Lava Update, and new DLC reveal!
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[/p][p]Hello Elders![/p][p]I finished work on the Lava Update! Analyzing all events and all their intricacies took a good chunk of time, but I'm happy with the result. [/p][p][/p][h2]Lava everywhere![/h2][p]This new update brings a new resource (Lava), a new terrain (LAVA), 3 new buildings (Lava-related) and several new events (guess what? LAVA BASED!)[/p][p]The lava buildings give you a new way to produce Heat if you find yourself full of LAVA, but they can be risky... All lava pits produce heat each turn, making they... not ideal during summertime.[/p][p]The addition of lava introduces a change in how some events appear, as depending on whether your tree has lava or ice buildings, the system will adapt by generating events tied to the correct path.[/p][p]You will find Lava as a new memory in the memories screen! Lava can appear during your run, similarly to snow, it can be strong if harnessed correctly, but you cannot rely on it from the start![/p][p][/p][p]
[/p][h2][/h2][h2]New Apocalypses![/h2][p]While working on the event system, I also took the chance to revise the Apocalypse phase to improve the end game, which now has 4 different ways to appear (5 with Folkways)![/p][p]At the end of page 6 in the Prophecy, you will now be shown what Apocalypse type will appear, and can plan accordingly. This takes out the guesswork tied to cold and heat, and makes them more interesting, as each starts with a different bad effect! You can unlock them inside memories (and if you have unlocked everything you should already have all of them, plus the lava one!)[/p][p]However, Apocalyptic event strength is not fixed anymore, so that losing by a little will net a lower strength event (apart from the last event, which is still Deadly). This should help players that are struggling with the Apocalypse.[/p][p][/p][p]
[/p][p][/p][h2]Events balance![/h2][p]I went over all events and systems and tweaked here and there both numbers and formulas to provide a better experience. The goal was to reduce the feel-bad moments, give players more leeway after losing events, and also make good events feel better as rewards.[/p][p]Do note that the difficulty of the game is roughly the same, but this should help players that are struggling to avoid being obliterated by a single random event![/p][p]The number of changes is enormous, but here are the most important notes for what concern balance:[/p]
[dynamiclink][/dynamiclink][/p][p][/p][p]Don't stay too close to the lava, and have fun![/p]
Apocalypse[/p]
General Balancing [/p]
UX [/p]
Bugfixing [/p]
[/p][p]Hello Elders![/p][p]I finished work on the Lava Update! Analyzing all events and all their intricacies took a good chunk of time, but I'm happy with the result. [/p][p][/p][h2]Lava everywhere![/h2][p]This new update brings a new resource (Lava), a new terrain (LAVA), 3 new buildings (Lava-related) and several new events (guess what? LAVA BASED!)[/p][p]The lava buildings give you a new way to produce Heat if you find yourself full of LAVA, but they can be risky... All lava pits produce heat each turn, making they... not ideal during summertime.[/p][p]The addition of lava introduces a change in how some events appear, as depending on whether your tree has lava or ice buildings, the system will adapt by generating events tied to the correct path.[/p][p]You will find Lava as a new memory in the memories screen! Lava can appear during your run, similarly to snow, it can be strong if harnessed correctly, but you cannot rely on it from the start![/p][p][/p][p]
- [p]I added 20+ new good events, which will make your rewards more interesting[/p]
- [p]I added 9 new Omen scenarios, i.e. distribution of Omens in the prophecy, to provide more variety[/p]
- [p]At lower difficulties, higher level good events now have a higher reward multiplier[/p]
- [p]I improved the clarity of what Event Level will appear, and also increased the ranges to level up an event, making it harder to get too strong events at easier difficulties. Event level UX has been revised to make it cleaner as well.[/p]
- [p]Many Misfortune events are now Omens, increasing the overall variety[/p]
- [p]Events now hit fewer targets at the highest levels, making a single event less able to obliterate the whole village[/p]
- [p]Boss events are now all exclusive, making such events appear only if you fail a Doom[/p]
- [p]Many events that were too strong for small villages now require 15 Pips to appear instead[/p]
- [p]Events that spawn buildings now do so farther from the village, making it more interesting and useful[/p]
- [p]Rarer events are a bit less rare, making some cool interactions appear for more players (and allowing achievement hunters to get a better chance!)[/p]
- [p]Weathers are now less annoying, as they cannot hit the same Pip twice and the Consumed event trait reduces to 50% the production instead of zeroing it[/p]
- [p]And much more! See the changelog below[/p]
[dynamiclink][/dynamiclink][/p][p][/p][p]Don't stay too close to the lava, and have fun![/p]
- [p]Michele[/p]
- [p] New resource: Lava [/p]
- [p] New terrain: Lava Pit [/p]
- [p] New job: Lavasmith [/p]
- [p] New buildings appear as a different path from Ice: Lava Well, Lava Generator, Geothermal Smelter [/p]
- [p] Added several new events tied to Lava [/p]
- [p] Some events now appear only with Lava or Ice paths [/p]
Apocalypse[/p]
- [p] Each story can now end with a different apocalypse (4 from the base game, 1 more from Folkways) [/p]
- [p] Different Apocalypses now have different start events with a starting, known, effect on the whole village. They also define what Apocalyptic events will appear, and whether the Apocalypse will be hot or cold. [/p]
- [p] Apocalyptic event strength is not fixed anymore, so that losing by a little will net a lower strength event (apart from the last event, which is still Deadly) [/p]
- [p] The nature of the upcoming Apocalypse now appears in the last prophecy page before it, so you can prepare for it [/p]
General Balancing [/p]
- [p] Start food on the map for Easier difficulty increased by roughly 20% [/p]
- [p] Start food on the map for Relax difficulty increased by roughly 50% [/p]
- [p] Added 9 new Omen flow scenarios [/p]
- [p] Added 20+ new good events [/p]
- [p] Moved many Misfortune events to Omens, to increase variety [/p]
- [p]Overthreat can now reach value 23 instad of 14, making endless more interesting (let's see you reach that!)[/p]
- [p] Ranges to level up an event are now larger, making it harder to get a higher event level. This also now scales with difficulty at Hard and above. [/p]
- [p] When the chance to get a bad (or good) level is low, the event level now diminishes more (this makes losing with a small chance less punitive) [/p]
- [p] Higher maximum number of hits is now reduced, to avoid events engulfing the whole village (unless desired) [/p]
- [p] Rarer events are now a bit less rare [/p]
- [p] Threat ranges for events are now smaller, which makes it easier to predict what event can come at a given strength level [/p]
- [p] Boss events now are all exclusive (they appear only as Boss events). Moved some Risk events to Boss. [/p]
- [p] Events that spawn buildings now do so farther from the village, making it more interesting and useful [/p]
- [p] Many events that were too strong for small villages now require 15 Pips to appear instead [/p]
- [p] High level Good Events now have a stronger effect multiplier for easier difficulties [/p]
- [p] Comeback events now have a higher chance to appear [/p]
- [p] Omens cannot increase Threat value of other Domains anymore [/p]
- [p] Strong thievery events won't appear as Mini-events anymore [/p]
- [p] Weathers: now cannot hit the same Pip twice [/p]
- [p] Weathers: Consumed During Events trait is now x0.5 during events, to avoid blocking all production [/p]
- [p] Weathers: Rains are more common [/p]
- [p] Event chains: revised what events can chain and what not to be fairer, greatly reducing the number of events that produce consequences [/p]
- [p] Event chains: all event chains now count as Reckonings, to be clearer [/p]
- [p] Randolph: The minimum number of hits based on threat level is disabled to avoid events hitting too many Pips early[/p]
- [p] Randolph: Parametric events now cannot arrive at a higher level than their maximum level (any event level can still be selected) [/p]
- [p] Randolph: can now start with some Snow or Lava too[/p]
- [p] All events have been rebalanced to be fairer (too many changes to list! You'll see by playing!) [/p]
UX [/p]
- [p] Revised English text for Shaman, Captain, and Yugong to be more in tune with their spirit! [/p]
- [p] The chance bar now changes color and function based on the first upcoming event, making it easier to discern upcoming Omens and whether the next event is preventable or not [/p]
- [p] Danger and Protection values are now always colored to hint at the upcoming event level for Risk visions [/p]
- [p] The chance bar will now be highlighted when an event is coming soon [/p]
- [p] When idle, the chance bar displays Unknown event values, so you can see whether you will win or not [/p]
- [p] Hovering on production / danger values will now show the event levels for eventual Risk events [/p]
- [p] Hovering on a Prediction will show the chance and potential event levels tied to it [/p]
- [p] Boons now show their level [/p]
- [p] The Event Level hint now shows the table with the threshold for event levels increasing [/p]
- [p] Omens that can appear as the first ones now have LEVEL ZERO, to distinguish them from ones that appear only when your threat is 1 [/p]
- [p] Events that could appear only from Reckonings and Consequences are now labeled as "Major-misfortunes" to make it clear they do not appear as first losing events [/p]
- [p] Added new icons and text to differentiate Mini-Risks and Major-Misfortunes [/p]
- [p] Added a new Apocalypses page in Agepedia [/p]
- [p] Apocalypse Seasons now appear in the Agepedia [/p]
- [p] Randolph: Tooltips won't spoil anymore the upcoming event level [/p]
- [p] Localization improvements
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Bugfixing [/p]
- [p] Fixed event strength for Risks at low danger or protection values being detected as zero instead of one [/p]
- [p] Fixed some flooding events not appearing at the correct time [/p]
- [p] Fixed some mini-apocalypses being selected incorrectly causing no event to be selected [/p]
- [p] Fixed various minor bugs with events [/p]
- [p] Fixed some buildings preview spoiling too much what you will find in the story [/p]
- [p] Fixed bug with constraints disappearing in Agepedia [/p]
- [p] Fixed bug with Cold apocalypse sometimes having the wrong Threat values for Temperature [/p]
- [p] Fixed event level sometimes being computed wrongly on load [/p]
- [p] Fixed bug with Fruity Woodlands being highlighted by Mushroom Finder [/p]
- [p] Fixed Fish Fountain not rerolling correctly[/p]
- [p] Fixed Careful Harvest erroneously showing bonus Seeds for non-crop buildings[/p]
- [p] Fixed Randolph still showing the (wrong) event level for Omens [/p]
- [p] Fixed some Building Techs disappearing on a reload[/p]
- [p] Fixed Newborn Feast using the wrong icon[/p]
- [p] Fixed small Agepedia UI issues[/p]
- [p] Fixed water Tech event having the wrong name[/p]
- [p] Fixed music disappearing for a while after the second page cutscene [/p]
- [p] Fixed Doom music sometimes remaining after the Doom is averted[/p]
- [p] Fixed bug with Lava buildings not being unlocked correctly if unlocking them from inside an old run[/p]
- [p] Localization updates [/p]