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Messages - Jon Shafer

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1
AtG - General Discussion / Re: Rebalancing Food + New Unstable Version
« on: April 24, 2019, 11:57:52 AM »
Thanks guys! Got a lot on my list I'll be working through over the next several months so make sure to check in on the game every so often. :)

- Jon

2
AtG - General Discussion / Rebalancing Food + New Unstable Version
« on: April 19, 2019, 03:18:22 PM »
I had originally planned for v1.1 to be focused on quality of life improvements before I came back around to work on gameplay, but having thought about it some more getting the survival and economic aspects of the game in a solid place will affect the gameplay experience a lot more and for a larger number of players. Ultimately, my priority is making the game more fun to play before I make the game easier to play. I’ll be refreshing the update plan soon, but wanted to give everyone an idea of what I’m up to in the meantime.

I wanted food stored as turns in order to make it easy to keep track of how much you had left, but in the end the system has ended up being really hard to balance and I now believe it would be best to simply make food a resource like any other and adjust all the numbers accordingly. Because you could bank stored turns when your costs were cheap it was almost a “reverse inflation” where the more you invested earlier the easier the game would become. The goal is for there to be the constant threat of starvation, but unfortunately it actually turned out to be quite easy to avoid as long as you knew what you're doing. The ability to stack lots of multiplicative bonuses just makes it easier. So the plan for v1.1 is now to take another look at food, starvation, and resource production balance generally.

The target full release date for v1.1 is mid-May, but I'll soon start posting new builds to the unstable branch in Steam every Friday afternoon, with the first going up today. The balance is definitely off and things will continue to change, but if you want to follow along with how things are shaping up feel free to have a look.

If anyone has thoughts on this topic feel free to post them here. I'm also happy to answer any questions, and will post design and implementation updates in this thread as v1.1 progresses. The next patch after this update (v1.2) will be focused on quality of life improvements. No specific ETA on that yet, but it'll probably come in the month or two after v1.1.

In terms of specifics, foragers, timber structures, and stone structures will be separated into 3 distinct tiers. Previously they all kind of overlapped, but now they're a clear hierarchy in terms of both output and cost. You will use and need all 3 in each game now. Food is now much more important, so don't ignore it! You can stay ahead if you prioritize it, but it can also sneak up on you pretty quickly. If you run out of food the mood of your clans will start to drop, and if at least half of your clans become resentful they’ll actually overthrow you and the game will end.

Here’s a changelist for all the stuff that’s in the new unstable v1.0.1.1:


------------------------------------------------------------------------------------------

v1.0.1.1

2019 April 19

------------------------------------------------------------------------------------------


MAJOR FEATURES


- Food is no longer stored as turns, but is a normal stockpiled resource like all others. Surplus food production no longer spoils. Players now start the game with only 5 turns of food, which will disappear quickly!

- Starvation now results in the Mood of all Clans dropping by 1 per turn. All other penalties associated with starvation have been removed. If more than half of a player's Clans are Resentful when the turn ends the player will lose the game.

- Each subsequent Family now joins a Clan in 10% less time than the previous one. Families now provide a Clan with a Combat Power bonus, but no Resource Production bonus, as this ended up breaking the game's economy and food balance.

- Significantly rebalanced the cost and output of most Structures and several resource refinement Professions.



MAJOR BUGS FIXED


- Fixed rare crash in Goal AI.



GAMEPLAY TWEAKS


- Increased XP required to gain a Level in a Discipline. This means it will generally take longer to train Clans in the midgame.

- Increased rate at which new Clans arrive.

- Increased Cloth cost of increasing the Popcap.

- Skipping the Settlement's turn now produces 1 Treasure and 1 Fame per resident Clan (previously always 5 Treasure).

- Stone Structure Apprentices now produce as much as the base version of the Structure. Adding an Apprentice slot now costs 20 Boards and 10 Parchment.

- Paths now increase movement speed by 3x.

- Caravan price balancing. More to come.

- All Plant and Mineral Resource Deposits now last for 24 turns (previously it was a mix between 24 and 18).

- 'Resentful' Clan Mood is no longer permanent.

- Free food goody hut result now provides 10 Food (previously 5).

- Increased cost of Tinkerer to 30 Tools (previously 20).

- Watchtower Apprentices now cost 20 Weapons (previously 5) and produce 20 Fame per turn (previously 5).

- Cooper now provides 4x food (previously 2.5x) and costs 3 Boards per turn (previously 2).

- Armor upgrades for Warrior Professions now provide a larger bonus.



MINOR BUGS FIXED

- Fix for borders not visually updating after capturing structures.

- Fix for crash when loading a save file when a 'new faction unlocked' notification was up.

- Minor text fixes.



MISC

- Resource stockpile now shows the current number of turns of food left, now that it's no longer automatically stored AS turns.

- Brought back 'STARVATION' label in the resource stockpile panel.

- Caravan Screen: re-ordered price and quantity labels, and softened gold-colored buttons for specials.

3
AtG - Bug Reports / Re: enemy settlement takeover crash
« on: March 06, 2019, 11:42:13 AM »
Is this still a problem with v1.0.1? If so please upload a save file and I'll take a look. :)

- Jon

4
AtG - General Discussion / v1.0.1
« on: February 22, 2019, 11:05:10 AM »
v1.0.1 is now live on the main branch in Steam and on Humble. Here is the full changelist relative to v1.0:



MAJOR BUGS FIXED


- Fix for most out-of-memory crashes.

- Fix for game not launching in Turkish.

- Fix for main menu title theme music not playing.

- Purchasing Food from the Caravan now provides a turn quantity based on current food consumption. This will make Food a much better value early compared with later in the game.

- Fixed bug where capturing a Structure would result in it having no Borders afterwards.

- Fixed crash that could randomly occur when starting a new game roughly 1 in 26 times caused by null character in map seed.

- Fixed bug where the Huns and Avars were unable to train Horse Archers.

- Possible fix for end turn button getting stuck down after alt-tabbing (or possibly clicking) out of the game. This would often show up as a huge increase in the amount of treasure a player had (and a greatly advanced number of turns).

- Fix for infinite Treasure exploit when the Caravan would have a Resource on special but none for sale, resulting in the sell price being higher than the buy price.

- Fixed bug where using the Fortify command to expand Borders wouldn't actually work if you gave your Settlement another order later in the turn. The effects of Fortifying are now instant.



MINOR BUGS FIXED

- Clans can no longer enter foreign Settlements or Cities.

- Possible and purchased upgrades now disappear after retraining a Clan.

- Can no longer train something and skip the Settlement's turn to generate free Treasure.

- Fixed bug where victory screen would appear every turn after winning the game.

- Added missing description text for Clan Moods.

- Must now be in debug mode for the delete key to work.

- Fixed minor text bugs.

- Fixed Instructor description (claimed it cost 20 Parchment to use, when it's actually 50).

- Fixed reference to 'EMPHASISed' in text string.



MISC

- Can now change display settings from the in-game options screen.

- Improved Logging Camp description.

- Tweaked link text colors to be more subtle.

5
AtG - Bug Reports / v1.0.1
« on: February 22, 2019, 11:05:01 AM »
v1.0.1 is now live on the main branch in Steam and on Humble. Here is the full changelist relative to v1.0:



MAJOR BUGS FIXED


- Fix for most out-of-memory crashes.

- Fix for game not launching in Turkish.

- Fix for main menu title theme music not playing.

- Purchasing Food from the Caravan now provides a turn quantity based on current food consumption. This will make Food a much better value early compared with later in the game.

- Fixed bug where capturing a Structure would result in it having no Borders afterwards.

- Fixed crash that could randomly occur when starting a new game roughly 1 in 26 times caused by null character in map seed.

- Fixed bug where the Huns and Avars were unable to train Horse Archers.

- Possible fix for end turn button getting stuck down after alt-tabbing (or possibly clicking) out of the game. This would often show up as a huge increase in the amount of treasure a player had (and a greatly advanced number of turns).

- Fix for infinite Treasure exploit when the Caravan would have a Resource on special but none for sale, resulting in the sell price being higher than the buy price.

- Fixed bug where using the Fortify command to expand Borders wouldn't actually work if you gave your Settlement another order later in the turn. The effects of Fortifying are now instant.



MINOR BUGS FIXED

- Clans can no longer enter foreign Settlements or Cities.

- Possible and purchased upgrades now disappear after retraining a Clan.

- Can no longer train something and skip the Settlement's turn to generate free Treasure.

- Fixed bug where victory screen would appear every turn after winning the game.

- Added missing description text for Clan Moods.

- Must now be in debug mode for the delete key to work.

- Fixed minor text bugs.

- Fixed Instructor description (claimed it cost 20 Parchment to use, when it's actually 50).

- Fixed reference to 'EMPHASISed' in text string.



MISC

- Can now change display settings from the in-game options screen.

- Improved Logging Camp description.

- Tweaked link text colors to be more subtle.

6
AtG - General Discussion / Re: Update Plan & Tasklist
« on: February 19, 2019, 10:16:48 AM »
I'll be posting here on the forums with a stickied thread if we do decide to add full localization support, so this is the best place to keep an eye on things.

- Jon

7
AtG - General Discussion / v1.0.0.3
« on: February 08, 2019, 05:50:03 PM »
EDIT: v.1.0.0.2 has been replaced with v1.0.0.3. The only difference between the two is another possible fix for game not launching on Turkish language OS.


v1.0.0.2 is now live in the 'unstable' branch. Most of what's planned for v1.0.1 is in this beta update, although not everything. Several of the bugs listed for v1.0.1 I haven't actually been able to reproduce, so either things are either actually working as designed or involve a rare edge case I need to investigate more. In any case I expect v1.0.1 to go up on February 22nd assuming no surprises pop up.

Here are the patch notes for v1.0.0.2:



MAJOR BUGS FIXED


- Purchasing Food from the Caravan now provides a turn quantity based on current food consumption. This will make Food a much better value early compared with later in the game.

- Fixed bug where capturing a Structure would result in it having no Borders afterwards.

- Fixed crash that could randomly occur when starting a new game roughly 1 in 26 times caused by null character in map seed.

- Fixed bug where the Huns and Avars were unable to train Horse Archers.

- Possible fix for end turn button getting stuck down after alt-tabbing (or possibly clicking) out of the game. This would often show up as a huge increase in the amount of treasure a player had (and a greatly advanced number of turns).



MINOR BUGS FIXED

- Clans can no longer enter foreign Settlements or Cities.

- Possible and purchased upgrades now disappear after retraining a Clan.

- Can no longer train something and skip the Settlement's turn to generate free Treasure.

- Fixed bug where victory screen would appear every turn after winning the game.

- Added missing description text for Clan Moods.

- Fixed reference to 'EMPHASISed' in text string.

- Must now be in debug mode for the delete key to work.


MISC

- Can now change display settings from the in-game options screen. These may still have some issues, so please report them in this thread if you notice anything strange or not working.


---------------------------------------


ORIGINAL POST


v1.0.0.1 is now available in the new 'unstable' branch on Steam. This isn't the full v1.0.1 outlined in the update plan but it includes a few preliminary important fixes that will be rolled out to the main branch once it's been tested a bit. It took longer than expected to get this first patch out since the two big fixes (the out of memory crash and crashing on launch in Turkish) were both much tougher than expected, and on top of this I had to completely rewrite the game's build and publishing script post-launch (the Mono version of the game needed some critical surgery right before the release and the process for uploading builds had to be mostly redone from scratch as a result).

On the plus side we've made a ton of progress on the memory issues, so crashes related to this should be much less common now. The executable location might be off for the Linux version unstable branch - if it doesn't launch just go back to the default branch and I'll have this fixed early next week. Once we've verified v1.0.0.1 is working for folks it'll be pushed to the default branch.

With this annoying stuff out of the way now updates should roll out much more smoothly going forward. The new target date for v1.0.1 is February 15 on the unstable branch and February 22 for full release.

- Jon

8
AtG - Bug Reports / Re: Update Plan & Tasklist
« on: January 25, 2019, 02:02:39 PM »
Also, I'm definitely paying attention to what's going on (and updating this list frequently) even if I'm not posting much here, just trying to be efficient with my time and focus on the game itself. If other community members can help those reporting bugs here that would be a huge help and allow me more time to improve things. :)

- Jon

9
AtG - Bug Reports / Re: Update Plan & Tasklist
« on: January 24, 2019, 05:57:34 PM »
Thank you Culthrasa!

- Jon

10
AtG - Bug Reports / Crash on launch with Turkish OS Language - FIXED
« on: January 24, 2019, 05:54:03 PM »
If the game is crashing for you and you're running a Turkish language OS please try uninstalling the game, deleting all files in the installation directory, and re-installing. If this doesn't work please post here and we'll dig into the issue further.

- Jon

11
AtG - Bug Reports / 'Out of Memory' Crash Info
« on: January 24, 2019, 05:53:36 PM »
This is something we're working on and should be improved in v1.01 as well as in future updates. It mostly happens when loading several games in a row, or quitting back to the main menu and starting a new game. Please post in this thread if you ever see it without having reloaded the game.

- Jon

12
AtG - General Discussion / Re: Congrats on Launch and Fixes Thread
« on: January 24, 2019, 01:43:32 PM »
Thank you all, and especially Satoru for that fixes thread! Definitely will make my life a lot easier these next few days/weeks. :)

- Jon

13
AtG - General Discussion / Update Plan
« on: January 24, 2019, 01:41:31 PM »
The purpose of this thread is to keep everyone up-to-date regarding plans for future work to be done on AtG. In this top post I'll keep an updated copy of my project tasklist so you can see the exact agenda I'm working from.

Note that the plan below can and is likely to change but I'll make sure to always post here when it does. Also, there will certainly be smaller incremental updates (e.g. v1.2.1) to fix bugs or make important-but-small additions. The bigger updates will take time, so I ask for your patience. With a small team and a complex game there's a fair bit of testing that needs to go into each release, and simply programming as fast as I can and immediately uploading things is a recipe for adding more bugs than I fix.

Speaking of which, you can find a work-in-progress version of the game with the latest changes by switching to the 'unstable' branch in Steam.

Here's what's on the agenda:


v1.1

The second major patch, mainly focused on fixing serious gameplay issues and improving basic UI and UX. Target date: Early April.


Improve Options Screen (e.g. display options)
Add ability to change how often autosaves are created
Game Setup Options/Difficulty Levels
Improve Caravan Screen
Add Clan Management Screen
Improve AI
Display an Army's supply needs
Improve Resource Production/Consumption Info
User Interface Scaling
Add tooltip to supply boxes on the map
Improve Text Colors
Notification when civilian unit captured.
Notification when unit suffers supply damage.
Right-clicking when besieging should besiege instead of attack.
Allow disabling of all conversion of specific resources (e.g. Cattle)
Allow clans inside structures to be punished
EXPLOIT: Livestock-to-caravan-and-back
BUG: Purchasing food from the caravan gives too much (immediately converted into turns)
BUG: Changing screen resolution doesn't work
BUG: Approach showing up as 'ERROR' in Diplomacy Screen
BUG: Clans can start feuding the same turn someone shows up
BUG: Clean up handling of clans sent to train as Roman Legions
BUG: Mismatch between the stated and actual move cost of streams
BUG: Can continue clicking 'next page' past the end of save files list
BUG: Diggers can't forage from special iron sources
BUG: Woodsmen trait slows down Explorers in forests
BUG: Strange behavior after finishing tech tree

BUG: Clan Trait conflicts:
  • Loyal + Aggressive
  • Loyal + Peddler
  • Curious + Rustic
  • Strong + Surveyors
  • Woodsmen + Explorer


v1.2

The third major patch, mainly focused on gameplay balance, the user interface, and AI. Target date: June.


Improve AI
Improve Gameplay Balance - General
Improve User Interface - General
Improve camera movement when different Clans are selected
Add ability to play specific map seeds
Add setup option to skip intro maps
Mood penalty countdown after punishing? (instead of being permanent)
Incentives and timing of migration
BALANCE: Lombards too hard to play at the very beginning
BALANCE: Caravan Prices generally (exploits and bugs will be fixed sooner)


v1.3

The fourth major patch, mainly focused on diplomacy, the late-game, AI, and modding. Target date: October.


Add New Diplomatic Options
Improve Diplomacy AI
Improve Late-game Strategy and Balance
Improve AI
Full Mod Support
Europe Map


Future?

Support for fan translations (if enough interest)

14
AtG - Bug Reports / Update Plan
« on: January 24, 2019, 01:41:05 PM »
The purpose of this thread is to keep everyone up-to-date regarding plans for future work to be done on AtG. In this top post I'll keep an updated copy of my project tasklist so you can see the exact agenda I'm working from.

Note that the plan below can and is likely to change but I'll make sure to always post here when it does. Also, there will certainly be smaller incremental updates (e.g. v1.2.1) to fix bugs or make important-but-small additions. The bigger updates will take time, so I ask for your patience. With a small team and a complex game there's a fair bit of testing that needs to go into each release, and simply programming as fast as I can and immediately uploading things is a recipe for adding more bugs than I fix.

Speaking of which, you can find a work-in-progress version of the game with the latest changes by switching to the 'unstable' branch in Steam.

Here's what's on the agenda:


v1.1

The second major patch, mainly focused on fixing serious gameplay issues and improving basic UI and UX. Target date: Early April.


Improve Options Screen (e.g. display options)
Add ability to change how often autosaves are created
Game Setup Options/Difficulty Levels
Improve Caravan Screen
Add Clan Management Screen
Improve AI
Display an Army's supply needs
Improve Resource Production/Consumption Info
User Interface Scaling
Add tooltip to supply boxes on the map
Improve Text Colors
Notification when civilian unit captured.
Notification when unit suffers supply damage.
Right-clicking when besieging should besiege instead of attack.
Allow disabling of all conversion of specific resources (e.g. Cattle)
Allow clans inside structures to be punished
EXPLOIT: Livestock-to-caravan-and-back
BUG: Purchasing food from the caravan gives too much (immediately converted into turns)
BUG: Changing screen resolution doesn't work
BUG: Approach showing up as 'ERROR' in Diplomacy Screen
BUG: Clans can start feuding the same turn someone shows up
BUG: Clean up handling of clans sent to train as Roman Legions
BUG: Mismatch between the stated and actual move cost of streams
BUG: Can continue clicking 'next page' past the end of save files list
BUG: Diggers can't forage from special iron sources
BUG: Woodsmen trait slows down Explorers in forests
BUG: Strange behavior after finishing tech tree

BUG: Clan Trait conflicts:
  • Loyal + Aggressive
  • Loyal + Peddler
  • Curious + Rustic
  • Strong + Surveyors
  • Woodsmen + Explorer


v1.2

The third major patch, mainly focused on gameplay balance, the user interface, and AI. Target date: June.


Improve AI
Improve Gameplay Balance - General
Improve User Interface - General
Improve camera movement when different Clans are selected
Add ability to play specific map seeds
Add setup option to skip intro maps
Mood penalty countdown after punishing? (instead of being permanent)
Incentives and timing of migration
BALANCE: Lombards too hard to play at the very beginning
BALANCE: Caravan Prices generally (exploits and bugs will be fixed sooner)


v1.3

The fourth major patch, mainly focused on diplomacy, the late-game, AI, and modding. Target date: October.


Add New Diplomatic Options
Improve Diplomacy AI
Improve Late-game Strategy and Balance
Improve AI
Full Mod Support
Europe Map


Future?

Support for fan translations (if enough interest)

15
Thanks, will look into this. Not sure where all of these bullet points are coming from!

- Jon

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