Armageddon War: Old Era Wreckers cover
Armageddon War: Old Era Wreckers screenshot
Genre: Strategy, Indie

Armageddon War: Old Era Wreckers

The reset plan for the game

We made the heavy decision to tear everything down and start again.
This will be a long process, expected to take 1-2 years, and will be updated directly on the game after the work is completed.
It would be a massive reset: all modes and most of the content of the original game would be dropped. We will be making a larger map to accommodate more battles, and changing the original world battles to local battles so that players can focus more on the current historical theme of the battle. Also simplifying the game's economy, zone building system, and completely resetting the original's chaotic platoon mode. Be replaced by the new corporation system to achieve a larger battle, etc. (specific to view https://www.bilibili.com/read/cv23352704)
Believe this game will get better.

The game will take a break for about six months

We will put more energy into the new game, especially after the new game signed up for the new festival, so this game will be temporarily suspended for about half a year

0.9.9

Removed tutorial temporarily, will be redone after major changes
First conquest added: L 'Enfant Republic
Remove the original text country name display, with a vertical version of the national flag instead

0.9.8

Modify attack mode
City added health bar, stability bar, level mark
Reduced the frequency of relationship maintenance events in Commander Mode
Major changes in commander-in-chief mode:
Abolish the state policy system
Route cancellation mechanism
Cancel the oddity mechanism
Modified city stability mechanism:
Stability is only useful in Commander mode
Increased City Stability cards, restoring 20 city stability at a time
If the city control level is less than 30, no economy is provided, and if it is less than 60, the resources provided are halved
Cancel the rebellion mechanism of insufficient urban stability
When the city attribution changes, if the city stability is 0, the city level will be reduced by 1; otherwise, the stability will be reduced to 60% and the city facility level will be randomly reduced by 1
Unit recruitment will reduce the stability of the city
Unable to recruit when stability is below 30
Adjusted the stability of all conquered cities
The culture level of a city reduces the cost of city stability when recruiting units
Fixed a bug where neutral ai was overpowering its class

temp fix

temp fix

0.9.7

Adjusted raid damage
Modified the effects of base wonders
Fixed a bug where damage prediction was displayed incorrectly
Fixed a bug with incorrect text in scientific rounds

0.9.6

Added custom data schema
Added Conquer initial selection Settings effect
Adding units can set up automatic training
Added the general uninstall function
When the conquest is almost over, it asks if the game session is unlimited
Zone provides half the health recovery effect

Fixed bug where enemy units could be deleted
Fixed a bug where the map wonder marker was still displayed when time conditions were not met
Fixed an issue where game session Settings could be incorrect

Damage modification:
When the target is an aircraft, the attack morale > attack morale is required. Otherwise, when both health and morale are greater than the target, it triggers minimum damage. The empty city must trigger minimum damage
Minimum damage is 1/10 of its health limit for aircraft and 1/7 of its health limit for others

0.95

Adjust Mouse Speed
Adding label ICONS
Optimize the snow mountain model
Optimize the display of border edges
Adjust the success rate of diplomacy
The value of Diplomatic relations ranges from 0 to 200
The information bar on the left of the mouse position is updated in real time
Added a reminder when no action unit is available
Added version compatibility, compatible to load different versions of the game save and data
Increased the ability to wash when general units are combined
Command mode resource cap increased
Fixed a bug that could cause a flash retreat

Temporary optimization

Improved unit price. Unit price no longer increases with tech level
Fixed a bug where the custom conquest victory condition was incorrectly determined
Custom Conquest You can choose whether to continue conquering the world after completing the winning condition
Level by level adversarial function optimization

Summary of the project and subsequent development plan

From the overall view of the project should be a failure, self-summary reasons are

1. Not using mods well to build a fan base (because I never really liked the circle thing)

2. The English version is not properly handled (although it has been corrected by someone)

3. The game was released too early and the early content was low

4. Lack of fun, lack of art, repeated modification of various gameplay mechanisms, unable to compete with other competing products in PC branches (mainly lack of money for art and publicity)

5. Subject matter is sensitive and cannot be propagated at all (post a post in the post bar and then the account is closed forever)

6. The first time to make a game, there is no team, no testing, it is all done by one person, which leads to slow progress, too big content, too small market

7. Give up the network server, resulting in the mobile phone charging model can not be determined

 

Follow-up Programme Development

This game has a lot of investment in manpower cost, but the income is not enough to live on, so it will slow down the update (monthly update) and focus more on new projects that can make its own survival

The plan update for the battle will remain the same: it will be updated until all the content you want is done

The mobile version will be completely free of charge and is expected to be released in September/October after preparations are completed