, 16 May 2025 08:00:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-67/</guid>
				<description>&lt;p&gt;As the time flows, the development stages also finally change. This post will tell about a bunch of important steps for Colossal Citadels, such as plan and determination for a demo release, as well as some good gameplay updates, as well as one more interesting detail. Check it out!&lt;/p&gt;</description>
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				<title>Dev Diary 66 - Expeditions</title>
				<link>https://colossalcitadels.com/posts/changelog-66/</link>
				<pubDate>Tue, 04 Feb 2025 13:00:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-66/</guid>
				<description>&lt;p&gt;This time has brought some cool new features for Colossal Citadels and a lot of fun for me! I added legendary rewards for bosses, level transitions, technology blueprints, actual dungeons (!), and some other small things&lt;/p&gt;&#xA;&#xA;&#xA;&lt;div class=&#34;articlescreenshotw&#34;&gt;&#xA;    &lt;a href=&#34;https://colossalcitadels.com/posts/images/cloudships.jpg&#34;&gt;&#xA;        &lt;img src=&#34;https://colossalcitadels.com/posts/images/cloudships.jpg&#34; class=&#34;articlescreenshotw&#34;/&gt;&#xA;    &lt;/a&gt;&#xA;&lt;/div&gt;</description>
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				<title>Dev Diary 65 - Tree of Life</title>
				<link>https://colossalcitadels.com/posts/changelog-65/</link>
				<pubDate>Wed, 15 Jan 2025 04:00:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-65/</guid>
				<description>&lt;p&gt;Happy New Year! I had a lot of very positive happenings in my personal life, including FINALLY getting the residence permit in Sweden. Now I can proceed with some legal steps that will allow me to release this project.&lt;/p&gt;&#xA;&lt;p&gt;For Colossal Citadels, this time there has been a huge lore overhaul. I dreamed about Cartographers, world &amp;amp; cosmos structure, Distortion, Trees Of Life, The Abyss, false and true deities, and fallen civilizations, and some secret topics you&amp;rsquo;ll be able to unravel by finding clues in the world. Some of the new developments were transferred into the game immediately.&lt;/p&gt;</description>
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				<title>Dev Diary 64 - Rain and Knowledge</title>
				<link>https://colossalcitadels.com/posts/changelog-64/</link>
				<pubDate>Wed, 13 Nov 2024 19:30:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-64/</guid>
				<description>&lt;p&gt;This was an important time for Colossal Citadels: multiple playtest sessions revealed some great opportunities to streamline gameplay and improve the learning curve. Besides that, there were a bunch of content additions!&lt;/p&gt;&#xA;&#xA; &#xA;&lt;video class=&#34;fullwidthvideo&#34; style=&#34;margin-top:0&#34; autoplay loop playsmuted muted [muted]=&#34;&#39;muted&#39;&#34; autoplay=&#34;autoplay&#34; loop=&#34;loop&#34;&gt;&#xA;    &lt;source src=&#34;https://colossalcitadels.com/posts/images/rain.mp4&#34; type=&#34;video/mp4&#34;&gt;&#xA;    Your browser does not support the video tag.  &#xA;&lt;/video&gt;</description>
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				<title>Dev Diary 63 - Finite Infinite Resources</title>
				<link>https://colossalcitadels.com/posts/changelog-63/</link>
				<pubDate>Sun, 23 Jun 2024 09:30:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-63/</guid>
				<description>&lt;p&gt;Glad midsommar! Here is the first summer blogpost :) It brings lot of new cool things since the last update! Most notable are Finite Resources and Procedural Forest Types. Read more in the full post.&lt;/p&gt;&#xA;&#xA; &#xA;&lt;video class=&#34;fullwidthvideo&#34; style=&#34;margin-top:0&#34; autoplay loop playsmuted muted [muted]=&#34;&#39;muted&#39;&#34; autoplay=&#34;autoplay&#34; loop=&#34;loop&#34;&gt;&#xA;    &lt;source src=&#34;https://colossalcitadels.com/posts/images/finite1.mp4&#34; type=&#34;video/mp4&#34;&gt;&#xA;    Your browser does not support the video tag.  &#xA;&lt;/video&gt;</description>
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				<title>Dev Diary 62 - Shields Up!</title>
				<link>https://colossalcitadels.com/posts/changelog-62/</link>
				<pubDate>Sun, 28 Apr 2024 09:30:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-62/</guid>
				<description>&lt;div class=&#34;articlescreenshotw&#34;&gt;&#xA;    &lt;a href=&#34;https://colossalcitadels.com/posts/images/shields1.jpg&#34;&gt;&#xA;        &lt;img src=&#34;https://colossalcitadels.com/posts/images/shields1.jpg&#34; class=&#34;articlescreenshotw&#34;/&gt;&#xA;    &lt;/a&gt;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;This update brings a lot of new gameplay content, including shield designs and building designs. In this post I&amp;rsquo;ll also describe some experiments and plans!&lt;/p&gt;</description>
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				<title>Dev Diary 61 - For The Dark Gods</title>
				<link>https://colossalcitadels.com/posts/changelog-61/</link>
				<pubDate>Sun, 14 Apr 2024 09:30:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-61/</guid>
				<description>&lt;video class=&#34;fullwidthvideo&#34; style=&#34;margin-top:0&#34; autoplay loop playsmuted muted [muted]=&#34;&#39;muted&#39;&#34; autoplay=&#34;autoplay&#34; loop=&#34;loop&#34;&gt;&#xA;    &lt;source src=&#34;https://colossalcitadels.com/posts/images/reposition1.mp4&#34; type=&#34;video/mp4&#34;&gt;&#xA;    Your browser does not support the video tag.  &#xA;&lt;/video&gt;&#xA;&#xA;&lt;p&gt;Hi! These two weeks I did a bit of streams where I&amp;rsquo;m adding some new sacrifice-themed content and some gameplay changes!&lt;/p&gt;</description>
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				<title>Dev Diary 60 - Comeback</title>
				<link>https://colossalcitadels.com/posts/changelog-60/</link>
				<pubDate>Fri, 29 Mar 2024 09:30:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-60/</guid>
				<description>&lt;p&gt;Hi hi, it&amp;rsquo;s been a long time! It&amp;rsquo;s time to lift the veil on the development a bit! :) Now I do periodic live coding sessions on &lt;a href=&#34;twitch.com/rasielll&#34;&gt;twitch&lt;/a&gt; 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 &lt;a href=&#34;http://www.gamehabitat.se/&#34;&gt;Game Habitat&lt;/a&gt; in Sweden :)&lt;/p&gt;&#xA;&lt;p&gt;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:&lt;/p&gt;&#xA;&#xA;&#xA;&#x9;&lt;iframe class=&#34;fullwidthvideo&#34; style=&#34;height:300pt; margin-top:2em&#34; src=&#34;https://www.youtube.com/embed/N_1_D_mohH8&#34; title=&#34;YouTube video player&#34; frameborder=&#34;0&#34; allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&#34; allowfullscreen&gt;&lt;/iframe&gt;</description>
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				<title>Dev Diary 59 - Orders</title>
				<link>https://colossalcitadels.com/posts/changelog-59/</link>
				<pubDate>Wed, 15 Mar 2023 09:30:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-59/</guid>
				<description>&lt;video class=&#34;fullwidthvideo&#34; style=&#34;margin-top:0&#34; autoplay loop playsmuted muted [muted]=&#34;&#39;muted&#39;&#34; autoplay=&#34;autoplay&#34; loop=&#34;loop&#34;&gt;&#xA;    &lt;source src=&#34;https://colossalcitadels.com/posts/images/orders0.mp4&#34; type=&#34;video/mp4&#34;&gt;&#xA;    Your browser does not support the video tag.  &#xA;&lt;/video&gt;&#xA;&#xA;&lt;p&gt;So, here it is. Another huge update with mechanics that change the gameplay completely.&lt;/p&gt;</description>
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				<title>Dev Diary 58 - Levelling Up</title>
				<link>https://colossalcitadels.com/posts/changelog-58/</link>
				<pubDate>Sat, 11 Feb 2023 09:30:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-58/</guid>
				<description>&lt;p&gt;This period consisted mostly of rebalancing and changing numbers randomly until I feel better! As a result, we got much more challenging and stable gameplay, but still there are a lot of issues and now I want to steer player a bit from exploration to town-building. And of course there was a lot of bugfixing - I solved A LOT of old issues, including some game design ones. Anyway I&amp;rsquo;m starting to be happy with the result, which means I&amp;rsquo;m going to draft some new people to test it out. BONUS: some soundtracks in the end of that post.&lt;/p&gt;</description>
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				<title>Dev Diary 57 - Procedural Everything</title>
				<link>https://colossalcitadels.com/posts/changelog-57/</link>
				<pubDate>Wed, 18 Jan 2023 09:30:30 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-57/</guid>
				<description>&lt;p&gt;The most important and impactful (and sort of spontaneous!) change that I just made and that appears to fit quite well was &lt;strong&gt;procedural passives&lt;/strong&gt;. I&amp;rsquo;ll explain what shortly what does that mean. But it&amp;rsquo;s funny that they extend the extensive list of procedurally-generated things Colossal Citadels already has, and I didn&amp;rsquo;t quite plan that!&lt;/p&gt;</description>
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				<title>Dev Diary 56 - To The Sky</title>
				<link>https://colossalcitadels.com/posts/changelog-56/</link>
				<pubDate>Sat, 07 Jan 2023 09:30:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-56/</guid>
				<description>&lt;p&gt;Hey hey! Happy new year! It&amp;rsquo;s been a long time. But now I finally finished signing a contract with my new employer so that I&amp;rsquo;m allowed work on this side project in my free time, and now I&amp;rsquo;m returning to my workflow (yep, that&amp;rsquo;s how it works with some big companies). So I&amp;rsquo;m back!&lt;/p&gt;&#xA;&lt;p&gt;And I bring lots and lots of new changes, some of them are quite fundamental.&lt;/p&gt;&#xA;&#xA; &#xA;&lt;video class=&#34;fullwidthvideo&#34; style=&#34;margin-top:0&#34; autoplay loop playsmuted muted [muted]=&#34;&#39;muted&#39;&#34; autoplay=&#34;autoplay&#34; loop=&#34;loop&#34;&gt;&#xA;    &lt;source src=&#34;https://colossalcitadels.com/posts/images/movement-placements.mp4&#34; type=&#34;video/mp4&#34;&gt;&#xA;    Your browser does not support the video tag.  &#xA;&lt;/video&gt;</description>
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				<title>Simultaneous Turns</title>
				<link>https://colossalcitadels.com/posts/simultaneous-turns/</link>
				<pubDate>Sat, 03 Sep 2022 00:00:00 +0000</pubDate>
				<guid>https://colossalcitadels.com/posts/simultaneous-turns/</guid>
				<description>&lt;p&gt;&amp;ldquo;Waiting for player2&amp;rsquo;s turn&amp;rdquo; message on a black/locked screen is boring, you should at least try to do something about it.&lt;/p&gt;&#xA;&lt;p&gt;I just made a tiny post with some thoughts around sim-turns and parallel gameplay in turn-based games. There are some well-known (and not so well-known) ideas such as next turn predictions, alternating turn phases, planning by controlling enemies, and some major and minor concerns about simultaneous turn game design.&lt;/p&gt;</description>
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				<title>Dev Diary 55 - Opinions</title>
				<link>https://colossalcitadels.com/posts/changelog-55/</link>
				<pubDate>Sat, 13 Aug 2022 09:30:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-55/</guid>
				<description>&lt;p&gt;Super important implementations of long-awaited features related to Understandings are arrived this week. Now the system is much more deep and role-play-capable than it was before and now is quite close to the design I intended: your people can now be, for example, xenophobic exocannibals, or vegetarian destruction-magic communists, or any other weird combination. I&amp;rsquo;ll describe the improvements to the system in this post.&lt;/p&gt;&#xA;&lt;p&gt;Two years have passed since I first showed the game and an unbelievable amount of work was done - surprisingly, it&amp;rsquo;s still super fun me! So, I counted some pieces of work content that this game uses already, and it&amp;rsquo;s quite a lot!&lt;/p&gt;</description>
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				<title>Dev Diary 54 - Blood</title>
				<link>https://colossalcitadels.com/posts/changelog-54/</link>
				<pubDate>Sun, 31 Jul 2022 11:30:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-54/</guid>
				<description>&lt;video class=&#34;fullwidthvideo&#34; style=&#34;margin-top:0&#34; autoplay loop playsmuted [muted]=&#34;&#39;muted&#39;&#34; autoplay=&#34;autoplay&#34; loop=&#34;loop&#34;&gt;&#xA;    &lt;source src=&#34;https://colossalcitadels.com/posts/images/battles2.mp4&#34; type=&#34;video/mp4&#34;&gt;&#xA;    Your browser does not support the video tag.  &#xA;&lt;/video&gt;&#xA;&#xA;&lt;p&gt;This tenday brought a lot of handy updates. The most important, I finally fixed quick world reloading, and now you don&amp;rsquo;t have to relaunch the game when you to load or start a new run, haha! This also allowed me to fix some issues related to Replay Last Turn functionality and to implement the long-awaited undo button (which resets the state to the beginning of the turn). Due to unforgiving spell effects and combinations, where one little mistake might ruin everything (yes, this is intended), the game has become much more fun with &amp;ldquo;undo&amp;rdquo;. At first, Thinking of limiting it, like Into The Breach does, but I see no reason to do this without such cool narrative tricks like in Into The Breach, and now I find myself using it a lot (didn&amp;rsquo;t try with playtesters yet). Anyway, player turn in Colossal Citadels is more like &amp;ldquo;a planning stage&amp;rdquo;, even though you can see applied abilities.&lt;/p&gt;&#xA;&lt;p&gt;Here how &amp;ldquo;Revert Turn&amp;rdquo; looks now:&lt;/p&gt;</description>
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				<title>Dev Diary 53 - Steps Of The Crow</title>
				<link>https://colossalcitadels.com/posts/changelog-53/</link>
				<pubDate>Thu, 21 Jul 2022 11:30:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-53/</guid>
				<description>&lt;video class=&#34;fullwidthvideo&#34; style=&#34;margin-top:0&#34; autoplay loop playsmuted [muted]=&#34;&#39;muted&#39;&#34; autoplay=&#34;autoplay&#34; loop=&#34;loop&#34;&gt;&#xA;    &lt;source src=&#34;https://colossalcitadels.com/posts/images/devblog53-1.mp4&#34; type=&#34;video/mp4&#34;&gt;&#xA;    Your browser does not support the video tag.  &#xA;&lt;/video&gt;&#xA;&#xA;&lt;p&gt;Living through some extremely stressful legal stuff, I didn&amp;rsquo;t make anything highly important this tenday. Instead, I was calming myself by casually polishing and improving the clarity of battles and abilities: this is as always a very fun thing to do. Besides increased juiciness, now there are fewer awkward things like too fast and frequent abilities, unrhythmical delays between attacks, and so on. If only I knew how to fix these stupid ragdolls so that they won&amp;rsquo;t occasionally fly away to another continent&amp;hellip; Yesterday, one of them hit right in the camera somehow (I didn&amp;rsquo;t even know it has collision on), sadly I wasn&amp;rsquo;t recording.&lt;/p&gt;&#xA;&lt;p&gt;However, in addition to bugfixing and doing not-so-meaningful visual improvements, I came up with a couple of things that are quite a big deal in terms of improving the strategic view. First, I got rid of old movement prediction lines and replaced them with &lt;a href=&#34;https://twitter.com/unevendungeon/status/1492461187967197189&#34;&gt;these animations I shown before&lt;/a&gt;. The lines weren&amp;rsquo;t visually finished, but even if they were, they caused insane visual overload anyway (a &lt;a href=&#34;../images/devblog-53-1.jpg&#34;&gt;screenshot&lt;/a&gt; from a terrified player), when there are a lot of creatures. Second, strategic view now shows unified aggro ranges of enemies. It got a bit more convenient to quickly inspect the situation. Does the strategic view still look crypthic, though?&lt;/p&gt;</description>
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				<title>Changelog #52 - Procedural Resource Visuals 2</title>
				<link>https://colossalcitadels.com/posts/changelog-52/</link>
				<pubDate>Mon, 11 Jul 2022 11:30:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-52/</guid>
				<description>&lt;p&gt;Typing this on my way to &lt;a href=&#34;https://sv.wikipedia.org/wiki/Kullens_fyr&#34;&gt;Kullens Fyr&lt;/a&gt;. A few days ago I decided to get a tighter grip on blog writing - I found it quite enjoyable as I realized that I actually have a lot of things to write about. I made two blog posts related to Colossal Citadels - &lt;a href=&#34;https://kvachev.com/blog/posts/fog-for-topdown-games/&#34;&gt;one about its fog implementation&lt;/a&gt;, and the other about &lt;a href=&#34;https://kvachev.com/blog/posts/triangular-grid/&#34;&gt;triangle grid&lt;/a&gt;, which is another unique thing about this game. Both blog posts got some attention and I&amp;rsquo;m happy with them.&lt;/p&gt;&#xA;&lt;p&gt;But still, being in not a good mood, I&amp;rsquo;ve done not so much for Colossal Citadels; however, I&amp;rsquo;ve implemented a very important feature that actually needed a lot of internal work. Procedural resources, which you mine in the world (trees, stones, metals, etc) will have a visual effect on everything you craft and build: from yesterday on, weapons now have colors/textures/animations/vfx taken from ores, which I recently improved a lot. Procedural trees, stones, as well as procedural visuals for buildings and armor are on the way!&lt;/p&gt;&#xA;&lt;p&gt;From other less important things, I&amp;rsquo;ve finally moved to C++20 - oh it&amp;rsquo;s so good! I couldn&amp;rsquo;t use &lt;code&gt;ranges-v3&lt;/code&gt; (the prototype of &lt;code&gt;std::ranges&lt;/code&gt; feature from C++20, but supported in C++17), because of conflicts with Unreal Engine. But lately, someone pointed me out that the engine actually was already fixed to support the latest C++ and I can just try it (it didn&amp;rsquo;t work last time I tried). Now it does! So I&amp;rsquo;m enjoying nice cool things from the new standard now such as ranges, concepts and finally &lt;code&gt;starts_with&lt;/code&gt;, haha! Also, I&amp;rsquo;m moving back to my favorite text editor, because Rider is paid now and still incredibly buggy - I used it because of fancy IntelliJ inspection tools, and Visual Studio is not in my taste (I hate it). There were a lot of issues with getting VS Code to work, but so far I managed to fix all of them and now having a pleasure to work in it.&lt;/p&gt;&#xA;&lt;p&gt;Here is the full changelog:&lt;/p&gt;</description>
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				<title>Triangular Grid 2</title>
				<link>https://colossalcitadels.com/posts/triangular-grid-2/</link>
				<pubDate>Thu, 07 Jul 2022 02:32:16 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/triangular-grid-2/</guid>
				<description>&lt;p&gt;Exactly two years later, I&amp;rsquo;m writing a &lt;a href=&#34;https://kvachev.com/blog/posts/triangular-grid/&#34;&gt;follow-up&lt;/a&gt; article on triangle grids on my personal blog. It features better distance functions than in the latest article. Check it out!&lt;/p&gt;</description>
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				<title>Changelog #51 - Calculations</title>
				<link>https://colossalcitadels.com/posts/changelog-51/</link>
				<pubDate>Sun, 26 Jun 2022 08:30:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-51/</guid>
				<description>&lt;p&gt;Very good to finally experience summer completely. It actually gets hot here in Sweden! I&amp;rsquo;ve been to midsommar celebration, some birthdays, and walks in the awesome Swedish forests, so this time there are not so much gameplay changes, but anyway, there are a lot of internal changes, plus some usability and tutorial improvements.&lt;/p&gt;&#xA;&lt;p&gt;Meanwhile been slowly rewriting code to get rid of one library that caused much problems: I edited some code for like 10 minutes per day and I think there were over 20k lines changed. Then I decided to try again to fix the actual issue instead of removing the library. And somehow I succeeded! Now I have the latest version protobuf and it doesn&amp;rsquo;t crash when trying to free strings from memory after being dynamically reloaded. There was a lot of other issues with static linking (such as armed conflicts between ssl versions), but it turned out they all were solvable. What all that means? That in playtest build, your C drive won&amp;rsquo;t fill by 100G anymore and eventually you will be able to restart game without hitting Alt+F4 on gameover screen :D&lt;/p&gt;&#xA;&lt;p&gt;Another thing - I really want to try Unreal Engine 5 and convert the project to it, since there are a lot of sweet things (such as C++20 support). But I can&amp;rsquo;t do that yet because I need tessellation, which were cut out in UE5 - and they didn&amp;rsquo;t provide any proper replacement. I tried to return it in engine sources, but there were too much changes then and since then. Maybe I&amp;rsquo;ll try again one day, but for now it&amp;rsquo;s better to concentrate on the game. For now, I only updated the project to 4.27.2.&lt;/p&gt;&#xA;&lt;p&gt;Also, I replaced standard unordered containers with other implementations made by community. The choice fell to &lt;a href=&#34;https://github.com/martinus/robin-hood-hashing&#34;&gt;robin_hood&lt;/a&gt; for strings and &lt;a href=&#34;https://github.com/emilk/emilib&#34;&gt;emilib&lt;/a&gt; for ints - benchmarks in the internet shown that these are the fastest. This is a premature optimization and game didn&amp;rsquo;t needed that - but anyway, updated containers game 4-10 times turn calculation speed boost! Now it&amp;rsquo;s almost instant even on 300x300 maps where are a lot of things going. It was not a secret that standard containers are not as good, but such huge speed boost is quite surprising. &lt;a href=&#34;https://martin.ankerl.com/2019/04/01/hashmap-benchmarks-04-02-result-RandomFind_2000/&#34;&gt;Here&lt;/a&gt; is this benchmark. Author wants to update it - I hope he will include Unreal Engine&amp;rsquo;s TMap there.&lt;/p&gt;&#xA;&lt;p&gt;Lastly, I made a couple of very important features that were waiting really long (but no longer than this protobuf bug, which have been here almost since project start). The first one - you can now manually deattach groups that are about to deattach on the next turn. This way you can select which resources go to deattached groups (by drag&amp;rsquo;n&amp;rsquo;dropping them). This is usually not needed because they are distributed automatically depending on productions, an intention of sending expedition to the wilderness, but sometimes you need to do this faster than through resource transfers after deattachment. So here it is - but actually resource rearrangement is not implemented yet&amp;hellip; Another feature is production number breakdown - some players question why is it -10 food per turn, or -0.5 wood per turn. Now you can hover the production number and the game will list all things that contribute to the production number - other productions, food consumption, resource transfers and so on.&lt;/p&gt;&#xA;&lt;p&gt;Here is the full changelog:&lt;/p&gt;</description>
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				<title>Changelog #50 - Metal</title>
				<link>https://colossalcitadels.com/posts/changelog-50/</link>
				<pubDate>Mon, 13 Jun 2022 08:30:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-50/</guid>
				<description>&lt;iframe class=&#34;fullwidthvideo2&#34; style=&#34;margin-top:2em&#34; src=&#34;https://www.youtube.com/embed/8mRBcZdaRVM&#34; title=&#34;YouTube video player&#34; frameborder=&#34;0&#34; allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&#34; allowfullscreen&gt;&lt;/iframe&gt;&#xA;&#xA;&lt;p&gt;Another week of Colossal Citadels development, I did a lot of important bugfixing and finally gave attention to some very pleasant important feature, procedural resource visuals. It was well received in social networks (and of course, in &lt;a href=&#34;https://www.reddit.com/r/proceduralgeneration/comments/vaig1l/procedurally_madeup_ores/&#34;&gt;r/procgen&lt;/a&gt;. Easy.) and I gained some new followers. I&amp;rsquo;m happy about it, because it&amp;rsquo;s one of fundamental features!&lt;/p&gt;&#xA;&lt;p&gt;Haha, this week I&amp;rsquo;ll be playing a lot of NextFest demos, because I removed Colossal Citadels from it and won&amp;rsquo;t be as busy with it&amp;rsquo;s promotion. Now it will be possible to make it to the perfection for the next festival: there is a lot of essential stuff to do and playtest, especially the tutorial level. Unfortunately there was a little progress with implementation, but some progress with it&amp;rsquo;s design.&lt;/p&gt;&#xA;&lt;p&gt;Another new thing is a quickly made trailer for some twitter event, see video above. It&amp;rsquo;s quite the same as the first trailer (the one on Steam), but it was very fun to make.&lt;/p&gt;&#xA;&lt;p&gt;And here is the changelog:&lt;/p&gt;</description>
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				<title>Changelog #49 - Postponing the Demo</title>
				<link>https://colossalcitadels.com/posts/changelog-49/</link>
				<pubDate>Sun, 05 Jun 2022 08:30:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-49/</guid>
				<description>&lt;p&gt;Hello, I&amp;rsquo;ll start with not so good news (though, I already said it week ago at &lt;a href=&#34;https://discord.gg/DuPtne2&#34;&gt;Discord&lt;/a&gt;). Colossal Citadels won&amp;rsquo;t participate in this summers Steam NextFest. It&amp;rsquo;s good that I made wider playtesting time last weekend: a lot of useful conclusions were inferred from the tests. Thank you guys!&lt;/p&gt;&#xA;&lt;p&gt;The most important conclusion (and the primary reason of postponing the demo until the nextnext fest) is that the game needs a better tutorial. The percentage of players struggling with basics with current hint-based tutorials is quite significant, and some players skip tutorials, thinking that the game is too intuitive and misunderstand some parts of controls. Sometimes the density of information in tutorial windows is too big to be remembered/processed at once, and players forget/don&amp;rsquo;t prioritize the most important points.&lt;/p&gt;&#xA;&lt;p&gt;For example, the movement controls are non-traditional and have some unusual things about it. Here is a video I made that captures the essense of it:&lt;/p&gt;&#xA;&#xA;&#xA;&#x9;&lt;iframe class=&#34;fullwidthvideo&#34; style=&#34;margin-top:2em&#34; src=&#34;https://www.youtube.com/embed/jwG72_9f7Nw&#34; title=&#34;YouTube video player&#34; frameborder=&#34;0&#34; allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&#34; allowfullscreen&gt;&lt;/iframe&gt;&#xA;&#xA;&lt;p&gt;I want the first few runs to be a smoother experience, so I&amp;rsquo;m going to make a separate tutorial level that teaches the basics by forcing players to do certain actions, read hints and click certain buttons on the screen. I designed most of that tutorial long ago, but I won&amp;rsquo;t be able to finish it before the NextFest. Quite sad to see that a lot of awesome games have published their demos right now :( But I believe this decision will make the game much better.&lt;/p&gt;&#xA;&lt;p&gt;If some of you really wanted to try the demo, you&amp;rsquo;ll be able to test the new tutorial (and main gameplay) when the tutorial is finished: I&amp;rsquo;ll just send you a message/email when it&amp;rsquo;s time, if you applied to a playtest.&lt;/p&gt;&#xA;&lt;p&gt;I also made a very important feature for strategy games: tooltip extensions. &lt;a href=&#34;https://twitter.com/unevendungeon/status/1532671969379897344&#34;&gt;Here is demonstration video.&lt;/a&gt; So, now you can hover tooltips and they will be extended into more tooltips, and you&amp;rsquo;ll be able to learn the whole game starting with just one popup!&lt;/p&gt;&#xA;&lt;p&gt;Here is a changelog. It&amp;rsquo;s not long, but meaningful:&lt;/p&gt;</description>
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				<title>Changelog #48 - Armor</title>
				<link>https://colossalcitadels.com/posts/changelog-48/</link>
				<pubDate>Thu, 26 May 2022 11:30:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-48/</guid>
				<description>&lt;p&gt;This tenday I made even less features and even more insectoidquashing than the week before. A lot of big problems come from google&amp;rsquo;s protobuf library, which I&amp;rsquo;m using in this project. They couldn&amp;rsquo;t make it to work with dynamic loading and even refuse to try, and Unreal Engine, as well as a lot of other software, makes use of it. Problems come in form of memory leaks, since certain functions don&amp;rsquo;t work (such as releasing arena buffers with strings). I was hoping to fix it soon, but looks like it&amp;rsquo;s not an adequate task, because this library is bigger than my game :) So, I started to rewrite related code and already changed over 7k lines of code to get rid of the library. The best replacement is Unreal Engine&amp;rsquo;s serialization and RPCs, even though I&amp;rsquo;ll have to give up some cool things such as proto definitiona. This rewrite branch is still work in progress, and the memory is still leaking now! But I guess that&amp;rsquo;s ok for pre-alpha, unless you have 4G of RAM.&lt;/p&gt;&#xA;&lt;p&gt;Back to more interesting stuff: I redesigned how armor works to make it clearer. At first, there was an idea of turning armor into &amp;ldquo;hp bar extension&amp;rdquo; that will restore each turn: it would work like something between Divinity: Original Sin 2 and Slay the Spire. This would allow trickier combos and underline the feeling of &amp;ldquo;a perfect turn&amp;rdquo;, when you carefully plan to take no damage and do an effect on the battlefield. Armor-gaining skills would getting much more juicy (see Slay the Spire), and some other features like denying cold damage with fire damage and backwards would work more intuitively. It&amp;rsquo;s also much clearer to player than the previous system of &amp;ldquo;defense points&amp;rdquo;, that non-linearly added to damage percentage cut. For example, 1 point was 5%, 2 points was 9%, and it never gets to 100%.&lt;/p&gt;&#xA;&lt;p&gt;But there are problems with it: we have a lot of types and damage/defense in design: pierce, blunt, fire, cold, lightning, poison. All of these can&amp;rsquo;t be shown on a healthbar at once, and there are dozens of units on the screen at the same time. Information needs to be clear and go as fast as possible. It would be inconvenient repeatedly open popups to see defenses; damage predictions on healthbars won&amp;rsquo;t show damage due to first few strikes taking armor instead of health points. So, this defense style doesn&amp;rsquo;t fit for this scale of the game. If there were 4 units on screen and not 20, it would make a greater experience. Maybe I&amp;rsquo;ll leave this idea for future games.&lt;/p&gt;&#xA;&lt;p&gt;There is much simpler solution. Because there are six types of damage, it&amp;rsquo;s perfectly fine to have 100% defense for one of them. So now armor is simply adding flat damage block! It linearly stacks with skills, resource effects and everything else. For physical damage armor, it would be easy to gain big defense, but almost impossible to gain 100%. Against elemental damage, it would be not uncommon to have 100% defense against some type of damage and vulnerability to some other.&lt;/p&gt;&#xA;&lt;p&gt;Besides from armor, I improved menu design and made it more eye-candy; also, more &lt;a href=&#34;https://twitter.com/unevendungeon/status/1527935527067983872&#34;&gt;turn prediction visualization work&lt;/a&gt;. Here is the full changelog.&lt;/p&gt;</description>
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				<title>Public playtest incoming</title>
				<link>https://colossalcitadels.com/posts/playtest/</link>
				<pubDate>Tue, 24 May 2022 12:40:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/playtest/</guid>
				<description>&lt;iframe class=&#34;fullwidthvideo&#34; style=&#34;margin-top:2em&#34; src=&#34;https://www.youtube.com/embed/OsvQH-5vLgM&#34; title=&#34;YouTube video player&#34; frameborder=&#34;0&#34; allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&#34; allowfullscreen&gt;&lt;/iframe&gt;&#xA;&#xA;&lt;p&gt;Hey! Colossal Citadels is going to have more unsupervised pre-alpha tests, and I need more people for that. If you want to participate, fill up &lt;a href=&#34;https://forms.gle/nP9AVuTiEw2JBALe7&#34;&gt;this form&lt;/a&gt; and wait a until the end of the week!&lt;/p&gt;&#xA;&lt;p&gt;Disclaimer: this will be a limited version of first N turns with fixed maps and less procedural generation - it will be easier for me to judge about the experience of tutorials and first steps in the game. Also, of course, a lot of bugs and feature placeholders.&lt;/p&gt;&#xA;&lt;p&gt;When it starts I would be thankful if you play the game and destroy it: your critique can be used to improve the game.&lt;/p&gt;&#xA;&lt;p&gt;Thanks a lot!&lt;/p&gt;</description>
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				<title>Changelog #47 - Automations</title>
				<link>https://colossalcitadels.com/posts/changelog-47/</link>
				<pubDate>Sun, 15 May 2022 11:40:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-47/</guid>
				<description>&lt;div class=&#34;articlescreenshot&#34;&gt;&#xA;    &lt;a href=&#34;https://colossalcitadels.com/screenshots/red-desert.jpg&#34;&gt;&#xA;        &lt;img src=&#34;https://colossalcitadels.com/screenshots/red-desert.jpg&#34; class=&#34;articlescreenshot&#34;/&gt;&#xA;    &lt;/a&gt;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;This week I&amp;rsquo;ve been working on bugsquashing a lot, but I also added some important automation features. One of them is mostly targeted for the lategame when you&amp;rsquo;ll want your towns running on their own and providing your adventurers with supplies automatically. Another of them is an overhaul of scouts which now explore surroundings automatically. Both features are not completely working yet (e.g. big towns also produce useless old weapon types sometimes, and scouts run into enemies with higher action range than them), but that&amp;rsquo;s a subject of long improvement.&lt;/p&gt;&#xA;&lt;p&gt;Watch out, I&amp;rsquo;m going to make a broader test soon before the demo. Depending on test&amp;rsquo;s results, I&amp;rsquo;ll make a decision of postponing the demo: because having proper financial state (I&amp;rsquo;m not in a one because of forced immigration) at the time of demo release would allow this game to gain more from this steam next fest; there are a lot of things to improve yet. Anyone who would be frustrated by the fact that it&amp;rsquo;s postponed, can request to become a playtester (that for that!). But if everything about understandability and stability will turn out fine as it is, the demo will happen this nextfest!&lt;/p&gt;&#xA;&lt;p&gt;Also, this week two very cool important games came out: &lt;a href=&#34;https://store.steampowered.com/app/690370/Cantata/&#34;&gt;Cantata&lt;/a&gt; and &lt;a href=&#34;https://store.steampowered.com/app/867210/Songs_of_Conquest/&#34;&gt;Songs of Conquest&lt;/a&gt;. One of them features turn-based factory-building too (but in different approach), other one is a continuation of Adventure Strategy gameplay. I advice checking out both.&lt;/p&gt;&#xA;&lt;p&gt;Thanks for reading! Here is the changelog:&lt;/p&gt;</description>
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				<title>Changelog #46 - Legendary</title>
				<link>https://colossalcitadels.com/posts/changelog-46/</link>
				<pubDate>Sun, 08 May 2022 11:40:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-46/</guid>
				<description>&lt;div class=&#34;articlescreenshot&#34;&gt;&#xA;    &lt;a href=&#34;https://colossalcitadels.com/screenshots/rarity.png&#34;&gt;&#xA;        &lt;img src=&#34;https://colossalcitadels.com/screenshots/rarity.jpg&#34; class=&#34;articlescreenshot&#34;/&gt;&#xA;    &lt;/a&gt;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;The most important feature added in this list is a battle engagement effect. Now when you place a movement order, it will immediately display that battle is about to happen. Because now all battles are visible in advance, it became much easier and convenient to play. I&amp;rsquo;ll show the effect soon in a video.&lt;/p&gt;&#xA;&lt;p&gt;I won some reddits again with a simple low-effort &lt;a href=&#34;https://www.reddit.com/r/IndieGaming/comments/ukbkl7/item_rarity_colors_like_in_diablo_2_always_gave/&#34;&gt;post&lt;/a&gt; about item rarity colors. I always loved feelings item rarities gave in ARPGs and I was intended to do a similar thing here from the beginning. Now finally here it is.&lt;/p&gt;&#xA;&lt;p&gt;Item rarities will be as: Common (white) &amp;lt; Uncommon (blue) &amp;lt; Rare (gold) &amp;lt; Legendary (red, animated)&lt;/p&gt;&#xA;&lt;p&gt;Here is a changelog. Not so big as previous ones, though.&lt;/p&gt;</description>
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				<title>Changelog #45 - A Cloud Crystallized</title>
				<link>https://colossalcitadels.com/posts/changelog-45/</link>
				<pubDate>Thu, 28 Apr 2022 13:48:38 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-45/</guid>
				<description>&lt;div class=&#34;articlescreenshot&#34;&gt;&#xA;    &lt;a href=&#34;https://colossalcitadels.com/screenshots/productions.png&#34;&gt;&#xA;    &lt;img src=&#34;https://colossalcitadels.com/screenshots/productions.jpg&#34; class=&#34;articlescreenshot&#34;/&gt;&#xA;    &lt;/a&gt;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;Past two weaks I&amp;rsquo;ve shown the game to multiple new people and done a lot of playtests. They seem to like it ^_^ Steam NextFest is really soon, I hope I&amp;rsquo;ll be able to deliver good enough experience for you guys.&lt;/p&gt;&#xA;&lt;p&gt;I also partially got back to work, so less changes this time: but there is still a lot of important bug fixes, such as movement algorithm fixes; small details and improvements; shortcuts (you can increase production using only keyboard now); some new content (different kinds of scrolls for Spell Scrolls), features and rule changes (advanced productions take one house now).&lt;/p&gt;</description>
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				<title>Changelog #44 - Scrolls and Arrows</title>
				<link>https://colossalcitadels.com/posts/changelog-44/</link>
				<pubDate>Tue, 19 Apr 2022 11:49:39 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-44/</guid>
				<description>&lt;p&gt;That was really motivating four days with a lot of new ideas and implemented features. From important things: spell scrolls now are implemented - these are group-wise spells that consume items on use. They need to be created from scrolls. Other thing is projectiles for weapons like bows. Now you&amp;rsquo;ll have to supply different kinds of projectiles like in factory games.&lt;/p&gt;&#xA;&lt;p&gt;Here is a huge changelog.&lt;/p&gt;</description>
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				<title>Changelog #43</title>
				<link>https://colossalcitadels.com/posts/changelog-43/</link>
				<pubDate>Fri, 15 Apr 2022 16:39:39 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-43/</guid>
				<description>&lt;p&gt;Immigration is hard, and also putin now threatens to attack country I moved into. But I&amp;rsquo;m working on this project, playtesting and designing stuff is great as always. Preparing demo build requires a lot of old issues to be solved so that the game will feel closer to what I want. Here are this week&amp;rsquo;s changes:&lt;/p&gt;</description>
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				<title>Changelog #42</title>
				<link>https://colossalcitadels.com/posts/changelog-42/</link>
				<pubDate>Thu, 07 Apr 2022 17:39:39 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-42/</guid>
				<description>&lt;p&gt;Good/bad news! Due to moving to Sweden as an asylum seeker and waiting for a exemption from a work permit, I&amp;rsquo;m now officially unemployed! But on the other side, my dream of becoming a full time solo indie game developer has fulfilled. So, this week&amp;rsquo;s changelog is going to be really big&lt;/p&gt;</description>
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				<title>Changelog #41 - Returning to work</title>
				<link>https://colossalcitadels.com/posts/changelog-41/</link>
				<pubDate>Wed, 30 Mar 2022 17:39:39 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-41/</guid>
				<description>&lt;p&gt;Now I can finally work on the game while I&amp;rsquo;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.&lt;/p&gt;&#xA;&lt;p&gt;Colossal Citadels will participate in the next Steam &lt;a href=&#34;https://store.steampowered.com/sale/nextfest&#34;&gt;NextFest&lt;/a&gt; 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.&lt;/p&gt;&#xA;&lt;p&gt;I also changed my text editor theme to white. Wow. So, here is the next changelog.&lt;/p&gt;</description>
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				<title>Changelog #40 - Fuck P*tin</title>
				<link>https://colossalcitadels.com/posts/changelog-40/</link>
				<pubDate>Sat, 19 Mar 2022 01:39:39 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-40/</guid>
				<description>&lt;p&gt;This month there were no updates because these terrifying events happened. A full scale russian invasion beginned with series of rocket strikes on my beloved Kyiv. I&amp;rsquo;m not a soldier, so I left Ukraine after 10 days and now only participating in the information war.&lt;/p&gt;&#xA;&lt;p&gt;As I settled after a very long path through Europe, I could make some tiny updates to the game as a rest activity. Long delay also means a fresh look, I&amp;rsquo;ve got new ideas and implemented some of them. I also started to learn Swedish and asked people about their local folklore. So, maybe some deeper Scandinavian lore is coming later.&lt;/p&gt;</description>
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				<title>Changelog #39 - Into Battle</title>
				<link>https://colossalcitadels.com/posts/changelog-39/</link>
				<pubDate>Sun, 20 Feb 2022 15:06:39 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-39/</guid>
				<description>&lt;p&gt;This week I&amp;rsquo;ve been mostly working on fixing bugs: I got rid of a lot of them, but there are a lot more. Besides from that, I&amp;rsquo;ve done quite many small improvements and additions. Most important one, I think, is an improvement of melee battle movement algorithm. I showed how it works in &lt;a href=&#34;https://twitter.com/unevendungeon/status/1495072849689825283&#34;&gt;this tweet&lt;/a&gt;. With latest improvements, creature are more likely to form lines, while not missing an opportunity to attack. Before, they could often jump through the enemy line to attack them, and that looked a bit strange. And lines are essential for wall shield abilities that I&amp;rsquo;m planning to implement soon.&lt;/p&gt;</description>
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				<title>Changelog #38 - Discoveries</title>
				<link>https://colossalcitadels.com/posts/changelog-38/</link>
				<pubDate>Sun, 13 Feb 2022 15:07:40 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-38/</guid>
				<description>&lt;p&gt;Time for a new changelog update! I&amp;rsquo;m returning to pre-covid efficiency (got sick in January), though, it&amp;rsquo;s hard to say if I done less when I was sick, because I was making a Steam page and finishing a trailer. By the way, that kind of work is much harder than programming!&lt;/p&gt;&#xA;&lt;p&gt;This week I conquered a subreddit with one post, &lt;a href=&#34;https://www.reddit.com/r/magicbuilding/comments/sohcki/my_characteristicsmagic_system_where_everything/&#34;&gt;Characteristics&lt;/a&gt; in /r/magicbuilding. Also, I fixed quite big amount of bugs and made something essential for a 4X game: sound a visual effect for fog of war reveal! See it &lt;a href=&#34;https://www.reddit.com/r/indiegames/comments/sqq2nw/screenshot_saturday_new_sound_and_visual_effect/&#34;&gt;here&lt;/a&gt;. This video also shows another visual update: new animation of next turn movement visualization when you assign movement order for your creatures. This makes simultaneous turns gameplay more convenient, and adds a lot of feedback when you right click.&lt;/p&gt;</description>
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				<title>Changelog #37 - Everyone Has A Story</title>
				<link>https://colossalcitadels.com/posts/changelog-37/</link>
				<pubDate>Sun, 06 Feb 2022 15:07:40 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-37/</guid>
				<description>&lt;div class=&#34;articlescreenshot&#34;&gt;&#xA;    &lt;a href=&#34;https://colossalcitadels.com/screenshots/stories.png&#34;&gt;&#xA;    &lt;img src=&#34;https://colossalcitadels.com/screenshots/stories.jpg&#34; class=&#34;articlescreenshot&#34;/&gt;&#xA;    &lt;/a&gt;&#xA;&lt;/div&gt;&#xA;&#xA;&lt;p&gt;Here is this week&amp;rsquo;s changelog. It includes important improvements for next turn prediction visualization, making it much more responsive. Since this game has simultaneous turns, this visualization greatly improves quality of life and makes player&amp;rsquo;s actions more deterministic. There were also some atmospheric changes.&lt;/p&gt;&#xA;&lt;p&gt;I also updated the trailer and added some assets to press kit on the website.&lt;/p&gt;</description>
			</item>
			<item>
				<title>Changelog #36 - The first public changelog</title>
				<link>https://colossalcitadels.com/posts/changelog-36/</link>
				<pubDate>Sun, 30 Jan 2022 18:31:46 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/changelog-36/</guid>
				<description>&lt;p&gt;Yesterday was an important day, I announced the trailer and published a Steam page, got some questions and discussions. I&amp;rsquo;m especially happy about my &lt;a href=&#34;https://www.reddit.com/r/4Xgaming/comments/sfli5l/the_first_trailer_for_a_4x_with_factorybuilding/&#34;&gt;post&lt;/a&gt; on /r/4Xgaming gaining a lot of upvotes and making on top of their main page. I will be thankful if you retweet &lt;a href=&#34;https://twitter.com/unevendungeon/status/1487431310268411912&#34;&gt;this&lt;/a&gt;.&lt;/p&gt;&#xA;&lt;p&gt;Back to the main topic, it&amp;rsquo;s really inspiring to write changelogs, so I&amp;rsquo;ll post them periodically. Open full post to read it!&lt;/p&gt;</description>
			</item>
			<item>
				<title>Announcement Trailer!</title>
				<link>https://colossalcitadels.com/posts/announcement-trailer/</link>
				<pubDate>Sat, 29 Jan 2022 10:32:16 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/announcement-trailer/</guid>
				<description>&lt;p&gt;Out of the mist of The Infinite Ocean, we finally reveal announcement trailer for Colossal Citadels! Here you can watch the bits of gameplay for the first time:&lt;/p&gt;&#xA;&#xA; &#xA;&#x9;&lt;iframe class=&#34;fullwidthvideo&#34; style=&#34;margin-top:2em&#34; src=&#34;https://www.youtube.com/embed/J5bkFX28QC0&#34; title=&#34;YouTube video player&#34; frameborder=&#34;0&#34; allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&#34; allowfullscreen&gt;&lt;/iframe&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is a development blog, and all published in-game materials are subject of change&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;Some more important news: Steam Store page is set up. You can wishlist the game now here: &lt;a href=&#34;https://store.steampowered.com/app/1854570&#34;&gt;https://store.steampowered.com/app/1854570&lt;/a&gt;&lt;/p&gt;</description>
			</item>
			<item>
				<title>Triangular Grid</title>
				<link>https://colossalcitadels.com/posts/triangular-grid/</link>
				<pubDate>Thu, 09 Jul 2020 17:32:16 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/triangular-grid/</guid>
				<description>&lt;p&gt;COLOSSAL CITADELS uses triangular grid instead of common hex or square grids.&lt;/p&gt;&#xA;&#xA; &#xA;&#x9;&lt;iframe class=&#34;fullwidthvideo&#34; style=&#34;margin-top:2em&#34; src=&#34;https://www.youtube.com/embed/6OXbR3paYUQ&#34; title=&#34;YouTube video player&#34; frameborder=&#34;0&#34; allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&#34; allowfullscreen&gt;&lt;/iframe&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is a development blog, and all published in-game materials are subject of change&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;I will give you some implementations of most used computations on triangular grid. I recommend to come up with this by yourself, but if you&amp;rsquo;re in hurry, you can just copy from this article or use my header-only &lt;a href=&#34;https://github.com/Rasie1/triangle&#34;&gt;library&lt;/a&gt;.&lt;/p&gt;</description>
			</item>
			<item>
				<title>New Website!</title>
				<link>https://colossalcitadels.com/posts/first-post/</link>
				<pubDate>Wed, 01 Jul 2020 12:36:46 +0300</pubDate>
				<guid>https://colossalcitadels.com/posts/first-post/</guid>
				<description>&lt;p&gt;Hello!&lt;/p&gt;&#xA;&lt;p&gt;I&amp;rsquo;m launching this website and blog now. I&amp;rsquo;m loving that night camp scene video background, even though chromium eats the whole CPU while playing that.&lt;/p&gt;&#xA;&lt;p&gt;Later I will unlock more info here, as soon as I finish working on the trailer and announce the game. It&amp;rsquo;s going to be awesome! I&amp;rsquo;ve already published some footage of visual style and music on social media, here it is:&lt;/p&gt;&#xA;&#xA; &#xA;&#x9;&lt;iframe class=&#34;fullwidthvideo&#34; style=&#34;margin-top:2em&#34; src=&#34;https://www.youtube.com/embed/5BLwfYGi0jg&#34; title=&#34;YouTube video player&#34; frameborder=&#34;0&#34; allow=&#34;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&#34; allowfullscreen&gt;&lt;/iframe&gt;&#xA;&#xA;&lt;p&gt;&lt;em&gt;This is a development blog, and all published in-game materials are subject of change&lt;/em&gt;&lt;/p&gt;</description>
			</item>
			<item>
				<title>Colossal Citadels Press Kit</title>
				<link>https://colossalcitadels.com/presskit/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://colossalcitadels.com/presskit/</guid>
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 ._team-fix-margin-top {&#xA;    margin-top: -15px;&#xA;  }&#xA;}&#xA;&#xA;&lt;/style&gt;&#xA;&lt;section class=&#34;block grid&#34;&gt;&#xA;    &lt;aside class=&#34;factsheet grid__item&#34;&gt;&#xA;        &lt;img class=&#34;cover&#34; width=&#34;100%&#34; src=&#34;cover.png&#34; /&gt;&#xA;        &lt;a class=&#34;open-button&#34; href=&#34;https://store.steampowered.com/app/1854570/Colossal_Citadels&#34;&gt;Open in Steam Store&lt;/a&gt;&#xA;        &lt;h2 id=&#34;factsheet&#34; class=&#34;factsheet__title&#34;&gt;Factsheet&lt;/h2&gt;&#xA;        &lt;dl class=&#34;factsheet__list&#34;&gt;&#xA;            &lt;dt&gt;Developer:&lt;/dt&gt;&#xA;            &lt;dd&gt;&#xA;                &lt;a href=&#34;https://colossalcitadels.com/about&#34;&gt;Uneven Dungeon&lt;/a&gt;&#xA;            &lt;/dd&gt;&#xA;&#xA;            &lt;dt&gt;Publisher:&lt;/dt&gt;&#xA;            &lt;dd&gt;Self-published (for now)&lt;/dd&gt;&#xA;&#xA;            &lt;dt&gt;Release date:&lt;/dt&gt;&#xA;            &lt;dd&gt;TBA&lt;/dd&gt;&#xA;&#xA;            &lt;dt&gt;Platforms:&lt;/dt&gt;&#xA;            &lt;dd&gt;&#xA;                &lt;a href=&#34;https://store.steampowered.com/app/1854570/Colossal_Citadels&#34;&gt;Steam (PC, Linux)&lt;/a&gt;&#xA;            &lt;/dd&gt;&#xA;&#xA;            &lt;dt&gt;Social:&lt;/dt&gt;&#xA;            &lt;dd&gt;&#xA;                &lt;a href=&#34;http://colossalcitadels.com&#34;&gt;colossalcitadels.com&lt;/a&gt;&#xA;            &lt;/dd&gt;&#xA;            &lt;dd&gt;&#xA;                &lt;a href=&#34;https://twitter.com/unevendungeon&#34;&gt;Twitter&lt;/a&gt;&#xA;            &lt;/dd&gt;&#xA;            &lt;dd&gt;&#xA;                &lt;a href=&#34;https://discord.gg/DuPtne2&#34;&gt;Discord&lt;/a&gt;&#xA;            &lt;/dd&gt;&#xA;            &lt;dd&gt;&#xA;                &lt;a href=&#34;https://www.youtube.com/channel/UCQgbEEtoiebaFBuqfXy7woQ&#34;&gt;Youtube&lt;/a&gt;&#xA;            &lt;/dd&gt;&#xA;            &lt;dd&gt;&#xA;                &lt;a href=&#34;https://www.reddit.com/r/ColossalCitadels/&#34;&gt;Reddit&lt;/a&gt;&#xA;            &lt;/dd&gt;&#xA;&#xA;        &lt;/dl&gt;&#xA;    &lt;/aside&gt;&#xA;&#xA;    &lt;article class=&#34;description grid__item&#34;&gt;&#xA;        &lt;h2 id=&#34;description&#34;&gt;Description&lt;/h2&gt;&#xA;        &lt;p&gt;&#xA;            A fantasy strategy, featuring turn-based factory building over procedural resource types. Expand and optimize your network of towns, grow your heroes, and excel in deep tactical seamless auto-battler combat.&#xA;        &lt;/p&gt;</description>
			</item>
			<item>
				<title>Uneven Dungeon</title>
				<link>https://colossalcitadels.com/about/</link>
				<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
				<guid>https://colossalcitadels.com/about/</guid>
				<description>&lt;p&gt;Consisting of&amp;hellip;&lt;/p&gt;&#xA;&lt;p&gt;A solo developer, Vsevolod Kvachev.&lt;/p&gt;&#xA;&lt;p&gt;I am a C++ Software Engineer. I&amp;rsquo;m working on Colossal Citadels in my free time for quite a while. I also do most of 3D models, UI and graphic design, all the music, and worldbuilding for the game. I use paid assets for some animations and some characters, however, I usually heavily modify them to make them match the artstyle.&lt;/p&gt;&#xA;&lt;h2 id=&#34;contacts&#34;&gt;Contacts&lt;/h2&gt;&#xA;&#xA;&#xA;&lt;ul class=&#34;icons&#34;&gt;&#xA;    &lt;li&gt;&lt;a href=&#34;mailto:unevendungeon@gmail.com&#34;&gt;Email&lt;/a&gt;&lt;/li&gt;&#xA;    &lt;li&gt;&lt;a href=&#34;https://twitter.com/unevendungeon&#34;&gt;Twitter&lt;/a&gt;&lt;/li&gt;&#xA;    &lt;li&gt;&lt;a href=&#34;https://twitter.com/_rasie1&#34;&gt;Personal Twitter&lt;/a&gt;&lt;/li&gt;&#xA;    &lt;li&gt;&lt;a href=&#34;https://kvachev.com&#34;&gt;Personal Website&lt;/a&gt;&lt;/li&gt;&#xA;    &lt;li&gt;&lt;a href=&#34;https://kvachev.com/blog&#34;&gt;Tech Blog&lt;/a&gt;&lt;/li&gt;&#xA;&lt;/ul&gt;</description>
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