The second installment of the Human Farm Series, <Human Farm - Pratice Section> is currently in preparation. You can now add it to your wishlist! https://store.steampowered.com/app/2516590
The second installment of the Human Farm Series, <Human Farm - Pratice Section> is currently in preparation. You can now add it to your wishlist! https://store.steampowered.com/app/2516590
The second installment of the Human Farm Series, <Human Farm - Pratice Section> is currently in preparation. You can now add it to your wishlist! https://store.steampowered.com/app/2516590
The second installment of the Human Farm Series, <Human Farm - Pratice Section> is currently in preparation. You can now add it to your wishlist! https://store.steampowered.com/app/2516590
The second installment of the Human Farm Series, <Human Farm - Pratice Section> is currently in preparation. You can now add it to your wishlist! https://store.steampowered.com/app/2516590
The second installment of the Human Farm Series, <Human Farm - Pratice Section> is currently in preparation. You can now add it to your wishlist! https://store.steampowered.com/app/2516590
The second installment of the Human Farm Series, <Human Farm - Pratice Section> is currently in preparation. You can now add it to your wishlist! https://store.steampowered.com/app/2516590
New Roadmap just around the corner! We have been hard at work testing potential features and adjustments, as we put the finishing touches on our new roadmap. The new roadmap will be announced next month with a full, detailed writeup. We think you are going to love what we have in store!
Meanwhile... For this step we are collecting feedback on Boss Enemies, particularly in the roguelite mode. This will help shape the game as we move forward and introduce new content, so be sure to have your say!
For our upcoming roadmap, these are some things we are aiming to achieve:
Support runs of different lengths
Have a way to spend excess gems
Add a new meta-currency
Revise how consumables work
Potentially add new unique challenge battles to runs
For this new topic we are discussing the boss enemies. In particular what you like/dislike about current bosses, and what other interesting mechanics you would love to see!
Our current bosses were designed as multi-phase fights. You get the boss down to a % of health and they enter the next phase which changes their attack sequence and adds new attacks.
Boss enemies are difficult to design in any game, and for the lane defense genre you have some additional challenges. For example, in an action RPG, you can telegraph a boss attack, which the player can notice and dodge - something that isn't really possible in a lane defense game. This was how we came up with the idea of the special Crystal Shield spell - something that you can use to protect your units and also reflect some boss attacks, despite not having a character to dodge with in this genre.
Overall the boss fights become a balance of resource management, having enough attackers to fight off the minions that spawn with the boss, being able to damage the boss, and also being able to survive the bosses attacks.
While we may make some tweaks to the existing bosses in the game, we are generally happy with their current state. What we are considering however, is adding an additional main boss, plus a range of mini-boss enemies.
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We are quite happy with the current bosses, but there are some things we are considering, including:
Some tweaks to existing bosses if needed, based on feedback.
Adding a new boss enemy.
Adding a range of mini-boss enemies.
We would love to hear your feedback on
Which existing bosses you like most and least (Troll, Reaper, Warlord, Lich).
Which existing boss mechanics/attacks you like most and least.
Any new mechanics you would love to see in boss fights (no matter how silly or crazy those mechanics may be).
Where to share your feedback
Right here, in the comments of this post.
On the Steam forum for our game.
In the Discord channel.
Thanks so much for your support! All of your feedback so far has helped shape the game, improve balance and make it more enjoyable for everyone.
⚡ If you enjoy the game please consider writing a Steam review, it really helps us small indie developers getting recognized in Steam. ❤️
Join Us!
We are very active devs, so you are more than welcome to join our discord or leave your feedback on the Steam forum with anything you would love to see in the future of the game! Join discord here
This version is a result of digging out stuff from very old forum posts, reviews and comments to reviews. I have analyzed the most common complains over last year (even dug through some ancient Early Access posts as well) and tried to track and examine what are the key and recurring things that should be improved. I made some interesting changes based on this analysis. First, a small change with big repercussions, now the number of Core Worlds is tied to Centralization. This solves micromanagement issue when it comes to making cores, especially in a huge galaxy settings, which also improves the late game balance since it reduces the number of cities in the late game without affecting the early game. Next, High Command Staff mechanic was removed, it got an enormous number of complains and the consensus was that the game would be better without this feature. Rules selection was streamlined and made more clear, now there is an Imperial Mode (default one) and Throne Mode (for people who wish even more "rule from the heights of the imperial throne" gameplay). Modernizations mechanic, which split the community into lovers and haters, got more automatization options (for those who do not enjoy that part of the game), this automatization is also now enforced in Throne Mode. Next comes a bunch of interface improvements, bug fixes and rebalance of ministers.
One request, if you find a bug please post it on the Steam forums. I had to dig through a lot of reviews to find those and those would have been fixed much earlier if I know about them. So, when you find a bug, please post on the forums. Also, if you have certain suggestions, please copy the stuff from your review to the forums as well. It's much easier to find (plus it allows a discussion).
Note that because of the heavy changes in this version I made v1.14 Beta branch available in case you wanted to finish your old game using the old rules.
- [feature] Automatic ship hulls modernization option (if you select the appropriate checkbox in Options AI will automatically decide on ship hulls modernizations and report it each time). - [feature] Throne Mode (previously called Hands Off ruleset) now enforces "Automatic ship hulls modernization" (regardless of option selected), so you don't deal directly with modernizations in this mode. - [feature] Now there is a more strict limit to Core Worlds (maximum 30 + 3 Core Worlds per point of Centralization but no more than 50% of planets).
- [removed] Removed Imperial High Command staff mechanic (replaced with a simple static image showing high command in work). Basically, no one liked it and most people voted that the game would be better without it. In future the feature might return in some other form. - [removed] Removed Total Control ruleset (I feel no one was using it anyway, if requested the effects of this ruleset can be added as "Extra rules" in future versions), now the rules selection looks much more intuitive. If you have a save that runs on this ruleset it will work correctly.
- [misc] Less suicidal diplomacy of minor civilized aliens towards the Empire, they are now much more reluctant to declare war if the Empire is much bigger than them.
- [balance] SpecOps gain per turn scaled to the game length (to make rebellions equally difficult regardless of the game speed settings). - [balance] Drastically increased ministry expansion cost (it was way too low), also adjusted expansion administration points cost. - [balance] Adjusted ministry efficiency effect on ministry events chances (was geared too much towards positive events) and added difficulty level bonus/penalty. Also changed the caps to minimum 10% and maximum 90%.
- [art] New Rebellion report image.
- [interface] Civilized races which lost all planets are clearly marked as dormant and have diplomacy options disabled. - [interface] Improved "Summon head of the house" and "Summon to investigate" tooltips, to make it more clear what it is used for. - [interface] Military / High Command screen now show maximum squadrons and squadrons production (and loses, in a tooltip), similar to Squadrons screen. - [interface] Made it more clear that F.E.D. income comes from both fiefs and colonies, also renamed the tab on finances to "F.E.D. Income" for consistency. - [interface] Rulesets renamed to modes and made much more prominent on the News Game screen. Also renamed "Balanced" to "Imperial Mode" and "Hands Off" to "Throne Mode". - [interface] Improved New Game screen. - [interface] Experimental feature (need to enable Experimental Features in Options) report notice buttons have a different color depending on report type. - [interface] Most reports have a bigger text now (because there was space and bigger is better, especially on small monitors). - [interface] Legislation and Research reports now have a button to access the appropriate screen (with [SPACE] hotkey).
- [fix] Small spelling corrections. - [fix] Support reform option still appears when all reforms already completed (in Summon to discuss option only). - [fix] Incorrect larvaes displayed on exactly one special planet (Early Access leftover). - [fix] Civilized alien races asking for peace when when they have no planets anymore (aliens with no planets now are considered dormant/extinct). - [fix] Meaningless and incorrect display "at War with Empire" on aliens overview screen next to Empire. - [fix] Admiralition still sending forces to unclaimed planets, planets with withdraw order or planets controlled by a race you are at peace with in some circumstances.