Entering & leaving your camp will trigger a notification that indicates where to find Belerion, to the south of Tiltren, if you purchased the DLC.
AI no longer uses “Forced Recoil” against allies.
AI no longer struggles to use the ballista in battle.
The skill “Stance Knowledge” no longer ignores armor.
The skill “Landing” can no longer push suspended units.
The skill “Beastmaster” no longer loses control of ally animals when boarding or hanging to an edge.
Being pushed on a mine by a landing unit no longer prevents the turn from finishing.
Companions are no longer duplicated on the timeline after a boarding.
The reward for siding with the smugglers against the ambassador now matches the one they promised.
Balancing
The Wood requirement for entering the new region has been reduced from 50 to 10. Players who already gave the 50 wood will find the difference in their Ship’s inventory.
You can now buy Akhedian Steel from blacksmiths in Belerion.
The recipe for Boards has been simplified and now gives two items.
It now takes 7 applications of Fervour instead of 5 to trigger the pirates’ “Chronic Pyromania”.
Base Game
Fixes
The crafting recipes that were momentarily unavailable have been brought back.
Daggers’ crafting recipes can now be found in a separate bundle along with the newly introduced brawling weapons.
The Banner & Strategy Table can be crafted again.
Unlocked recipes are now visible even if no companion has reached the corresponding job level.
The skill “Animal Cooperation” no longer causes crashes when targeting an animal.
Using new skills on a unit with “Dodge” no longer prevents the turn from finishing.
The additional damages applied by the skills “Violent Impact” and “Rushing Gale” when the target is pushed against an obstacle have been restored.
Having no unit inside the tent no longer prevents players from closing its interface.
Emissaries no longer offer trade missions leading to Belerion if you don’t own the DLC.
Missing icons have been added.
Balancing
Regional restorations now increase Raw Materials’ armor reparation efficiency by 10 points instead of 5.
The chances of contextual tools appearing in the camp have been brought back to 100% instead of 60.
Get ready for a new unit in Supremacy 1914 - The Stormtroopers
We are introducing a new unit that will be available with the upcoming Operations. Stormtroopers are insanely fast offensive units and are quite the force! Give them a target and watch it crumble. When teamed up with Infantry for cover, they can clear out enemy fortifications.
The Stormtroopers will come with a new deployment mechanic. They can not be produced like a traditional unit, but instead will be deployed via new unit cards. Unit cards will be available as a reward for advancing through Operations. Besides the new unit, participating in Operations will also reward you with other units already existing in Supremacy 1914 and various kinds of reward cards. Those are Booster Cards which will shorten the time of production and construction, and Resource Cards which will grant you additional resources. These cards will all be stored in your inventory which will talk about later.
Watch out for our next update on December 19th and make sure you start completing Operations for getting Stormtroopers and other rewards.
Another Beta run comes to an end! 12.0.8-rc-3 ships with months' worth of Beta testing, bug fixes, and new features! Thanks for all the feedback along the way!
Hello! Let's continue with the rework of certain summons.
Water Elemental: continuing in the line of charge-based summons. It wasn't the most useless summon, but redundancy between spells and summons doesn't appeal to me.
Flying Bomb: probably the most useless summon in the game. However, I kept the concept and classified it as a "spamable" type summon. The damage is quite decent, and the upgrades are inexpensive. Ideal for eliminating static units. The Flying Bomb is no longer neutral but friendly. This makes it more flexible.
Fixed bosses on coliseum.
Infernal machine updated.
I am aware that the level of 'The Destroyed Machine' is broken. This is due to the rework of the 'An Eye for an Eye' spell. Don't worry; it will be fixed in the next update. I will take this opportunity to rework the overall difficulty of the levels related to the machine.
I’m sure you’re looking forward to busting some tax-dodging billionaires as soon as possible! This time we’re here to talk about what you get to do with all those hard-won taxes once you’ve busted some heads!
City Economy
Farset-13 isn’t just in debt, every part of the city has been stripped to the bone by greedy profiteers. The few hospitals that are still open are barely running and cost a fortune to access, there’s barely any security keeping essential interplanetary shipments safe and you’ll be lucky to get to work with transport the way it is.
You can do something about it!
Every time you hunt down one of our tax-dodging billionaires, you’ll have a choice to make about whether you let them keep running business as usual (cutting you in on the profits), or taking back the resources they’ve horded over the years.
If you choose to take resources back, you can re-invest them into your public services, which, over time, will pay off the planet’s debt and maybe even improve some lives!
The City Changes
If you do well in your missions, you’ll have more resources to invest in the three core aspects of your city.
Medical – When you buy more medical cards, the cost of your healthcare will go down, making it a little easier to survive the hunt for taxes. You’ll also find that this will improve the lives of the most vulnerable people in your city, changing their stories.
Security – As you improve the security of your city, you’ll find that your weapon shop stocks more items, as you secure more off-world trading routes. You might also find that there are people in your city who are happy to have their businesses protected.
Infrastructure – As you improve the infrastructure of your city, the levels you fight your way through to reach your tax-dodging targets will change, giving you new ways to play. You’ll also find that your citizens have access to better homes and better transport, which they’ll no doubt thank you for!
Card Collecting
Each aspect of the city is represented by a variety of cards. Each day, you’ll have the chance to spend your resources to buy more of these.
The most basic cards will improve your city in a variety of ways, but some cards have special features that allow your city to pay off even more of the debt as part of a combo!
Why have an economy?
We really wanted to offer something new and interesting that treats the economy of Farset-13 as more than a simple theme. This isn’t a city management game; we want to give you options that are fast and satisfying. Every time the game resets and you start again at day 1, your city will reset. This means that every time you play, you have the chance to try different strategies for both paying off the debt and changing the world around you.
We’re all working hard on the game and can’t wait for you to try it! Please join our Discord if you’d like to become a part of our community where you can hear all the latest news about our games. Tax-Force signing off!
*distant 90s theme tune*
We’d love to see your comments below, and if you’d like to us more directly, join our community over on Discord.
When colonist morale is low, they now have a chance to "snap". Added a tutorial. Kat is back! Water now decays into dirty water, and dirty water emits germs. Added the flammable item attribute (this is a big deal, so be careful). Improved lockdown behavior so that colonists now return to base much quicker.
Changes
Colonists now have a chance to "snap" when their morale is low. This chance increases the lower that their morale is. When colonists snap, they acquire a random perk, such as graffti artist. Every extra snap increases the chance that the colonists will get an extra bad perk, such as pyromaniac, saboteur, and maniac. Every few hours, colonists gain +1 morale as "catharsis", capping at +15. Colonists "snap out of it" when their morale returns to positive. Snap count is reset to 0 upon: death, therapy booth use, memory wipe from memory pen. Snap count is reduced by 1 every 10 days. In this way, colonists will no longer stay upset forever, and the first few snaps are very forgiving.
Added new snap perks: Hider, Space Terror, Lazy, Crybaby, Binge Eater, Vomit, Dazed, and Militant Incompetence
Added tutorial
Added notification when no colonist is assigned mining, building, or scavenging
Slinkers now eat rotten food.
Colonists (and all lifeforms) now respond when they're attacked by another agent and it's a miss. Previously they would only react once they took damage.
Water now decays into Dirty Water in the presence of germs.
Dirty water now emits germs.
Biowaste and Puke now emit more germs.
Added "flammable" item attribute. Flammable items catch on fire when near fire or explosions. The item is destroyed when it catches on fire. Flammable items: Biomass, Goolerium, Most Food, and Biowaste.
Fire now triggers explosions when near to items with the explosive attribute.
Windows and the Water Recycler now cost Scrap instead of Metal Framework
Lifeforms (monsters, etc) now obstruct pathfinding (so they stop colonists and other monsters. colonists could become trapped. much fun)
Whale Meat is now flammable. Rotten Whale meat is now explosive. For the good people, this is dangerous. For the pirates, this is free explosive.
Galaxy map can now be opened always.
Colonists now lose relationship points when they see another colonist puke. Added a memory (-2 morale) when colonists witness someone else puke.
Fixes
Colonists will now store warpfuel in the warpdrive before putting it on floors.
Colonists no longer explore while lockdown is active
Larva husks in a hot room now grow into eggs much faster.
Fixed a bug where dimple was eaten by a worm while on the treadmill.
Fixed a bug where colonists would pretty much ignore lockdown all the time.
Colonist level up messages are now only displayed every 5 levels, and all levels above 40.
Colonists will no longer remain wandering outside your base after lockdown is activated. Now, during lockdown, colonists will only wander near your core (this is fun, because everyone gets to hangout).
Fixed an atmosphere bug with shelves.
Fixed a bug where fog-of-war would be created when placing floors near asteroids.
What's Next
Quests
Faction System
Throwable Biowaste (adding a system for colonists to throw items as weapons)