Major features: - Added music and sound effects - Added guided tutorial solo game
Improvements: - Click on character's avatar opens character sheet - Added indicator for number of cards in market / discard pile / trash pile. - Click on expanded inventory/market card returns that card to its place - Druid phase - the player can now easily see how much gold he has - Character's class card is visible while placing dice in setup phase
Fixes: - fast consecutive clicks on same button would sometimes cause game to remain in a state where ability execution could not be completed - Paladin-Vigilant - gold gained animation displayed properly - Monk-Enlightened would fail to execute when selecting Charisma ability - Concentrate would fail to execute when selecting Charisma ability - Ranger would award gold immediately upon activating skill instead of after completing it - Move Silently fixed so that card cannot be bought if player doesn't have enough gold - Diplomacy would fail to execute when activating other player's Pickpocket skill - exiting to main menu while in preview mode would cause issues after resuming - attribute score is now updated immediately upon purchasing Jeweled Dagger - activating ability and then quickly tapping on market or inventory card would simultaneously open both ability execution and expanded market card. Similarly with reset turn. - die would sometimes remain stuck in air when dragged with old, partially functioning mouses - improved layout for some elements on final scoring screen - other bug fixes and improvements
Please note that this update breaks savegames, please read to the end to see how to still use old versions' savegames.
Hey Creostriders - You Spoke, and I Listened
Based on the reliable feedback and suggestions of the community, I've made a large number of balancing updates and bug fixes to Creo God Simulator. With the large number of players we now have experiencing the world of Creo, I've received a large number of insightful and helpful suggestions and bug reporting - I've done my best to address them, which I believe will improve your gaming experience dramatically!
Balancing the Game
A major facet of creating a resource-management game is nailing the balance between challenge and playability, which I admit needed a lot of work. Based on your feedback, I've made several balance changes that I hope will improve your next playthrough in your quest for the first 300-villager city.
Some of these updates include:
Reduced the cost of all structures by around 15-25% depending on the structure.
Reduced the cost of all willpower inspiration unlocks.
Increased the building resource refund amount when demolished to 1/4 rather than 1/6.
Many more balancing updates (can be read below).
Resource Creation Powers
That's right! After seeing the large demand for a solution to deposits/resources running out too quickly and being left with no resources other than trade, I've added in the ability to spawn forests and stone deposits! (To help improve resource balancing, I've also increased the number of resources stored in each forest/stone deposit/ore deposit, you can read more below).
I hope that you all make sure to use these new powers extensively, as they allow you to create new resources from Willpower itself. I've also got in mind several other randomized events that should help improve your access to resources.
Trade Menu Upgrade
I also saw a need to improve the previous versions' trade menu interface, which was not very clear and was at times confusing and unwieldy. I've updated it to allow for push-button amount increasing and decreasing, so you can quickly change the quantities of resources you are transacting, in addition to improving the clarity of the "Buy" and "Sell" icons. I hope that these changes make it easier to take advantage of the trading system!
Moving Forward
These are just some of the improvements I've made to Creo, though I'm confident that they will improve your experience overall. Please, let me know in our Steam Community if there's any additional bug or need for improvement - I try my best to respond to any earnest suggestion or report!
Coming up next, I've got in mind adding a few more game elements, especially structures that unlock certain god powers. These structures will be needed to "beat" the game, as I'm currently working on an "end game" of sorts, so that the Creo experience isn't solely a sandbox, though it won't be required to complete the challenges at all!
I'm still hoping to improve the balancing of the game, and adding gameplay elements and systems that make it a fairer, more balanced game, while remaining challenging.
On a personal note, I just finished my first semester back in University for my Electrical Engineering degree after being out of school for years - I was fortunate enough to do well and get good grades! I've got several years left in my degree, and I'm excited for all that the future holds.
Thank you everyone for your support and feedback for our little game. Please, continue to help me improve the game, and send your suggestions my way! And also, if you've been enjoying the game, please leave a positive review on Steam so others are encouraged to try it out as well!
Cheers!
- Esteban
PS. Here's a gif of our new vertically bobbing notification icons for your viewing pleasure:
Guide to Use Old Version Savegames
As I mentioned earlier, this update breaks previous versions' savegames due to me changing my company name. To continue to use your old saves from the previous version, please follow the guide below (this is for PC users):
Enable seeing hidden files on your computer.
Find the "\AppData" folder on your file explorer, generally contained in the "C:\Users\USERNAME" folder.
Click the "LocalLow" folder.
Click the "MKSM Design LLC_" folder.
Click the "Creo God Simulator" folder.
Copy all of the numbered folders (0,1,2,3,4,etc.), these contain your savegames.
Return to the "LocalLow" folder.
Click the "Aviodrone Robotics LLC_" folder.
Click the "Creo God Simulator" folder.
Paste the numbered savegame folders you copied earlier into this folder.
Your saves will now appear in the updated version of Creo God Simulator (V.0.5.5).
Version 0.5.5 Changelog
Big Changes
Added "Place Stone" god power - can place stone deposits at the cost of willpower - will add tech unlock soon.
Added "Plant Forest" god power - can spawn forests at the cost of willpower - will add tech unlock soon.
Large trade menu UI upgrade - can now increase amounts with pre-set value buttons + more easily readable.
Balancing - Reduced cost of all structures by around 15-25% depending on structure.
Balancing - Reduced cost of willpower inspiration unlocks.
Small Changes
Updated company name from MKSM Design to Aviodrone Robotics, to reflect company renaming.
Increased default wood resource amount per forest to 1500.
Increased default stone resource amount per stone deposit to 1000.
Increased default metal resource amount per ore deposit to 800.
Gave locust swarms a max lifetime, now they will simply disappear after 3-5 minutes.
Gave cat swarms a max lifetime, now they will simply disappear after 3-5 minutes.
Added small vertical movement animation to repair and extinguishing icons.
A destroyed building (not demolished) will not refund resources.
Increased building resource refund amount to 1/4 rather than 1/6.
Added Patreon link on the main menu.
Bug Fixes
Fixed Steam profile image not loading on game start in main menu.
Fixed bug where repair shop would not repair main plaza or large temple.
Fixed issue where demolishing buildings did not refund 1/4 of resources.
This update disables various third party services to restore basic functionality and currently allows players to connect to a test server in the US East region.
It also rolls back or adjusts most changes from the last update and includes various UI and gameplay tweaks.
Please note that the game is currently disabled on Steam and only accessible to those who already had the game in their library before it was disabled. We are working on getting it fully restored as soon as we are ready for it.
This is just the beginning, if you would like to ask questions, stay up to date on our road to recovery, or find out when people are playing, please join us on our Discord server.
This is a special ship model designed for, and in partnership with, the Path of Exile streamer: ZiggyD. Ziggy is a long time supporter of Star Valor and even has the game on his personal store (on nexus gg). He is also a special crew member in the game. This video shows the Hephaestus and its weapon loadouts, a close and side view of the 3D model and some Gameplay Action fighting a Venghi fleet.
We received a lot of feedback from users for this situation. We decided to add Turkish language support to the game in line with the high demand. We have started working and Turkish language support will be active with the next update, which will come very soon.
• Refactored Disguiser to make their disguise permanent until removed by player. This should help allow Disguiser more options for how they can use their ability. • Person last hanged no longer disappears at the start of the final hanging cinematic. • Refactored the Spell hotkey system to make better use of the Spellbook UI. • Fixed a rare issue where ability effect icons that are only supposed to be visible to the Traitor faction could be seen by Town faction. • Chat log now displays the correct portrait for a player that died to the hangman's noose. • Dead chat is now properly cleared between games. • The Dead Chat icon now remains visible even when the icon drawer is closed, and has been moved to the right-most position in the icon list. • Rich text and html remain disallowed in all input fields, however, the < and > characters can now be used for emojis, but not both at the same time. • Hidden Passage (Bookcase) minigame can now be properly closed by clicking the Close (X) button. • Fixed character popping before lobby but after game wrapup. • Added baa sound as each sheep is collected in Catch Sheep minigame. • Refactored some audio code for specific interactions. • Fixed an ArgumentException affecting a small number of players. • Fixed several NullReferenceExceptions affecting a small number of players.
Hey everyone! For this developer update, I have several new and exciting things to share with you.
We're excited to be showcased at Indie Live Expo, starting on the 21st! Check out Indie Live Expo’s stream showing off the game at the following link: https://indie.live-expo.games/en/
First, the game’s campaign is now fully playable from beginning to end, so we now enter into focusing on polish and extra things. And for all of our achievement hunters out there, we have officially implemented Steam achievements! This means Mars Base getting ready for its closed beta test for Kickstarter backers - I’m super excited to share with you what I’ve been working on. For now, let’s meet some of our NPCs that may be around base!
Solana greets you when you begin the game.
Mystaria does technological research for the colony.
Jianguo is a teacher in the colony.
Kofi is one of the entrepreneurs in the market.
I’m super excited to show you the rest of Mars Base!
Thats it for now, until the next update! :) Don't forget to wishlist Mars Base here on Steam, follow us on Twitter, and join our Discord!