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)
- turn simulation improvements
- map generation tweaks
- new bugs, of course