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  3. Tribes and Clans Update Out Now!

Tribes and Clans Update Out Now!

Greetings, associate!

We are proud to release an update for Revival: Recolonization, which includes a number of bug fixes and gameplay tweaks. To access the latest build, please click on the "Download Demo" button on the game’s Steam page.

Please note — we will temporarily stop access to the Revival: Recolonization demo after 2-3 weeks. This will allow us to better process feedback and your suggestions.

Now, onto the full changelog!



Firstly, we have refined and tweaked the tribes and clans system. Many of the changes made to the game are related to this system:

  • updated the first contact and clan assimilation screens;
  • added and recalculated bonuses from various tribe alignments, including combat;
  • tweaked the cost of certain units;
  • changed descriptions and names for tribes and the pool of clan names (which is still WIP, so don’t be confused if you meet several duplicate clans on the game map belonging to the same tribe);
  • added a UI window for selecting clan traits during assimilation;
  • added game functionality/repercussions for a number of clan worldviews on the diplomacy screens, such as views on “mutations”.




We have also implemented a ton of other fixes and updates to the game. The most notable ones are:

  • limited the number of emissaries (factions) on the map to 7, with a unique colour for each;
  • fixed a number of instances that lead to the game freezing;
  • fixed issues during and after combat encounters that lead to unexpected results and occasional game freezes;
  • fixed the English text on a few UI elements, descriptions and tips;
  • fixed AI-related bugs, especially when the AI is attempting to assimilate clans;
  • tweaks were made to the resource economy;
  • an automaton can no longer place an edict capsule in the city;
  • dead/eradicated factions are no longer displayed in the “Society” window;
  • minimum and maximum loyalty thresholds for assimilation changed to -10 \ +10;
  • the "trade" worldview now tracks and depends on the number of active trade contracts, not the number of initiated ones;
  • automatons no longer appear when assimilating tribes;
  • when killing an automaton, a faction will now receive one of three rare resources: Electronics, Mutagen or Diamonds;
  • ruins containing resources or a squad of automatons are more evenly distributed across regions;
  • improved the algorithm for determining a good place to build a city;
  • it is no no longer possible to attack a faction that was destroyed by the player, leave the poor sods alone!
  • a faction’s city is now correctly displayed on the map after signing the appropriate agreement;
  • fixed a bug that occurred when the player was receiving an offer to sign a contract from the AI;
  • fixed a bug where the names of cities were visible in the fog of war;
  • fixed a bug related to reputation count at the end of a turn.




Combat and equipment:

  • added swords, maces, and axes for melee units;
  • gauss laser and cannon models for ranged units;
  • added a long cannon for artillery (2nd epoch);
  • added a large artillery tower (2nd epoch);
  • 4th epoch artillery units received a new animation and a singularity cannon;
  • 1st epoch unit avatars now match their armour;
  • lightsaber colour effects added;
  • when attacking with grenades, cover points are taken away;
  • archers can no longer fight with axes, which is pretty logical, right?
  • added a galley (1st epoch ship);
  • updated the model for the “Walker” platform;
  • added a special ability called "Sacrifice a unit". Use with caution ;)
  • the choice of several types of attacks simultaneously is now blocked;
  • grenades no longer have the “Ground Attack” attribute associated with them; the attribute is now associated with shrapnel.

Visuals:

  • updated the animation of the emissary's cloak;
  • updated region colours on the strategic (diplomacy) map;
  • a few icon-related fixes on the Science screen;

UI:

  • redesigned the Resources window;
  • unavailable equipment upgrades are now hidden from the player;
  • disabled fog of war on the strategic map;
  • when trading relations are severed, the corresponding loyalty factor will decrease. Also, you cannot conclude a contract again while it is in effect.
  • added a notification about some of the work-in-progress worldviews;
  • several sciences have been switched around on the Science Screen to make the research tree progression more logical;
  • the shift button works again in the trade window, allowing you to add 10 units of goods per click.

We have also restored the compatibility of old save files. However, we still recommend you start a new game to experience all of the new features. We can't wait to hear your feedback on the new build!

Yours faithfully,
Revival: Recolonization Team