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Development Update: Customizable Reeves, Diplomacy and Improved Optimization

Good day fellow Meeps!

I've got some exciting updates to share!

[h2]Customize Your Reeves[/h2]

You will be able to customize your Reeves (one Male and one Female), and these settings will be used whenever a Reeve joins your Realm.



[h2]Diplomacy / AI Realm Interactions[/h2]

I've added diplomacy / interactions with the AI Realms to the game at last! Each AI realm will focus on a speciality, for example Woodcutting or Fishing. The interactions you can have with that AI realm will then be tailored around their speciality and various events in the game.



Examples of AI Realm Interactions / Diplomacy:
  • If they're close enough (remember, your buildings can even mix), you can allow them to take leisure trips on your helicopters, increasing Goodwill.
  • If you have enough Goodwill, they can boost your research in the field they're focusing on. Thus, depending what your neighbors can assist with, you need to adapt what your Realm needs to focus on.
  • They can provide you with an additional controllable Reeve (as Consul) if you can help them become a large enough Realm (by number of Meeps).
  • If your Reeve learns any of the skills an AI realm does not specialize in from your own Meeps in those fields, you can send it out on an expedition to teach those skills to the AI realm. That allows the AI realms to gain access to additional skills over time, allowing them to become a more "fully fledged Realm".
  • In return, they provide you with "medicinal herbs" to create Heal Bales from. You will have limited Heal Bales available, and can only build more by helping your neighbors progress, allowing you to keep the turtle healthier.
  • AI realms will have access to some foodstuffs you won't have. You can send them resources in exchange for access to these, allowing your farms to plant a larger variety, for increased Appeal.
  • You require enough carts at the Tavern, as well as Provisions, to form expeditions to the AI Realms, as well as to distant parts of the map.




[h2]Improved Optimization[/h2]

I've also been tinkering with the optimization and have managed to get rid of some serious later-game issues in terms of path finding. I've let some elements react better to the graphics quality setting, for example fewer raindrops on lower settings.

[h2]Launch Date Announcement Coming Soon[/h2]

Finally, I will soon announcement the 1.0 launch date... It's around the corner! The changes of the last 4 months or so will go live with the 1.0 launch.

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Gideon