Previously I talked about setting up the economic policies that govern each city. Today I'd like to expand on how I've fleshed it out since then.
When setting up these policies I try to be as objective as possible while also making sure there's some variety and no two cities are too similar.
First off, we know people like to complain about the traffic in their local city. The question arises, how bad is it really compared to the rest of the world? This is where indices like the TomTom Traffic Index come into play.
From the above screenshot, I look at the average speed in rush hour to determine the offset from a baseline of 35km/h (the approximate average for all cities).
The results can be surprising! For example the average speed in New York is 40km/h while in London it's 26km/h. I would have thought they'd be similar but the data shows a clear difference between traffic speeds in US and UK cities.
Much like the traffic example above, I go through every policy currently in the game, look at the real world data and decide on an offset.
Some are harder to work out than others. Healthcare and education subsidies can be vastly different in each country in how they're administered which can obscure the true cost.
Some cities like San Jose in Silicon Valley are so completely lopsided that taking their true values would greatly distort the game mechanics. In these situations I remind myself that economies go through booms and busts. Instead of looking at things in their current state, we should decide on policy settings based on longer historical trends.
San Jose has been a tech and manufacturing powerhouse for a long time, but the city's current tech boom likely won't last the next hundred years, just as the oil/gold/railway rushes of the past didn't. In any case, TGL2's industry inflation mechanics will cause randomly generated booms and busts as you play the game.
Phantasy Star Online 2 New Genesis - [PSO2_Moderator]
We’re celebrating our collaboration with Atelier Ryza 3: Alchemist of the End & the Secret Key and Atelier Marie Remake: The Alchemist of Salburg with a login bonus! Come and get your collab items!
Duration
From the end of scheduled maintenance on 5/15/2024 (Wed) (PDT) until the start of scheduled maintenance on 6/11/2024 (Tues) (PDT)
Login Bonus
Log in to NGS during the campaign period to get Atelier Ryza 3: Alchemist of the End & the Secret Key-themed Build Parts!
BP: Ryza Panel
BP: Klaudia Panel
BP: Bos Panel
How to receive gifts
Gifts will be distributed to the inventory of characters who have fulfilled the requirements. *If your inventory is full, gift items will be sent to Storage.
Precautions
Even if you fulfill the conditions with multiple characters, you can only receive one gift per account.
The content and schedule of campaigns may change due to unforeseen operational reasons. Thank you for your understanding.
Please note that items distributed in this campaign may also be distributed in other campaigns.
1.Fixed a bug where mechanical enemies that don't ejaculate could have semen. 2.Enemy Value Adjustment - Improves attack behaviour, reduces attack power during Restraint and Insertion. 3.Increase Enemy Stamina - While in Restraint and Insertion, the enemy will receive a damage reduction buff. 4.New Mechanism - Enemy H-Behaviour in battle can be selected to continue or break. 5.Adjusted the use of words related to 'damage' and 'strength'.
Thank you for your support and encouragement! Playmeow Games
A 20% OFF sale is going on until 20 May, get it now if you haven't already!
With an influx of new players we have now slain 10869 humans and summoned 2596 undead. Which is completely insane - you guys are destroying them!
What's up
Right now I'm working on a bigger game update than we had before. Content, QoL and balance changes are the main themes. I will be adding more types of enemies, especially in the early game for more diversity. One is already fully complete. All of them will have an active ability and will specialize in a certain role. Mission types is something that I think lacks the most. Ideally I would want each environment to have one exclusive mission type that fits the theme of the environment. Some of the visuals really needs a second pass or some polishing. Especially in the UI department. Expect improvements to UI visuals and some environment changes.
You
Give me feedback. Feature or content ideas, quality of life wish list. Anything goes. Found a bug? Did the game crash - let me know! Use any of the channels for feedback: here on Steam, Discord or in-game Feedback form. I will be most responsive on Discord and I made sure I can't miss in-game feedback submissions.
Hello everyone! The text adventure storyline game "Scholars: Fan Jin" developed by our studio has been officially launched on the Steam platform!
After a whole year of hard work, our work finally meets everyone!
Your purchase support will be the driving force for our subsequent updates and new releases. Thank you very much!
Since the game was released, many people have been puzzled that the theme of "Fan Jin Zhong Ju" can also be adapted into a game, and we have also experienced self doubt and denial during the production process. In the end, we have completed the game step by step.
The gameplay time of this game is not very long, and we are considering reasonable control of the text to ensure the best gaming experience for everyone. And the overall level of this work is not very outstanding, which is also limited by the development period and funding. However, we have added as much content as possible at limited costs. Please understand.
After being evaluated by over a dozen connoisseurs, we have received a relatively positive response: our past efforts have not been in vain, and we can still improve our game production level through continuous cultivation in the future, only bringing better works to everyone.
If you encounter any bugs or other issues, please provide valuable feedback and we will fix them immediately upon receiving feedback~
After half a year of delay and a lifetime of madness, Fan Jin's story has been told, but new stories are still waiting to begin.
If we could receive your continued support and encouragement, our studio would be extremely fortunate. Let's work together to move forward together~
We are pleased to inform you about the recent progress in our project: Since the last update of our video game, we have faced various difficulties in improving it. A year has passed in which information about the project has been scarce, given that we recently resumed its development due to time limitations as independent developers. However, we are pleased to inform you that we are working hard on the development of the game and have implemented significant changes, among which are:
Map renewal:
We have redesigned the map to expand its extension and give it a richer tropical atmosphere, increasing the vegetation on the island. We have more clearly differentiated tropical and rural environments, improved native camps, and incorporated ruins, hanging bridges, cinematics and a greater variety of animals, among other improvements.
Improved artificial intelligence:
NPCs have been improved to perform more coherent actions during the game, such as hunting with a bow and arrow, collecting animal meat, taking shelter and lighting bonfires at nightfall, as well as dancing around them. Additionally, we have implemented a noise perception system, which will require the player to maintain stealth around the natives to ensure their survival. We have also improved the artificial intelligence of the animals.
Story development:
We have reorganized the game's plot and are working on the main cinematics, which will include elements of humor and intrigue. The game now has introductions that present the environment and the main and secondary missions in a more coherent and immersive way.
Gameplay improvements:
We have focused on adapting the controls for those who prefer to use a keyboard or controller. We have also improved the animations and added the ability for the character to move stealthily, allowing him to run crouched and hide in bushes to avoid detection by NPCs.
Our goal is to advance and update the game regularly throughout 2024, for example. So we ask for your patience as we work to make the game reach its full potential. We cannot yet provide an exact date for the first big update, but we will keep you informed.
Blood Slash Damage Effectiveness: 460% -> 850% Base Radius buffed from 25 -> 70 at max level
Energized Axe Now gains 50% Lightning Penetration Base Attack Time lowered from 1.2 -> 0.9s Base Radius buffed from 35 -> 50 at max level Damage Effectiveness: 340% -> 840%
Prismatic Slash Damage Effectiveness: 130% -> 530% 60% more base damage
Shockwave Damage Effectiveness: 540% -> 700% 20% more base damage
Flame Tether Damage Effectiveness: 50% -> 150% 20% more base damage.
Minigun Base attack time increased from 0.25 -> 0.35s Base crit chance lowered from 4% -> 3.5% Damage effectiveness lowered from 35% -> 30%
Plague Clouds Damage Effectiveness: 50% -> 250%
A few other minor changes as well not worth noting.