Changelog #42
Good/bad news! Due to moving to Sweden as an asylum seeker and waiting for a exemption from a work permit, I’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’s changelog is going to be really big
- working on public demo build
- optimized movement algorithm, turn calculation for hundreds of moving units is now instant
- working on more convenient one-use items
- worked on implementing scrolls
- these are one-use skill items that can be created from paper and elemental items
- maybe you know a better name for paper items category? Because different cultures used different things for paper. I have now only Papyrus implemented, which you can get near water. But there are a lot of things you can write on: birch bark, wood, cloth, paper!
- these are one-use skill items that can be created from paper and elemental items
- implemented training structures. You can “educate” your creatures in special places, which will give special passive to a creature (and maybe some stats)
- implemented training at Paladin Outpost, Thieves Guild, Druid Circle, Cathedral, Barbarian War Camp
- also you can get special Understandings/item blueprints from these places (actually this was implemented long ago, but it needs to be mentioned)
- UI improvements
- temporary effects are now shown in first tab of creature view
- environment and structures now don’t get in the way when you’re drawing citadels tiles
- improved village trading menu
- improved creature description generation - there is a chance for some background information depending on stat difference
- player now all owns area between mined structures (less accidental deattachments and lost productions)
- weapon and armor transfers now can take equipped items too
- new sound when cancelling arrows
- balancing
- removed bugs, added bugs