More Leader integration, some new ships and politics feedback
The following update is for new features and content for the "evolving demo" now live of the game. Evolving means I develop the game while use the free demo to showcase and test out new features. Development will be ongoing for the next 6 months, so the game and demo are 'evolving' as things get developed.
This update focuses on the leaders. leaders are special NPCs that will sail up and request to join you, but only if their faction has dominance in your settlement. In other words if you hired more pirates they will start to take over and you can go all the way by installing their leader.
If you install a leader in a command tower, you are instantly at war with a specific faction.
I may in the future add a freehouse pirate hunter, to wage war against pirates, but they aren't included yet.
This update also adds a 2warships each to the imperial and Mancer faction. (with one more in the works for pirates, who already had 2 warships)
Once you assign a leader the following will happen
There is one more faction missing in all this the Freebooter, the organic cavedwellers from the Falconeer. Likely they will make an appearance post launch, as their visual style will be radically different and I'd like a small break after release to dive into it ;)
With regards to schedule, the last update was 8 days ago, this was mostly because I was at the Nordic Games conference in Sweden for a few days , had the opportunity to open the conference with a talk on my work. With non-E3 coming up, what used to be E3 but is now a patchwork of smaller events/shows I will be in LA for a week around the ninth of june. I'll be hard at work pumping out a few updates before then and when I get back.
Other changes
this one is quite invasive as far as updates go,, it's prepping a lot of systems for more content, so don't be suprised if the amount of combat is modest, more to come. risk of bugs is present, please report any weird behavior
Cheerio
Tomas
time for another update.
This update focuses on the leaders. leaders are special NPCs that will sail up and request to join you, but only if their faction has dominance in your settlement. In other words if you hired more pirates they will start to take over and you can go all the way by installing their leader.
If you install a leader in a command tower, you are instantly at war with a specific faction.
- Imperial Fallen Empress, she seeks to end the Mancer Order
- Mancer Lord Illuminator, he seeks to end the Imperial Remnant as punishments for their crimes.
- Pirate Lost King, the Lost King seeks to plunder and Raid the Imperial Remnant.
I may in the future add a freehouse pirate hunter, to wage war against pirates, but they aren't included yet.
This update also adds a 2warships each to the imperial and Mancer faction. (with one more in the works for pirates, who already had 2 warships)
Once you assign a leader the following will happen
- A certain faction will go hostile
- Hostile faction will send surface ship raids
- Certain random encounters will be hostile
- Friendly warships and commanders can be found and hired. Each faction already has a few locked commanders and captains that can only be gained with a leader.
There is one more faction missing in all this the Freebooter, the organic cavedwellers from the Falconeer. Likely they will make an appearance post launch, as their visual style will be radically different and I'd like a small break after release to dive into it ;)
With regards to schedule, the last update was 8 days ago, this was mostly because I was at the Nordic Games conference in Sweden for a few days , had the opportunity to open the conference with a talk on my work. With non-E3 coming up, what used to be E3 but is now a patchwork of smaller events/shows I will be in LA for a week around the ninth of june. I'll be hard at work pumping out a few updates before then and when I get back.
Other changes
- changes to tutorial
- removed drag on photomode camera with mouse
- sharks now spawn where they should
- more fishes
- finally removed that bug where a commander tower hq got removed while building balconies
- made ships / random encounters easier to select
- hostility icon now points to more logical locations
- hostile factions are now shown with flames in the politics overview on map and flow
- fixed back the extra woodmill walkway requirement in the tutorial
- prevented a black screen block when going to the main menu while a random event was activ
this one is quite invasive as far as updates go,, it's prepping a lot of systems for more content, so don't be suprised if the amount of combat is modest, more to come. risk of bugs is present, please report any weird behavior
Cheerio
Tomas