Final Push
[p]Hello,[/p][p][/p][p]it has been very busy four weeks, a lot has happened and a lot needs to be revealed today. Last time I was talking very vaguely about 1.0 release. Today I can finally draw some concrete steps to leave Early access![/p][p]First of all I'd like to mention that my amazing wife has brought our second baby to this world two weeks ago. So apologies if I were (and will be) less responsive in the meantime. I am now slowly coming to a new work schedule and managing to get a couple of work hours each day. But it will take a few weeks probably to stabilize on some steady pace.[/p]
Good news and Bad news
[p]In my previous update mentioned the following two planning questions:[/p]- [p]When the Beta test for 1.0 starts. Optimistic guess = November, Pessimistic guess = December.[/p]
- [p]When the 1.0 actually goes live (ending Early access phase). Optimistic guess = December, Pessimistic guess = January[/p]
What will change from 0.12?
[p]While I tried to do majority of invasive changes in previous major update, there are still numerous changes - mainly to provide maneuvering space for late-game balancing. I won't go much into detail since majority of these are medium-to-small changes. There's just a lot of them.[/p][p][/p][h2]Secret Farming[/h2][p]Secret farming from Raven idols was redesigned. It no longer generates Secrets passively, instead it unlocks a 'repeatable' research technology, which rewards a secret every time it is 'finished'. [/p][p]For a 'diminishing return' effect (and thus a soft cap on max secrets gained) this technology cost rises with each instance researched (and is reduced with Idol power/count).[/p][p]Along this change I also redesigned some research-supporting Wonders and Heroes to create a feasible synergy build. Festival of Radiance has also been tweaked to introduce Food->Research->Secrets synergy.[/p][p][/p][h2]Unique Idols[/h2][p]Golden calf now has two other friends. These three unique idols provide a more powerful version of their non-unique Idol power (instead of a passive unique trait granted by previous version Calf). As extra downside, this unique idol power prevents usage of a single type of Workshop (depending on the idol type). [/p][p]I'll be rolling out Unique idols to cover all 6 existing animals eventually.[/p][p][/p][h2]Windmill un-cheesing[/h2][p]Workshop recharge cooldown has been increased (more so for Windmill) and Hero traits boosting Windmill recharge rate have been 'mostly removed' from the drop pool. Garden skill has also been nerfed (mostly on higher levels). [/p][p]Windmill can still be boosted to very high recharge rate (yes it is a fun build), but it should now be more complicated to setup.[/p][p][/p][h2]Worker/Food/Wood Rebalance[/h2][p]A complex rebalancing was done to make Workers more scarce and also to reduce the overall utility of mass-forest-light-unit-spam strategy. [/p][p]There are numerous components to this change but most notable are:[/p]- [p]Higher worker costs for high-magnitude workshops & wonders[/p]
- [p]Lower food sustain bonus values from heroes (requiring more farms)[/p]
- [p]Lower food bonuses from heroes/ascensions etc.[/p]
- [p]Lowered +% Resources Adjacency bonus on gold-adjacency tiles (+10% instead of +35%). This can however be doubled to a +20% with appropriate Perk.[/p]
- [p]Villages now give only +2 workers (with Gold-Adjacency), but there is a perk improving this to original +3. Public schooling will further raise this to +4 (as in 0.12).[/p]
- [p]Urbanization perk from modern era has been removed. Villages adjacency will no longer be 'broken'.[/p]
- [p]A new user control (shift/control) was added to trigger 10 or 100 units or workshop charges with single click. This doesn't aggregate the effect, merely acts as 10/100 clicks on the button with less lag. Can also be toggled on/off.[/p]
- [p]Similar effect is added for levelling up of heroes.[/p]
- [p]Some frequent Quests can now be quick-started on map (using shift)[/p]
- [p]Reward/Quest buttons are grouped (and there's more of them)[/p]
- [p]Forts should no longer lag that much when you have thousands of them.[/p]
- [p]Crises difficulty is now estimated on map (to prevent some suicide missions)[/p]
- [p]Crisis bar explosion is now a bit faster, takes less space and (hopefully) is less laggy.[/p]
- [p]And we're now running in 60 fps (yeah I know...cutting edge technology)[/p]
What's next
[p]In the following days I'll be finishing all there is to the current version and doing my best not to start any new invasive changes. I'll also be reviewing the suggestions from the October survey (thanks everyone for their ideas). [/p][p]In my next update, we should be pretty much ready to start 1.0 beta.[/p][p]See you next time,[/p][p][/p][p]Ondrej[/p]