Sorry for having kept you waiting. For three long moths I have added basic Civilization/Total war mechanics to songs of Syx. You can now sally forth and conquer your foes and do that which Conan the Barbarian loves so.
It is now available as a steam beta - V58 Beta. It will remain there until the bugs are sorted. I will try to keep it save-compatible during this time.
I lost tracks of the path notes the first month, but here is what I've got:
Entirely new gameplay mechanics for the overworld.
Space usage for sprites severely reduced, making it possible for more mods.
UI for goods remade. Now merged with trade.
Inflation added. 10% of credits per year will be lost. Sorry.
Treasury UI remade
New Happiness modifiers and fixed ones.
Improved Pastures ability to deal with bad daily work.
Made Lavatories modable
Added some load information to services and heatmaps for access.
Added dynamic yield for mines based on assigned workers.
Added some kind of growth inside mountains, made mountain generation a bit better
Races now have terrain/biome preference in addition to climate. MODDERS: added a TERRAIN clause for
animals. Added POPULATION clause to races.
Fixed a lot of streaming issues, like discord. Just uncheck "debug" in the launcher, if it complains when you exit the game.
Workshop rooms furniture improved.
2 new races.
3 new music tracks
Price for leather fixed through a moddable thing in resource init files.
Fixed CTD regarding monuments and smaller rooms.
Added forums and a wiki to the webpage (well, community did really).
Middle mouse button now grabs map.
Knowledge cap now limitless
Mines now produce according to employees and deposits, you can now build over bad deposits.
Administration room, works as library to make admin points, used to upgrade regions.
Rations and rationmaker
Autosave & quicksave new UI
Changed apartments to only need work every 4th use.
There's also a new wiki on the webpage songsofsyx.com Thank you to everyone involved and for all you patient players!
I'm set on releasing 25th of June. This has been the longest update interval yet, my apologies, but hopefully it will be worth it. **************************************
This update is taking quite a bit of time, and in fear of nightly pitchforks and torches, I'll attempt to explain a bit what I'm working on and what you'll get to play soon.
I finally caved to the pressure of the community that wanted expansion of the battle mechanics of Syx. My reluctance was based in the fact that city building stuff is pretty solid ATM, and adding the few more features I want in would be fast. The world management were still just loose ideas I had, and seeing them to completion would take a lot of effort. And it has!
So, having said that, this update will take some time. I'd say at least another month. But hopefully, it will be worth it.
As we all know, the world map is divided into regions. What's new is that each region now has an urban centre. If you control that, you control the region.
You'll now conquer regions with world armies. A world army is a marker on the world map, which you attach garrisons from regions / cities. You then move around with your armies, fighting other armies in field battles, or conquering rebel/AI regions.
Your regions make up your kingdom, and you can tax and manage them. And there is depth here, to satisfy all our needs. You'll be forced to focus on different things to achieve a strong kingdom.
On the city-building side, there will be two new rooms. Army Depot - works like a trade depot. Battlegear, food and clothes will be collected when your city garrison is attached to an army somewhere else. this is your supply line. If you fail to deliver stuff, your army will fail. Administration - This will employ clerks, that produce administration points, used to control your regions. It will work the same way as with knowledge.
Apart from this there will be some QoL improvements.
This was supposed to be a small update, but it turned out big. And I don't remember what I was supposed to do, half way through, I decided to flesh out the slave mechanics. The results were marvellous.
This is now in the default branch, meaning the game will update. If you wish to continue on old saves, you need to manually check out V56 in the steam client
We've also got a bunch of new stuff, cannibalism rooms, taverns, eateries, funeral services. I've had a lot of fun playing through it. It took me 3 days to reach 750 people. Here's a video about it:
Build a spell checker that checks for spelling/typos whenever I build the game.
Room production overhaul. Enables us to specify in-rates, so that bread can cost 0.5 wood and 1 grain for instance.
Added a "do what I did last" Button and hotkey for the build menu.
Clarified and fixed squareness a bit.
Clay exavatable resource + claypit
Ability to mod occurrence of exavatable resource based on terrain.
Happiness screen overhauled.
Info on city selection refined.
Trade adjusted and balanced.
Potter Workshop and Pottery. Coal + clay = pottery
Alcohol resource and brewery. Wood+pottery+grain/fruit = alcohol
Eatery room. Very basic food distribution place. Replaces kitchen.
Canteen room. Now works as a kitchen with tables.
Tarven is now for drinks only.
Alcohol limit to dictate. Adds happiness, but can make subjects drunk an unproductive if set too high.
Changed so that all rooms that needed wood to run now requires coal instead at a lower rate.
AI faction trade and production overhauled. Still needs some work, but better now.
Well room, a simple bath.
Jewelry and jewelers. Jewelry can be worn.
Proper slaves. Can be gained through beating Krull, or as a form of punishment. Slaves have a collective happiness that is still based on the racial composition of all your slaves. You set work priorities for slaves, same as citizens. Slaves have simpler demands in general. They don't have expectations, but the more slaves you have per citizen, the happier you must make them. Slaves can run away if too unhappy. Will revolt in the future.
Slaver room for punishing criminals and gain slaves.
New slave UI screen.
Unique slave happiness based on the number of citizens compared to slaves.
Lots of rebalancing around happiness and a few stats added/removed.
Touched up some icons.
Slaves will run away, while citizens will commit more crimes and not emigrate if unhappy.
Slaver event, lets you buy slaves.
Notifications reworked, some new added.
Death statistics and death causes added.
New grave alternative - Crypt
Cannibal room that butchers corpses for resources.
Mass grave for corpses.
Hover info for room copier.
Room category UI remade.
industry storage visible on hover.
mines/woodcutter proper errors.
Guard post placed inside fixed.
Forgetting techs now disables all dependent techs.
Horizontal scrolling of tech tree with ctrl + mousewheel
Hauler room added. Can be placed for free on cleared ground and will employ haulers, that will fetch resources to the room.
Proper Woodcutter room added. Now fully renewable and with fixed output, same as other industries.
Much easier to reach 0% squareness.
Logistics mechanics overhauled, added a "empty to" mechanics which lets you empty resources to specific warehouses.
New Janitor room with maintenance now separated from construction. Only janitors can do maintenance. Janitors need construction materials in the vicinity, or they will become less effective.
Auto employment for some rooms, which will make the AI fire/hire 1 subject per day based on workload. Workload calculations improved.
Normal speed triggers when there is a message
Immigrant value now decreases more slow, allowing you to fulfil the needs of new immigrants.
Onx pastures for cold and temperate climates.
Hotkey for getting to the throne/capitol.
Status concept. New profile screen.
Level (title). You now increase your level according to your population, which unlocks bonuses and rooms. The throne visually upgrades with these levels.
Faction visuals. Change faction name and colors while playing.
Faction banners. Randomized banners for all faction and a banner editor for the player.
Added on "available services" tooltip. How many are used and how many that needs work.
Fixed various crashes from streaming. Requires you to uncheck "debug" in the launcher.
Remade light engine and prettier fires/candles
Recoloured ore
Huge AI refactoring. Not that anyone cares, but it allows for faster AI progress.
Criminals. Come in three flavours: thieves, vandalisers, streakers, and murderers. Each race has a property on their chance to become criminals. The amount of criminals spawned depends of law and happiness.
New guard post room. Guards will catch criminals in their vicinity, or if they happen to stumble into one on their patrols. Guard posts also deter crime in their vicinity.
Prison. Employs guards that bring food and empties latrines of the cells. Criminals will go here after being caught, if your policies are set up that way. Prisoners will stay there for a number of years before being let out and become citizens again (average 6 years).
Game will now save to "new_city" before you place your throne, allowing you to restart at any time by loading it.
Scaffolds room. Employs executioners. Prisoners will go here to be executed according to your policies.
Courts. Prisoners will go here before going to either prisons or scaffolds. Improves justice. Can also instantly turn some prisoners back to friendly subjects.
Added a width/height restriction to rooms.
Made so that the tunnelling bonus actually works. Dondorians tunnel into mountains twice as fast.
Rearranged resources categories a bit.
Law. Law is gained by apprehending criminals, having courts for them as well as Prisons and scaffolds. Law makes your citizens happy and deters the spawning of criminals.
New algorithm for determining build order when constructing massive walls now enables you to build as thick a walls as you'd like without people getting stuck.
The above also holds true when building rooms with inner walls.
Added demography to understand retirement better. Also made it more clear that retired people doesn't work.
Returned rock ground under mountains that had disappeared.
Moved key settings to in-game menu.
Touched up the happiness screen in an effort to make it more understandable.
New tech tree with unlockable buildings.
Made room construction render above terrain.
Decreased snoring sound.
Deleting room blueprint no longer removes roads beneath.
New employment mechanics with new priority system and panels. AI will now distribute workforce evenly.
A bit more UI info about service rooms.
New trading mechanics for stabler trade and prices.
When Krull dies, his son will take up his arms and continue raiding you.
optional resources shown as optional on hover when build.
Harvest jobs can be placed, but only performed when ripe.
I'm finally done. Focus has been on introducing a new law mechanics, but also did a lot of other stuff.
Here's a video about it:
If you'd like to continue your old saves, older versions of the game can be checked out in properties -> betas
Here's the changelog:
Hauler room added. Can be placed for free on cleared ground and will employ haulers, that will fetch resources to the room.
Proper Woodcutter room added. Now fully renewable and with fixed output, same as other industries.
Much easier to reach 0% squareness.
Logistics mechanics overhauled, added a "empty to" mechanics which lets you empty resources to specific warehouses.
New Janitor room with maintenance now separated from construction. Only janitors can do maintenance. Janitors need construction materials in the vicinity, or they will become less effective.
Auto employment for some rooms, which will make the AI fire/hire 1 subject per day based on workload. Workload calculations improved.
Normal speed triggers when there is a message
Immigrant value now decreases more slow, allowing you to fulfil the needs of new immigrants.
Onx pastures for cold and temperate climates.
Hotkey for getting to the throne/capitol.
Status concept. New profile screen.
Level (title). You now increase your level according to your population, which unlocks bonuses and rooms. The throne visually upgrades with these levels.
Faction visuals. Change faction name and colors while playing.
Faction banners. Randomized banners for all faction and a banner editor for the player.
Added on "available services" tooltip. How many are used and how many that needs work.
Fixed various crashes from streaming. Requires you to uncheck "debug" in the launcher.
Remade light engine and prettier fires/candles
Recoloured ore
Huge AI refactoring. Not that anyone cares, but it allows for faster AI progress.
Criminals. Come in three flavours: thieves, vandalisers, streakers, and murderers. Each race has a property on their chance to become criminals. The amount of criminals spawned depends of law and happiness.
New guard post room. Guards will catch criminals in their vicinity, or if they happen to stumble into one on their patrols. Guard posts also deter crime in their vicinity.
Prison. Employs guards that bring food and empties latrines of the cells. Criminals will go here after being caught, if your policies are set up that way. Prisoners will stay there for a number of years before being let out and become citizens again (average 6 years).
Game will now save to "new_city" before you place your throne, allowing you to restart at any time by loading it.
Scaffolds room. Employs executioners. Prisoners will go here to be executed according to your policies.
Courts. Prisoners will go here before going to either prisons or scaffolds. Improves justice. Can also instantly turn some prisoners back to friendly subjects.
Added a width/height restriction to rooms.
Made so that the tunnelling bonus actually works. Dondorians tunnel into mountains twice as fast.
Rearranged resources categories a bit.
Law. Law is gained by apprehending criminals, having courts for them as well as Prisons and scaffolds. Law makes your citizens happy and deters the spawning of criminals.
New algorithm for determining build order when constructing massive walls now enables you to build as thick a walls as you'd like without people getting stuck.
The above also holds true when building rooms with inner walls.
Added demography to understand retirement better. Also made it more clear that retired people doesn't work.
Returned rock ground under mountains that had disappeared.
Moved key settings to in-game menu.
Touched up the happiness screen in an effort to make it more understandable.
New tech tree with unlockable buildings.
Made room construction render above terrain.
Decreased snoring sound.
Deleting room blueprint no longer removes roads beneath.
New employment mechanics with new priority system and panels. AI will now distribute workforce evenly.
A bit more UI info about service rooms.
New trading mechanics for stabler trade and prices.
When Krull dies, his son will take up his arms and continue raiding you.
optional resources shown as optional on hover when build.
Harvest jobs can be placed, but only performed when ripe.
Hope you enjoy! Next up is going to be kids and procreation. I'm also going to overhaul eating and everything with it + alcohol, education, elderly care and a profile that you get to keep between games.
Here's a small Chrismas present from your devoted dev. This update changes a lot of things and adds stuff you could only dream about!
Generally, if focuses on production and some basic balancing surrounding it.
I've also updated the demo from V51 to V53!
Sithilion Ore that can be mined. Very rare and at a slow rate.
Happiness modifier based on resource stored per citizen (modable in race init files). Dondorians like Sithilion ore.
Stockpile crates size increased from 64 to 255.
Stockpiles have adjustable radius for their workers.
Smaller radius for employed subjects that wants to give a hand with odd jobs like hauling, construction or maintenance.
Bread resource + Bakery industry. Grain is no longer edible, but must be processed into bread. The industry only needs grain to operate.
Proper hunting rooms. Very effective in the beginning to feet your subjects. Has an adjustable radius that can cover the whole map. Wild game will be exterminated quickly though if overused.
Proper fisheries. You now place a fishery room on top of shallow water. Expand a bit on land too to be able to place storage and auxiliary items. Fish stock is static and is highlighted when placing the room. Green is best. Red is hardly worth placing a fishery on top.
When placing your throne at the beginning of the game you have the ability to regenerate (button below "place start"). While the general layout will be the same and dirived from the world tiles you picked, minerals, game, and fish stock will be randomly generated once more.
Tilling period for farms. No longer will you get an army of workers after harvest, the farmers must remain an "till" the earth until they can sow in spring. Tilling increases the output of next harvest.
Manual food usage in kitchen. You can now check which raw ingredients to use. Can come in handy if you're saving up some of them, or using them different locally (save the meat for the nobility district)
Manual usage of specific raw materials in workshops. Now only applies to tailors in practise that can use either pelts or fabric.
Rates added to industries. The rate is an estimate of the amount of produce per worker per day.
All industries internal storage reduced and will stop producing if these are full. should prevent carpenter from using up all the wood.
Tiny saves < 1MB. No need to zip anymore! Things now saved better and faster.
Fields of minable resources are now much bigger, while having a lower yield. they are also infinite and clearly visible if you right click. they can also generate inside mountains, or under shallow water.
Room placement undo better.
Ability to change roof of room when reconstructing it.
Ability to reconstruct rooms under construction. (Just click them).
Livestock resource replaces the damned eggs (eggs now a food) and pastures no longer needs them in the construction process. Instead the herders will grab a livestock and haul it into the pasture where it transforms into cattle. Pastures produce livestock at a low rate. Different type pastures are available in different climates and the animals produce different kinds of resources at different rates (meat, pelt, cotton, eggs). Hunters sometimes produce a livestock resource.
Animals also spawned according to climate and have different resources when hunted.
Minimap has been a bit revamped with better and more consistent colors and functions.
Construction panel has been condensed.
New setting in the launcher allows you to pick both width and height of a windowed window. Should now work well with ultra wide-screeners.
Service rooms have a reachability map on hover that shows you the area where subjects can reach it. "Distance" also added as a modifier to service happiness. You can never max it out, but you can decrease it by placing services closer to where they're needed.
Ability to pick multiple mods. The first chosen mod will have residence over the second and so forth.
3 more soundtracks. I advise you turn the music volume back up.
keyboard rework. Ability to assign more keys using ctrl/alt as a modulator. Added keys for saving and zooming. More keys to come. Open to suggestions.
All rooms and their production now reflected on the world map. What this means is that the AI is playing by the same rules as you are when building your city in terms of manpower and production rates.
Trade fixed a bit. You will now get special treatment in the algorithms, making sure you're the first who gets to export/import on the world scene, leading to massive trades.
Baths are now made modable, meaning they are dynamically loaded. So you can add as many variations of a bath as you want and define how it affects happiness.
Clarified service access happiness a bit. I grouped each "group" (food & sleep)
Immigrants will now walk to the throne and kiss it.
Happiness and immigration completely reworked. We now have "expectations" which will increase as your population grows. It affects total population as well as population per species.
New, rare race added (Cantors). Giants not really good at anything else but fighting. Very picky and demanding.
Maintenance and upkeep reworked. Should be a higher rate, you now need to pay attention to it. There are settings for road and room maintenance in the room panel.
More resource expenditure UI. Added maintenance, construction and some other resource usage statistics.
Temperature according to climate and season. Exposure added to subjects. they have a chance to die from exposure. Exposure can be mitigated by wearing clothes and using hearths /skinnydipping. There is also snow in cold climates.
Walls now count towards building preference.
Squareness thing added for room construction. Affects happiness. Species can have a thing for organic looking cities or square ones.
Isolation added to rooms based on walls surrounding it. Affects maintenance needed greatly.
Room cost and upkeep is increased by building big rooms. You now need supportive pillars or walls inside the rooms to avoid this extra cost.
Efficiency/cosiness reworked. Based on actual stations vs knick-knacks/auxiliaries
Monument Trees now emit harmony. awe, harmony and dread reworked.
Noise. Noisy rooms disturb subjects. Noise travels through air, but is dampened by walls.
Paper and papermaker, primarely for libraries that now needs paper, else they'll work at 25% speed.
Fixed game zooming, should now zoom in and out without disorientation.
Krull wins if his men reaches the throne.
Species work priorities draggable.
Fart sounds reduced.
Re-added sounds to work rooms
Service usage number fixed
New localization method ensuring swift translation.
Removed coal usage in weaver, reduced efficiency
Launcher wind sound lowered.
Faction colors mixup fix.
CTD when invasion
CTD when dragging unit cards in dev mode
CTD when opening room list
Fixed broken kitchens. No more free food.
Food preference fixed.
CTD when deleting room from panel
In short, the game should be much harder. With more workers required for basically everything. The great dev himself could only manage a 100 pop city. There should also be a strong insensitive to build smaller and more thought out with the noise pollution. Maintenance is also boosted severely. Good luck!
Next up will be "law & order". Unfortunately we had a poll in the discord what V56 should and you guys picked the most difficult one. It will feature:
A room for soldiers. Fixing up army UI.
Soldiers patrolling the streets through a network of guard posts,
citizens commits crimes.
soldiers apprehend criminals
criminals stored in prisons
execution square for prisoners and for civic entertainment
ability to set laws and have them affect happiness / crime
Right now that sounds quite manageable and shouldn't take long, but I'm sure I'll find 50 other things to add along the way as usual, so I'll play it save and say 1st of March as an ETA.
A merry Christmas to you all! Thanks for your support.
Game is now updated to V54. It is not save-game compatible with V53, but V53 can still be checked out in the steam client and you can continue playing it.
In the steam client, right click Songs of Syx, and click properties.
Now, on to the goodies!
Whenever the game updates in steam, you can now easily get a sense of what updates has occurred in the launcher:
Two new tiers of sleeping. One suited for the nobility.
UI iteration 2563. Might not be perfect, but better than before. Thanks to the community and especially Rowen in the Discord for the help in getting there.
A bunch of complicated stuff enhanced and modifiable. The goal of this update has really been to nail down the city population framework, to make the game more complex, while also opening it up to modding. feel free to start making your own species!
Nobility. This is kind of hollow ATM, but you can appoint people as nobility. Nobles will walk around boosting their assignations.
There is lot's lots more features and fixes. You can have a look in the in-game launcher for details.
Modding
I've opened up a mod.io account for the game and written a few rudimentary guides for you to get started. My business plan has always been to create the framework of the game and steal the content from modders, much more talented than me. So if you have something you'd like to put in the game, let me know. https://songsofsyx.mod.io/
Unstable testers
Thank you all so much, those who have played the unstable branch these few days. I think this is the most stable version of Songs of Syx ever.
Reviews
We are low on reviews. Reviews are really important for the growth and future of the game (algorithms and stuff) . If you haven't left a review yet, what are you waiting for!? If you intend on leave a positive one that is, otherwise disregard this shoutout :). Please keep in mind that this is clearly stated as early access and should be treated as early access in reviews IMO. You can always change it later if the game turns out to be crap.
Finally, I'm done-ish with nobles and slaves and tons of suggestions and bugs!
I've put it in the unstable branch for now. There is a lot of new stuff and changes that requires a lot of testing, and while I'll be testing myself, it will speed things a lot if those willing will help.
Here's how to check out the unstable branch:
Now on to the goodies!
FEATURES
Version log in launcher!
Nobles!
Slaves
Ability to enslave Krull's men.
Emigration
New top panel
New bottom build panel
New room - chambers. The finest of sleep services.
New Room - flats an upgrade from dormitories.
Dormitory reworked and job-less.
Dorms and flats modable. You can add your own versions.
Sleepy subjects will find sleep facilities in the order they like them. Then find a place indoors to sleep.
Reputation now Happiness. Complete rework.
2 new songs + music changes with battles/stops at night.
All panels have been reworked slightly
Subjects get clean in baths and by skinny-dipping. They get dirty over time, visiting the lavatory and spending time in industries and mines.
Added harmony and Dread influence to work the same as awe. Added ability for roads to emit different kinds of influence. Specific monuments for harmony and dread will come
Added a bunch of new statistics and some happiness tied to them.
Added extensive modability to races.
Retirement mechanics added
Service room access reworked
Kickstarter names for subjects added
Building preference added. Races like to stay in different buildings.
Reworked room placement UI
Added walls and doorways when placing rooms.
Added colors for battlegear upgrades
Minimap boxes for resources and wild edibles.
Work priorities added
Secondary work priority added per race
Races have different skills and different preferences when it comes to work
Added light & awe coverage to right click explore.
New font for launcher
Fixes
Might now correspond at a 1:1 ratio with your population. For claiming regions 1500 might is required for each of them
Added email in error messages.
Possibly trade depot bugs fixed.
Added manual steam-fetch mods button in launcher.
Export/import setting is set to 50%
Fixed a bunch of placability issues.
Woodcutters stopped from chopping invisible trees.
Rooms can now be built on top of degrading roads.
When placing monuments, you can delete mistakes by holding shift.
Collision with domesticated animals removed.
Available services changed to a "usage" percentage. Can be sorted in menus.
Flowers no longer grows on fences.
When you're building a room, Right Clicking or opening another panel will construct the room (if it's constructible). This also applies when Refurnishing a room
Krull increases his tribute as you yield.
You are warned where Krull is likely to strike.
camera pans to where Krull attacks
Adjusted working schedules, so that there will be more activity in the day.
Graveyard items fixed
Might have fixed world map lights
Subjects will return equippables to stockpiles if there is storage for it before they drop it on the ground. Inc. Battlegear.
Delta generation fixed.
Fixed Stockpile UI.
Light, awe and road access now only updates when a subject is outside of a room.
Main menu: rearranged buttons a bit, removed others.
Mouse scrolling now opens the minimap.
Fixed some rendering bugs with growables.
Adjusted Animal spawn rates, eating behavior.
Adjusted light colors somewhat.
Fixed subjects clothes color.
Fixed minimap colors for rooms working as intended, no need to load save
Fixed a visual bug with degraded floors/roads
Errored jobs show what resource is missing.
Changed a little trade thing with imports. The game would import resources in order depleting your treasury on the first ones, never getting to the last ones. Now changed to prioritize resources based on incoming/storage capacity.
Mushrooms now placable in caves.
Monument no longer removes cave roof when removed.
Fixed some stat and cost values for room items.
Added support for non 16:9 screens (no more stretching).
NOTE: some drivers might report faulty resolutions, casing crashes.
Hopefully fixed the game from going into low FPS when Vsync is enabled.
Defeated divisions un-musters
Accepting Message prompt about Krull's tribute closes the message UI
Soldiers move from their current division to ones with more experience if experience is gained. Fixed a few training bugs
Animals no longer run away from hunters
Animals drop a lot more resources
Hunting fixed in general
Animals in water rendering fix.
Entities saved differently, shaving off a few MB of savegame size
Sorted the order of resources.
Flimsy placement of walls/ceilings fixed.
Graveyard desecration values reworked. (Avoid penalty by deactivating it and let the graves disappear)
Max room size now can't be exceeded.",
Dormitory knickknacks different costs",
Library and knowledge fixed, it was a disaster.",
Slayed enemies now says that they were slayed by you.",
Outposts such as fisheries always finds fish, even if once depleted",
Double click for save/load in menu
BUGS
Fixed CTD when undoing items in room construction.
Fixed continue button in menu when saves were deleted.
Fixed a CTD when restarting from the main menu a couple of times.
Fixed CTD when trying to delete non existent save
kitchen had a nasty bug, hopefully fixed.
Rare corpses stay active fix
Fleeing Krull messes everything up fixed.
Notes
Doors are no longer intended to use with rooms. They're going to be changed to gatehouses, but I leave them in for now.
Some things are coded in the blind. I only have a 16:9 display for instance, so, wide displays may/may not work, please let me know if you have one...",
I seem to get crashes when choosing certain full screen displays. I hope this is because I bought a cheap display :). Let me know if you get any of that.
There is no tutorial in the unstable version. I will fix it once it stable.
P.S.
Some day V53 is going to be the new demo. If you have a city you're proud of, please send me the save, and I'll add it to the example cities.
I felt the time was right for me to show you that you're getting a return on your investment.
I've been refactoring like crazy, basically ripping out part of the old AI and inserting a new one that allows for extensive moddability for races and more flexible code for me to flesh out.
Now, all resources can be made "equippable" and you can define what boosts they give to a subject. You can also define traits with similar properties and chance of occurring. Reputation is now called standing and is also fully modifiable per race. You can also define what trades your race likes, making it more important with trade or race diversity in your city.
Thanks to some feedback, I've also been experimenting with a new UI layout, especially to improve trading and other aspects.
I want to get rid of the full screen ones in general and trying to figure out ways to convey a lot of information in a simple way. I really like the standing main panel. Not only is it clean, it also allows me to crop the main game somewhat, which saves a few % in performance.
I've also tried to fix the most pressing bugs in the current release. the rest will have to wait for V54.
Currently the main challenge is not to starve from waves of immigration. I plan on tipping this over. You'll have a toggle to allow immigration and Instead we'll have emigration when your standing is low, and "retirement", meaning that it should be more of a challenge as your city grows and not the other way around.
Then there will of course be the nobles and slaves, which I hope to get to next week. Other from that, lots of QOL, bugfixes and tweaks for a better experience. Hope you'll like it.
Hi everyone. I'm very happy you guys are playing and keep sending me bugs!
I have spent most of the time since launch trying to calm my nerves and fixing some of the bugs that makes sense right now. the problem is that I've already started on the next update (54) and it gets very complicated when fixing the same bug in two different places.
so, I'm postponing a few bugs to be fixed in v54, just so you know.
So, what progress is being made?
New face generator. A bigger face in general with many billions of possible variations.
Here's how it's done:
I'm also more or less rebuilding the reputation mechanics and improving on the AI in general.
And what's really cool is that is mostly all modifiable. You can add items to equip, traits and new services, and you can change how each race feels about them.
The big thing to come though is the nobility class and slaves, even though this will be a bit barebones in the beginning.
I also have a list of hundreds of bugs and minor suggestions that I hope to address before launch.
I probably shouldn't give you an ETA, but I'm hoping for 6 weeks. Pray for me :)