November Dev Update – Adventurer Strikes, smarter forecasting, and more!
[h3]Hey Guildmasters![/h3][p]November focused on surfacing more of the simulation, smarter interest forecasting, and integrating adventurers' strikes into the loop.[/p][h3]🎮 Development update:[/h3]
Thanks for following and supporting the project!
Vincent L.[/p][hr][/hr][p]\[Wishlist on Steam] • \[Join the Discord] • \[Follow on socials][/p]
- [p]Money & reports made visible: the game’s economy numbers are now hooked to the UI (animation pass coming), and both Day Report and Quest Report have first-pass UIs. Also scaled up all fonts/icons/panels everywhere in the game.[/p]
- [p]Interest Forecast V2: the adventurer quest-interest now updates dynamically as you add quests to the board. The pick logic considers more traits and evaluates operational costs (supplies, etc.) more accurately and based on current cost of those (either due to events, scenario or the player's choices). What you see before locking the Quest board now matches what parties will actually choose![/p]
- [p]Strike system: adventurer grievances → strike → escalation (supporters) → negotiations with the Adventurers’ Union are now fully implemented. Before adventurer could die or be fired, now they can leave of their own free will if you are not careful![/p]
- [p]Tutorial "look & feel": As a continuation of the work on the tutorial I locked the tutorial helper’s tone/visuals and wrote some of the (skippable) dialogues.[/p]
- [p]Soundtrack: The main theme for the game is now finished and implemented, will share some parts of it as a teaser soon (see below)[/p]
Thanks for following and supporting the project!
Vincent L.[/p][hr][/hr][p]\[Wishlist on Steam] • \[Join the Discord] • \[Follow on socials][/p]