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