- Fixed an issue where in-game variables were not initialized when starting a new game (The problem that you could not draw creatures with a quill pen is resolved.)
- Resolved the problem of infinite loading when calling the Load Game UI in the absence of save data
- Fixed an issue where the language of the key guide did not change when riding a broom
This post has been created to gather useful information for players. Tutorials, Links, and various other resources that both new and old players can use to make their experience easier and more enjoyable.
Rank Experience levels have been lowered for faster progress due to short first season (ends end of the year). All levels will adjust retroactively, meaning all battle experience points you have earned - even if you played before this hotfix - will count towards progression levels.
Shipbuilding Level and experience
Starting shipbuilding experience levels have been lowered for faster progress.
Battle Mission Availability
5th rate hunt and search and destroy missions are now available in county capitals and national capitals.
A number of people have mentioned disappointment when looking at the Critias Empire store page that the game only seems to have island type maps.
Well be disappointed no more! The game now supports multiple map types. So far I have re-implemented the "Islands" map type, and also added a "Coast" map type.
New Range
For both the new map types, I took a different approach to topology, with the map gen algorithm creating either areas of uplift or long chains of mountains. These are then surrounded by foothills that gently slope down to plains below.
This gives the terrain a much more natural feel than the somewhat random distribution used before.
A Wide World
I also implemented configurable map size, but in the end, I concluded that a much bigger map gave the feel I was looking for: Something on a grander scale than a city builder, but not the globe spanning scale of games like Civilization.
Strange Places
In the course of making the Coast map type, I didn't quite get the effect I was looking for first time. But I liked the results so much I kept them as a new map type, before continuing with fixing the Coast type algorithm.
This happy accident happened not once, but twice, meaning the game now has an additional two map types:
The "Bays" map type has a shattered coast type feel of inlets, bays and lagoons along a narrow stretch of coast.
Meanwhile, the "Straights" map type is a variation on the Coast map type, with land on two sides of a narrow sea channel. Think something like the Bosphorus, or the famous Pillars of Herecles as mentioned in the legend of Atlantis (today known as the Straights of Gibraltar).
What's Next?
There is still some tidy up to do on the maps. Currently, the whole map is surrounded by sea, but some map types should have some impenetrable hinterland beyond their playable borders. The Straights screenshot above is one such example of where I still need to implement this.
As well, there are two more map types I plan to make before launch - "Peninsula" which should be self-explanatory, and "Inland sea", which will feature a small sea surrounded by land on all sides, akin to the Black Sea or Caspian Sea.
In the short term though, I will work on balancing production and construction costs of various land uses (buildings like farms, mines etc). After that, I plan to do a lot of bug fixing and polishing in preparation for making a playable demo. If all goes to plan, this will be available in December, or at the latest by Steam NextFest in February.
The log harvester was running slower as it harvested logs too fast and there was no need to install another one of the same type.
Logs are now cleaned more slowly in the purifier.
Cleaned logs are cut more slowly in the saw machine.
Aluminum and Gold also became slower to cut in the saw machine.
Improved the sprite of machines that cut fruits and vegetables at the last stage of the game (these machines will soon receive sprites for each of their upgrades).
Slightly improved the visualization of such resources on the ground: Iron ore, Aluminum ore, Gold ore, Copper ore, Quartz, Coal.
Something else:
I know that some of you would like a game mode that does not have enemies, so, it will be soon, I will do it, but I need time to think over some points that are closely related to the enemies in the game.
Well well well... if it isn’t our old pumpkin-headed adversary. Yep, Bob has returned to Albion, and the Allhallows event is back!
From 10:00 UTC on October 27 through to 10:00 UTC on November 10 you can find him in the limited-time Hallowed Ground dungeon, accessible through special, pumpkin-strewn portals that appear randomly in T4-T8 zones across the open world. Here you can battle your way past creepy mobs, through tunnels filled with grotesque decorations, until you finally come face-to-face with Bob himself.
But that’s not all. Defeat Bob and you can find special Allhallows Treats within the final chest, which grant a temporary boost to all non-PvP Fame. But be sure to eat them all before Allhallows is over, or they might go bad!
And last but not least, the Hallowed Ground chests once again have a very rare chance of dropping the seasonal Jack o’ Donkey and Horse Macabre mount skins. So go find the dungeon, confront Bob, and see what he’s been guarding!