I refreshed the main menu, but I think it's not enough for the update, so I will add extra things next time and launch it.
The new menu gives me more space for more options or makes it more readable.
In incoming updates, I will try to add some options or redesign something.
==============================
I got one report that loading the game in the tutorial is not working, I have a problem finding this bug because everything is working on a few PCs.
If you have the same problem, let me know what kind of version: steam, itch.io or demo etc.
==============================
Here is another redesign concept that I am glad:
What is left, is two warriors, commanders (if necessary) and a town screen. After that, I gonna make random drawings with the concept of monster body parts or present some characters in a few variations.
Like I did here: https://www.deviantart.com/madhatterworkshop/art/Outdated-concept-of-creatures-2-2-875936399
If you are new and wonder how going to look incoming major update is, take a look here: https://sta.sh/2bhjr4upibw?edit=1
V 1.0.17
= V 1.0.17 = The message window for the new turn has been refreshed: - shows income; - informs that monsters regenerate in hideout every 13th turn; The spell screen has been refreshed. The army panel is repainted even if no one is selected.
AI - Fight - when there is only one creature left, it does not perform defensive actions, apart from resting (regeneration), but attacks;
==========
In the next update, I wanna focus on redesigning the main menu screens. After that, I gonna return on improving the AI player.
Also, here is a redesign concept of the next creature:
What I notice, soon I gonna refresh all screenshots because of updates, the look of the game has been changed.
Today, and next Wednesday there will be no update.
For some time in #WishlistWednesday, I present you with a new update for my game The 8 Sins, but because I wanna reach the next steam Festiwal, I need to focus on launching the demo for my current project.
So today, and next Wednesday there will be no update!
Some time ago I was mentioning about creating a folder of concepts for the incoming major update, here it is: https://sta.sh/2bhjr4upibw?edit=1
As for the Major update.
Steam Next Festival Require that game will have a premiere after the ending festival, which means October 10.
So for now you can bet that this date will be the start time of work on the major update.
For now, the main goal for this update is: 1. Redesign creature stats for new battlefield games mechanic; 2. Redesign battlefield mechanics; 3. Redesign gluttony race; 4. Adding new terrain objects: altars and pillars; 5. Expanding the 13th turn; 6. New version of town screens (there will be more functionality in future major updates);
V 1.0.16
Heat and storms make recent times a little harder!
= V 1.0.16 =
Gluttony:
- The shooter class commander description has been changed;
Lust:
- The description and names of support units that increase armour has been changed;
Miscellaneous:
- the game does not crash when the map list is empty;
- the spell screen has described fields, which are casting costs, and which are research costs;
- when the commander is not recruited - the description of the field is "click to recruit a new commander" instead of hiring a new unit;
- when a player will try to recruit a 6th commander, a message pops up that he can only control 5 parties;
- the function to select a commander with keys 1 - 5 has been added;
- the side panel for the game has been modernised, allowing for quick selection of the commander;
- Army screens have a side panel added to show the parameters of the commander;
Map:
- added a new map: 64x64 "Tumor";
- the limit of objects has been increased from 512 to 1024;
- repainting of goods in the store in the map editor has been fixed;
- the object repainting system had to be turned off due to a drastic decrease in FPS on 64x64 maps;
Parameters:
- creature parameter icons have been improved;
- the description of the combat parameter has been corrected;
- the area that can be clicked has been increased to obtain information about what a given parameter does;
13th Turn:
- in the upper corner there is a counter counting down to the next 13th turn;
- in a given turn, creatures in hideouts are resurrected.
In incoming updates, I gonna focus again on AI players.
As for the map.
In the next two weeks, I will try to prepare another 64x64 map with higher difficulty.
Incoming V 1.0.16 and Gluttony's destroyer
Today I don't have an update for you because I think I don't do enough, but I can show you what I am working on.
That is how it currently looks army manager screen: Let me know in the comments what you think.
13th Turn
In the incoming update, I am planning to prepare essentials for the planned 13th turn, before the major update, every 13 turn creatures in hideouts will be resurrected so player parties can gain experience. Incoming map
Noticed that the currently available sizes of maps are too small so I am working on a map 64x64 that also gonna show a concept of gathering experience with the help of the 13th turn.
In the first major update, size 16x16 will be removed and 64x64 will be set as a large.
Also, here is another creature redesign concept: And tactical note version:
I will try soon to prepare a place on sta.sh, Storage so players can take a look at incoming planned updates and concepts of redesign creatures.
V 1.0.15 and Gluttony giant warrior
Hi there, because last time was hard, today is only a small update!
= V 1.0.15 =
Miscellaneous: - one of the hideouts in the Ruins has refreshed graphics; - repainting of medium and large objects has been improved, both in terms of the terrain and objects that have been painted; - the upgrade message is replaced with the upgrade screen (Now players can upgrade the entire party with one click);
Gluttony: - The cost of unlocking an upgrade for Tier 3 Giant Warriors has been increased from 600 to 1200;
Maps: - Added Mini Plains; ==============================
Today there is no concept of future updates because I already told a lot, but after thinking, I should work on some rugged terrain where player parties lose more movements point.
As for the creature concept, here is one:
V 1.0.14 and Charisma
Sorry for the late, adding a new option for the AI player was time-consuming, also I was trying to set the game from x86 to x64 but something is messed up, so it is still x86.
= V 1.0.14 =
Miscellaneous:
- the minimap background is set to black;
- the level up window is refreshed;
- combat screen: when experience is shown, the icons on the portrait will not be painted;
- the icon field of the selected creature in the recruitment window provides information about the type of unit after right-clicking;
- when the game is started, a commander who has health-enhancing items has a health value equal to the one that was lifted (it is not shown as a wounded unit);
- when the exchange mode is active but the party does not reach the goal, it is automatically turned off;
AI:
- can exchange items between parties and cities before he decides to sell;
==============================
Now when I added the last important game mechanic for AI players, now I can again fight bugs and slowly improve the AI level until the major update will came.
As for the future major updates, I was wondering what if:
Also, I found some concepts of the increasing size of terrain graphics, maybe for the incoming prototype (that will show new battle mechanics) I will also try to put them to see how it's gonna work?
V 1.0.13 Quick fix
I was working to prepare a version that gonna launch without the console and set to a 64x version (for now is x86) and I notice that are some bugs that necessary require fixing.
= V 1.0.13 =
SI: - when it doesn't have resources, he will not return to the city to buy units or upgrade them; - it no longer stands in front of the store forever; - when he has won and a player starts a new game, there will be no AI turn if he doesn't start; - buys the commander faster when there is none; - the resource bonus is given to him when there are no commanders, not when he has at least one;
Maps: - Bridge: fixed so that AI can play ( it tries to "fly" to resources and stores - space terrain type makes him confused);
Other: - The game starts without the console;
V 1.0.12
= V 1.0.12 =
Envy:
- Experience gained from Mantis and Mistress increased from 25 and 60 to 30 and 70;
Gluttony:
- Experience gained from Butcher has been reduced from 75 to 60;
SI:
- attacks units when the target is not more than 80% of the attacking power (previously it was 75%);
- When there are no commanders and cannot be hired, I get a small bonus in resources;
- collects Chests:
-- Scout role: obligatory;
-- Warrior role: when he is in range;
- when there are more types of items in the backpack than 4, sells;
- does not buy more than 4 items;
- doesn't buy more healing potions than 2 types;
- wants to have only one type of boosting potion at a time, keeping only the ones with the highest numbers;
- sells all unused artefacts;
Maps:
- The previous Bridge map has been added to the game folder;
- Sorry that there is no new map (lack of time).
======================================================================== Here is another concept for future updates:
As for the creature concept, because of lack of time, there are no new concepts.
V 1.0.11 AI fixing and Commander's level up
= V 1.0.11 =
AI: - Fixed a bug where the AI did not assign the role of scouts; - on his turn, the path marked out for his parties is invisible to the players; - AI does not go to the store like a maniac; - Fixed an issue where AI instead of having purchased items in their inventory, landed in the inventory of neutral units; - AI does not return to cities to heal wounds if they are less than 20% of the unit's health; - Role of the warrior: if there is a mine or resources within the movement range of one turn, it will pick up; - When the AI party is stationed in a city, it leaves so the others can use it.
Map editor - moving the generators does not display messages in the console.
===================== In the next update, I am going to focus on advanced inventory management for SI.
As every Wednesday, more concepts for the upcoming major update:
Also from the concept side, I am working on redesigning gluttony's giant warrior:
EDIT: I created a new map for skirmish but I forgot to add it to the build, sorry for that, here is the link to download it: https://sta.sh/069qahtvqvc Extract to: game installation/The 8 Sins new hell order/ Mods/8/Maps
In the next update, it will be in build with a new one!