Finally is here, it took more time than I expect. In short: - Sorceres and spirits added; - added spells for sorcerers; - improve A.I. player; - new stats for all;
= V 1.1.0 "The magic update" =
Nations - in general: - Added: each nation received at least one sorcerer; - Update: Everyone got new parameters, and some workers can build different structures than before; - Update: Builders at Kan-Kaya, Confederation and Taca-Yici build a structure instead of transforming into it, there are exceptions, e.g. the Engineer stays in the factory;
Neutral: - Added: a group of entities with spirit endurance: -- Demon; -- Pyramid of Demons; -- Shade; -- Abyss; -- The Witch; -- Magic Stone; –- Idol of abundance - generates a large amount of food and space, destroying it provides a large amount of food and weakens neutral player strength;
Gameplay: - Fixed: the effect of hunger or regeneration, changes the health value by 1; - Button: next object and worker now centres the camera on that object; - Added: Spirit Endurance - objects with this durability cannot be targeted by regular attacks, they can only be destroyed with spells; - Added: spells of attack, healing, slowing, speedup, endgame and sight range, note: the sorcerer can't speedup himself, either with a single-target or area of effect spells; - Added: buttons are activated only by pressing the left mouse button and not by all; - Added: Characters have an invisible parameter "value" which translates into counting points and for AI to prioritize actions; - Added: when a player has only walls left, he is out of the game and the walls disappear; - Added: when an audio-visual effect is to be initiated on a given field but is beyond the range of observation of the human players, the initiation will not take place; - Added: road for AI is not visible to humans; - Fixed: units produced and those that appeared as new, charge the population; - Added: sound effects for stone, arrows, and melee; - Added; post-mortem effects (resurrection or food source) do not affect objects that are under construction; - Added, incomplete structures are not able to observe the terrain; - Added: right-clicking on a field where there is no object (character or building) cancels the selection if one has been made; - Added: the area the player is looking at is marked with a frame on the minimap; - Added: clicking on the minimap causes the camera to be positioned over the selected area; - Added: Defence towers under construction do not attack; - Added: an attacked building under construction doesn't switch the animation from creating to action mode (could give the impression that it's producing something; - Fixed: characters healing everyone in sight range now genuinely heal; - Added: cannot press the end of turn button while the AI is taking its turn; - Fixed: Increased the number of objects (Buildings + units) from 256 to 512; - Added: the game switches between calm and battle music depending on whether the player's characters or the player himself made an attack; - Added: you can right-click on the portraits of commanders and sorcerers in the starting bonus window to get information about them; - Added: the player can right-click on the left panel on an object icon that can be created by the current object to get info on it.
Graphics: - Added: 3 terrain objects to the jungle biome; - Added: 6 terrain objects to the swamp biome; - Added: stealing skill animation; - Added: projectile animations: javelin, magic, healing;
A.I.: - Fixed: does not kick out of the game when the AI has no way to move, e.g. it has been blocked; - Fixed: Neutral player doesn't get the food bonus when he has no resources, but still can't suffer from the hunger effect; - Added: AI waits for the construction of barracks until it's time to build a better and more expensive one if there are not enough resources, previously it built such barracks as it could afford (thanks to this, Engineer - builder from the confederation, can fight without setting Academic tents as barracks by SI); - Added: frees up the area around the production objects (factories) so that the new object has a chance to spawn around the factory instead of in a random place, this is for the Onoyo tribe and Gold Ones; - Added: Si transforms characters into advanced forms, this is for Onoyo tribe and Gold Ones;
Other: - Added: map editor: now the starting location is repainted; - Added: new maps: + Haunted Swamps; + Flood (Scenario map); + Ruined Town + Paradise orchard;
Main priority: - add multiplayer; - refresh the campaign;
Minor priority: - speed up gameplay; - improvement of AI;
Low priority: - working on balance; - adding new units or structures;
The magic update is almost here!
Slowly is working, but what is left is to make endgame spells work and force AI to use them.
Here is a small presentation: https://www.instagram.com/reel/CmMl8ansWUh/
As for supernatural entities:
1. Witch - neutral sorcerer! 2. Daemon - slow brute; 3. Daemons pyramid - new daemons will come from here; 4. Shadow - fast traveller; 5. Cave of shadows - will create new shadows; 6. Cursed stone - the player will have to destroy them to access a new area.
To avoid overwork for sorcerers, daemons and shadows will have a long training time and destroy their structures, providing players with a massive amount of food.
Incoming: Magic update
Working on this update and today is not ready yet.
For now, sorcerers are added to the game as starting bonuses and can be chosen together with chieftains, depending on the race, some tribes can have less than 3 types (3 is the max number of sorcerers per tribe type).
What is important, sorcerers have special durability (blue heart) called spiritual, which means are immune to normal damage, but still can die from starvation.
Their basic role of them is fighting supernatural individuals that also will be added to the game, so be prepared for the attack of shadows and daemons.
Blue spells are the spiritual ones that can harm supernatural entities and other sorcerers.
Also, spells gonna cost a lot of food.
Some spells can be really long-range, and every sorcerer is knowing an end-game spell that gonna bring victory to the current player, this is the solution for players who likes a defence style of play.
I can say more, but next time I am prepared also a devlog showing this update in action soo you gonna see it all.
1.0.4 AI defense update
= V 1.0.4 =
AI: - Added: AI is building defence towers, the number per building the amount on buildings depends on whether it is set to aggressive or defensive; - Added: AI is building walls, for now only around his start location if it had it and is not set on aggressive type; - Improved: Because of building walls, AI can now have double the number of workers per level instead one per AI level; - Slowly expanding: Buildings can now create other facilities; - Slowly expanding: Protection from transforming farms and houses into other structures can be ignored if it is the only way to get such objects; - Added: Defence towers attack enemies;
Maps: - Added: Circle (Size M, Players 4); - Added: Claustrophobia (Size S, Players 8);
================================================================================== Here is an example of how AI base now can look:
Also, hers is some concept of incoming sorcerers and spell icons:
Important, the last character is a new version of the Chief of Defence for the Kan-Kaya Tribe, the current one will be a sorcerer because when I looked at him, I have a concept of the entire Kan-Kaya Tribe campaign, where he will be a main character and sorcerer.
In the next update, I wanna focus on adding them with magic to the game, after that gonna work on multiplayer.
V 1.0.3
Hi there and sorry for waiting. For now, I planning to launch updates every 2nd week until it will be enough good to leave for a while(until I got the idea for some major updates).
In this update, there is another AI improvement where building civilian buildings and training workers, the last segment is building a defence, after that, I gonna focus on adding sorcerers and multiplayer.
Also, because the level of AI aggression is high, I planning to change a bit the game economy to avoid the fast building of the base, for example, where currently some structure cost is 25 food, will be 75.
Here are some examples of how the AI base now looks like:
= V 1.0.3 =
AI: - Removed: limitation of the number of barracks; - Fixed: searching for building locations; - Added: searching for a building location takes into account only the type of terrain on which the character can move; - Improved: Depending on the level of the AI player, additional resources are awarded each turn, but not the unit limit; - Added: When AI is unable to feed its minions: -- does not produce troops or build more barracks; -- builds resource generators; - Added: When the AI does not have enough houses, it builds another: - Added: production of civilian units in the amount equal to the AI level;
Others: - Terrain icons in the map editor have been enlarged; - An intro has been added;
Map: - Added: Mountain King(size S);
V 1.0.2
Sorry for little late, here is another small update.
I need to prepare another project for the Halloween update so maybe after that will be large updates for MoW.
In this update, I add one fabular map and I plan to experiment more in this style.
= V 1.0.2 =
Animals: - Jaguar, Gorilla, Boar and crocodile, gained the ability "Human eater"; - Added: Monkey King; - Monkey: damage increased from 4 to 5; - Gorilla habitat: fixed the animation bug that when creating individuals, the object visually disappeared;
AI-Building: -Is looking for free space for construction, depending on the case: -- From the beginning of the starting location it is available on the current map; -- From the location of the builder; - First, he builds barracks and then moves soldiers (it was the other way around before); - Because the AI segment for assessing its economy does not exist yet, it limits the number of "barracks" to 2; Small example:
= V 1.0.1 = Golden ones: - Governor: -- Production time increased from 2 to 3 turns; -- Production cost increased from 10 to 30; - Overseer: -- Production time increased from 2 to 3 turns; -- Production cost increased from 30 to 50; - Nightmare: The amount of space needed (population limit) has been reduced from 2 to 1;
Mogu-Una: - Hunter - damage increased from 8 to 10; - Slinger - damage increased from 8 to 10;
Tray-Yici: -Shaman - Healing power increased from 8 to 10;
Game: - Fixed: when hovering over a job, in the case of shelter it is shown how much more he needs instead of how much he needs - Fixed: transforms and morphs update refuge amount properly.
SI: - Added: Functions that make the AI pay attention to diversity - this allows it to build various structures and produce various types of troops; - Fixed: economic characters (producing food or providing shelter like the chiefs of the economy) when they have the ability to build, they will gonna building something it is possible; - Fixed: it cancels building when unable, before that fix, the player cursor can gain the structure icon;
Campaign: - Act 5 added;
1.0.0 IS HERE!
The new version of the demo is also available! And the list of the changelog is below.
Now for the nearest month, I will try to update this every Thursday adding some new stuff that was mentioned some time ago and improving AI.
As for the new playable nations, I gonna love them, I have an idea of how to continue the story in this game, so Kan-Kaya (the tribe of darkness) will have his own story.
===== V 1.0.0 =====
Races - General: - Fixed: objects players receive at the start of the game; - Fixed: class description for each chieftain. - Fixed: objects that each warlord class provides.
Neutral: - New objects have been added (to avoid spoilers, they will not be listed here); - Corrected descriptions and naming for some entities.
Onoyo: - Horn of plenty: -- durability decreased from 50 to 25; -- food production has been reduced from 20 to 12; - level 1/2 guild; -- the number of shelters has been increased from 4/6 to 6/12; -- the amount of food production has been increased to 6/12; -- Improved the animation; -- Eye of Death: -- Range reduced from 24 to 12; -- Health reduced from 20 to 10; -- Improved the animation;
Mogu-Una: - Farm: food production increased from 5 to 6;
Tray-Yici: - Hut: the amount of shelter has been reduced from 4 to 3;
Kan-Kaya - Henhouse: food production increased from 5 to 6;
Game: - Fixed: Cannibalism was renamed to "human eater" and improved description. - Fixed: the game sometimes did not count correctly when hunger symptoms were to occur; - Fixed: right-clicking on an empty area does not get kicked from the game; - Fixed: Next mobile button does not crash the game; - Fixed: Next worker button does not crash the game; - Fixed: objects that are built, morphing or transformed do not manipulate resources and do not increase shelter if the target object is to provide (e.g. a house until it is completed does not provide shelter); - Fixed: During the work: of morphing and transforming, the name of the previous object no longer remains; - Added: Work (other than production) causes a health change in relation to the maximum health of the current and target object (it can decrease like Onoyo when upgrading units, or increase like transform); - Fixed: Works take the maximum number of movement points instead of setting it to -1; - Work - Building: -- Added: puts a new object with 5hp instead of full health to start; -- Added: when the builder has been destroyed, the building of the structure is stopped, it will lose 5hp in the next turn and after each turn; -- Added: A builder who is capable of placing such structures can continue the above structure if he is next to it; -- Added: When buildings are destroyed by the builder, he is free in the next turn;
Map Editor - Start Locations: - Added: player 0 (neutral) locations will now be ignored; - Fixed: both button sets change affiliation; - Fixed: affiliation can be set from 1 to 8;
SI: - Added: Does not send mobile objects to combat that provide shelter or food production (but if they have a target at hand, they attack); - Added: Converts objects into barracks or will issue a construction order; - Added: As it is possible, it transforms not-warriors into warriors;
V 0.9 of the demo
= V 0.9.0 =
Game:
- Improved: Next button now searches for the next mobile object with the movement points;
- Improved: Work button searches for objects that can work and are free;
- Improved: Objects that are working cannot move or attack in the next turn;
- Improved: The map interface centres small maps instead of keeping them in the upper left corner;
- Improved: Loading the game does not confuse the fog of war;
- Added points and records;
- Added: the ability to block the creation (production, construction, etc.) of objects of a certain type;
- Removed: Information about choosing a sorcerer (but he will come back);
- Fixed: Camera does not focus on PC player in turn 1;
Main menu:
- Added: field descriptions when setting up players;
- Added: Description of the Nation;
- Improved: Repainting and selecting player types;
- Improved: Manual matches the current version of the game.
SI:
- Chooses chieftain;
Various:
- Removed: online gameplay button (but it will come back);
About multiplayer, I will do my best to add it in the first update after the premiere, for now, is too much stuff to do.
After that, the sorcerer was announced.
The sorcerer will be a unique character that gonna cast spells but all will cost some food, with spells it can detect invisible units, see what is happening in the current arena, summon monsters and animals on enemy territory, and the most powerful "The judgment day" will give victory. So see you then :)
V 0.8.0 of the demo
= V 0.8.0 =
Gameplay: - Added: mobility status icon; - Added: icon for working on a given object before the player makes a decision; - Added: starvation mechanics; - Added: object description <- NOTE: not all objects can have a description! - Added: action description; - Added: Work-Transformation- works like a transformation, but at no cost; - Added: Events - hidden and seen from the gameplay level; - Fixed: attacking a job trigger reopens the running animation instead of idle; - Fixed: camera centring on the centre of the starting location or player object; - Fixed: The start bonus window will not appear if the player does not have at least one start location; - Fixed: You can cancel the use of an action or the choice of building a building, clicking on it properly or with the right mouse button - Changed: pathfinding algorithm: -- includes the cost of the terrain movement; -- allows only major directions to travel; -- shows the potential mapped path;
Skills: - Added: hiding skills: hiding and immersion; - Added: passive skills, human size (m, s and d) and cannibalism; - Added: Resurrection - an ability that turns a given object into another after death;
Mogu-Una (The Hunters): - mobile objects have gained the ability of a Human being - small, or in the case of regeneration ability a Human being-middle, a coward and economics are the exception (because they are skin and bones!); - a coward, a bully, a hunter, an economy leader, and a war leader gained the ability to hide; - the chief of the economy: builds objects instead of transforming like a coward; - Tents can now transform instead of morphing into each other, into a Coward with a backpack, and a Coward with a backpack into any tent; - Palisade: Health reduced from 50 to 30
Tray-Yici (power) - mobile objects gained the skills of a Human being-middle, Temple Guard a Human being-giant ; - The leader of the economy: gained the ability to steal and hide; - Defensive chief: regenerates; - Guard- damage increased from 20 to 25 and endurance from 45 to 65; - Wall: animation has been improved; - Wall: health increased from 40 to 50, construction time reduced from 4 to 3
Onoyo (magic) - mobile objects gained the skill of the Human being-middle, the elderly and the leaders a Human being--giant; - Magic Wall: costs increased from 20 to 25 and construction time from 2 to 4 turns;
Map editor: - Added: possibility to place fields that trigger event activation; - Fixed: does not paint object selection like in gameplay; - Fixed: does not paint unit range as in gameplay; - Fixed: camera centring on the map centre; - Fixed: Map skimming could get kicked out of the game; - Fixed: Increased the number of terrain objects on the map from 256 to 512;
SI: - Rebuilt; - Fixed: Monkeys return to their hideouts when enemies are nearby; - Added: calm-territorial, elephants with this type of AI will not attack the player until the player attacks the elephant or their habitats; - Fixed: aggressive unit in turn 1 standing next to the player's object will already perform an attack;
Campaign: - Added: campaign: Act 1 Mogu Una;
Miscellaneous: - Fixed: Save game - saves and loads object parameters, work performed, player state; - Fixed: Loading and saving screen; - Fixed: Loading screen; - Fixed: camera manoeuvring, does not go into the upper left corner too far and shows the lower right corner;