Devlog 7
[h3]Some of these changes were reworked/removed, please check out Neighbors Update.[/h3]
Hello everyone, we are back again with another feature focused devlog. These last two devlogs might come off as boring to some but these features will help us build a richer world. This is the last feature focused devlog before the version 4 update. Next devlog (#8) will focus on more content (cards, situations, state cultures).
[h3]Battles[/h3]
[h3]Situations[/h3]
[h3]Quality of Life[/h3]
[h3]Cards[/h3]
[h3]Bugs[/h3]
See you at next devlog, these are not the only changes in version 4.
Hello everyone, we are back again with another feature focused devlog. These last two devlogs might come off as boring to some but these features will help us build a richer world. This is the last feature focused devlog before the version 4 update. Next devlog (#8) will focus on more content (cards, situations, state cultures).
[h3]Battles[/h3]
- Battles now have attacking/defending sides.
- You can now add buildings (only Walls for now) to a battle if you are the defending side.
- Battling cards now have three different positions (Frontline, Melee, Ranged).
- Target deciding is changed to prefer Frontlines first, Melee second and Ranged characters the last.
- Melee cards on defending side is reserved and can't attack until the Frontline is destroyed.

[h3]Situations[/h3]
- Situations now also display their sources and which cards they will interact with. You can also click on these icons to focus them.
- Invasion situations no longer have static forces. It now depends on the invading neighbor's forces.
- Removed "Scary Beast Approaches" situations.
- Battle situations now have global cooldowns.
- Added new functionality "fire situation" to battle outcome. This helps chain certain situations and will be used in expedition situations later on.
[h3]Quality of Life[/h3]
- Battling cards now reattach to their previous parents after the battle is over.
- Changed Toolbox card to Chest and it can also hold any Animal, Resource, Food, Tool, Weapon, Recipe card now.
- Custom split menu.
- Changed situation source/subject selection logic to prefer cards that are the least annoying instead of random selection, this bias is probably not perfect and can be improved later with your feedback.
- Cards now recheck/reprioritize their jobs each time their children change.
- Cards that output more of their input (such as Farmlands), now prioritize to fill their requirements using their output. This helps with micro managing because you no longer need to make sure Farmlands have enough Wheat to level up for example.
- Added new preference setting "Handle Seasonal Situations" which auto handles "Season Arrives" situations after a year. Set to true by default (previous behavior).
[h3]Cards[/h3]
- Added new card Wilderness.
- Removed Pirate Haven card, pirates will be added back as a neighbor state.
- Enemy cards now have a chance of dropping their tools/weapons when they die (100% for friendly cards)
- Some cards now have hidden chances of firing situations.
- Card update functionality is changed to also update their base tags. For example, if the game upgrades every Tribesman to Villager, a Farmer card that was previously a Tribesman will also upgrade its base tag to Villager so once you unassign Farmer profession you will no longer get a Tribesman but a Villager.
[h3]Bugs[/h3]
- Fixed battle hover not displaying "Create" section right in some cases.
See you at next devlog, these are not the only changes in version 4.