New map option City Site Number that limits the number of city sites available based on the number of nations. Options are Unrestricted (default), Restricted (3 city sites per family per nation), Family Seats (1 city site per family per nation) and Capitals (1 city site per nation). Tribal settlements will still appear in places that would have been city sites but these cannot be settled by nations.
Map generator tries to place at least as many free city sites as starting locations on a given land area surrounded by water and mountains.
Tribe units now occupy empty settlements, when given the chance
Game of the Week games now much less likely to have non-default city spacing
Egypt now has -20% costs for same adjacent buildings (down from -25%)
Programming
AI performance improvements
AI finishes already started Wonders with more urgency
Improvements to AI value estimate of effects Added support for showing dynasty portraits, names and backgrounds on the Choose Leader and Setup screens
New features for modders:
Cognomen can now add a memoryCharacter
Added SetHeight to bonuses
Added EffectUnitUnlock to EffectUnit
Description field added to many xmls
Enabled adding custom variables to UnitTypes
Removed hardcoded terrain references
Amended coast renderer and unified mountain and volcano renderers to be more mod friendly
UI
Can now assign hotkey combos that are only used for inaccessible debug hotkeys
Added map option help text for default selections
City site widget no longer blocks clicks when it has no help text (when the tutorial is disabled)
Bugs Fixed
Fixed several causes of replay data getting discarded
Fixed Modio mod tags not adding/deleting on mod updates. Added image size validation to ensure between 256 and 2048 pixels width and height.
Units can no longer spawn on the same tile as other, non-allied units
Fixed bugs with Toggle Names on the mini Tech Tree
Fixed pick later found panel nation help sometimes incorrectly showing preset leaders
Fixed free city site location sometimes not getting revealed
Fixed AI cache initialization
Fixed null reference errors in sprite repo when using portrait mods
Can no longer divorce Olympias in Learn to Play 3
Fixed mission effects playing after entering and exiting city screen
Fixed load/save error with pings that have been placed but not yet been validated
Fixed initial settler tooltip data being treated as cached and not being populated
Fixed editor not assigning tribe tile owner when placing a settlement improvement
Fixed unit status not updating after tile ownership change
Tribe ruins no longer show countdown timer when tribe is extinct
Fixed city site text being updated without visibility
Fixed issues joining MP games and replay data getting discarded with map script mods installed
Adjusted improvement construction turns widget projection distance and scale to prevent occlusion from terrain
Fixed city widgets getting hidden behind camels
Fixed knockback animation incorrectly playing on secondary attack targets
Fixed autonomous cities not getting queued production refunded when it is canceled
Fixed Rider family getting negative opinion from having a tribal spouse - now correctly only applies to a foreign nation spouse
We just wrapped up showing the game in-person for the first time at PAX West in Seattle (and undoubtedly, some of you reading this, came here from the event). It was a 4 day showcase where we brought two TVs to have two stations playing the custom demo:
We had fun decorating the booth and getting in the spirit with some cosplaying as the titular blower guy and the leaves themselves:
As you may notice, there was a palpable lack of chairs, so our feet and legs are killing us now! BUT - it was so great watching folks play the game, laugh at our dumb jokes, and just enjoy our creation. If you're one of those folks - thank YOU so much for coming by and checking the game out :D
As a side note, we were also showcasing a DIFFERENT game at the same time, at an adjacent Seattle Indies Expo! It was the first time we had two different games at two different shows happening at once, so logistics were a bit nuts and involved scooting a whole-ass TV between buildings (in case you doubted how "indie" we really are):
If you're curious about the other game - you play as a cute crow, fly around the city, poop on people, and steal all their shiny trinkets. So another "jerk-like", but of more cute and wholesome vibe. You can check it out here:
Aaaaanyway - we will now hermit for a few days to recover and then go back to wrapping up the game and announcing the release date real soon (HYPE). I will leave you with some googly eyes leaf blower:
Cheers, Jakub Chief Leafblower Specialist Unbound Creations
This weekend we'll be at IndieDevDay with a booth.
We'll be giving away a very special gift to everyone who comes by to try the demo π (It's a surprise). If you are going to attend, stop by and say hi.π
Achievements are in, at least for testing version, flies.
Achievement for all bugs are attempted, but will not work as they aren't in the playtest. (adding over 100 achievements 1 by 1 is quite painstaking, so the full suite of achievements will be on the main game shortly!)
Dr. Rod got their character updated, I totally forgot it was a temporary one I had all along.
The achievement should only appear once, I've attempted to build a way to prevent multiple calls to this function, so if that happens, it's a bug!
Shortcut keys to the different tabs are also in Q,W,E,R,T,Y are by default the tabs in the order they appear.
CREEPS -Sweeper: group size reduced from 5 to 4. -Sweeper: health reduced from 150, 300, 650, 1200, 2200, 3400 to 125, 250, 500, 1000, 2000, 3000. -Skits: damage taken while freaking out increased by 25%. -Skits: slightly reduced freak out speed.
MAPS -Flank: start cred increased to 1500 from 1250. -Flank: victory score increased to 13000 from 7000. -Flank: moved down the map list a few places.
LEVEL-UPS -Start cred per level increased from 2 to 3. -Start pow per level increased from 2 to 3.
TWEAKS -Stingers no longer trigger the βstranded creepβ warning. -Popup reminder for upgrading turret health.
Bug Fixes I have made improvements to the traps, especially optimizing multiplayer synchronization. Previously, there were issues where traps weren't loading correctly for the client, leading to display errors.
I've revisited the settings to enhance the saving and loading process.
Currently, there is a sprint bug that is also related to synchronization. While I've made improvements, issues may still persist.
Note: After receiving the update, please check your settings and click "Save" once. The update may have altered some settings.
Feel free to follow me on social media! Thank you in advance!
It's time to put on your fanciest monocle and top hat because our beloved game, Yellow Taxi Goes Vroom, is zooming its way into the finals of the Game Developers World Championship 2023 Studio Awards!
π Let the Drum Roll Begin π
Yes, you heard it right, folks! Our very own Yellow Taxi is revving up its engines, honking its horn, and burning rubber to compete for gaming glory at the GDWC 2023 Studio Awards. We're in the running for some serious bragging rights here, so you better believe the competition is about to get as intense as a ride in the Yellow Taxi after an all-you-can-eat pizza buffet!
π Save the Date!
Mark your calendars for Thursday, September 21st, at 18:00 UTC+3. That's when all the wheel-spinning, tire-screeching, and taxi-hailing action will go down at the GDWC 2023 Summer Season Awards Show. Don't miss this chance to watch Yellow Taxi Goes Vroom on its way to potential victory! WATCH WITH US! πΊπΏ
π¦ Stay Connected on Twitter and Discord!
If you want to stay in the loop, make sure to follow us on Twitter/X and join our Discord community. We'll be sharing updates, behind-the-scenes shenanigans, and, possibly, exclusive content of our devs as they have a mental breakdown while waiting for the award ceremony. Plus, you might just get a sneak peek at some hilarious in-game antics! π€π¬
We couldn't have made it to the finals without the incredible support of our dedicated Yellow Taxi Goes Vroom community. Your laughter, feedback, and endless love have fueled our journey, and we are truly grateful for each and every one of you. Together, we'll show the world what this Yellow Taxi is capable of! πβ€οΈ
So, set your reminders, call your friends, and prepare for the ride of a lifetime at the GDWC 2023 Studio Awards. Yellow Taxi Goes Vroom is coming in hot!!
See you at the GDWC 2023 Summer Season Awards Show, and remember, keep those wheels turning and the spring key spinning! π