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1
AtG - General Discussion / v1.1 + Future Plans
« on: May 31, 2019, 03:18:29 PM »
The first big gameplay update for AtG is now up on Steam and Humble. In this article I'll briefly cover what's included and what's coming up next.


What's in v1.1


Food & Difficulty

To start with, the game is now much tougher. Coming up with the right numbers in a game filled with them is really tricky, but my approach with v1.1 is to err on the side of making things challenging.

From a very early stage in development I prioritized storing food ‘as turns’, which meant it was very easy to keep track of how much you had left, but this came at the cost of making the system basically impossible to balance. If you built up a good stockpile of food early on this could carry you all the way to the end of the game, even as your food consumption grew exponentially higher. In the end I decided to finally bite the bullet and switch over to a normal ‘stockpile’ system for food. This means how long you have left until starvation strikes is harder to predict but in every other way the game is now a lot more fun.

v1.0 was too easy in many ways and as a game with strong survival elements that doesn’t really work. So be prepared for the game to really challenge you now. The AI and diplomatic side of the game still need work, but in the meantime keeping your people fed will definitely offer a real challenge.


The Caravan

Improving the balance of the game required spending a lot of time rethinking how the caravan fit into the rest of the game. Being able to exchange one resource for any other can fundamentally make or break the entire game. The idea now is for the caravan to basically be the ancient-era equivalent of a stingy used car salesman, where you can probably find something that works well enough but you're probably going to spend more than you'd like and not get exactly what you want. Occasionally you'll come across a great deal, and it will be important to take advantage of those opportunities. The focus of the game is on your Clans and map resources, and ultimately I don't want the Caravan to overshadow those more interesting elements.

In terms of specifics, what's available with each caravan upgrade level is now much more predictable, and the number of specials available during each visit is more manageable. With the previous design there was often all sorts of stuff going on and so it was hard to wrap your head around the system initially, but if you knew the game will enough you would spot the imbalanced elements pretty quickly and exploit them mercilessly. Things are a lot tighter now and it’s no longer possible to drive your entire economy through the caravan. The numbers are still a bit rough, but I'll be refining things in the months ahead.


Pacing & Bugs

I’ve also spent some time grinding down some of the game’s rough edges.

Clans were developing desires a bit too often, and the consequences for failing to satisfy them were too severe. I’ve toned things down in both regards, especially the latter. Clans are now either “interested” or “obsessed” in their desire, and when simply interested you can usually (but not always) ignore them. If they’re obsessed though you probably need to start planning out a plan for reassignment. Previously there was a range of possible “interest intensities” that were hard to understand that usually just ended up with your people being mad at you very quickly. Overall the changes in v1.1 make for quite a noticeable improvement, especially now that other aspects of the game are tougher and require more attention.

A number of bugs have also been fixed, though without a full-time QA team undoubtedly some remain in the game. If you spot anything that’s not working correctly please send an email to contact@conifergames.com or report it in the Conifer bug reporting forum.


Plans for v1.2


v1.2 is planned to go up in late June, and is when I suggest jumping back into the game if you haven't played recently. This update will focus on making the Romans more interesting and adding a new clan management screen to help keep track of everyone.


The Romans

Now that the early game survival elements are in-place most of my time will be spent improving the mid-game. The plan is for the Romans to become a pretty regular presence in every game, kind of a big brother who likes to boss you around and either looks out for you or beats you up for defying him. They’ll ask you to do things for them to show your obedience, and while you're free to ignore these requests doing so might result in dire consequences based on their strength and proximity.

The Romans will visit once per year in January, and every other visit will oscillate between making a request of some kind and then following up on it. So for example the emperor might ask for a large sum of treasure as tribute, note you have 24-ish turns to scrape it together, and then be on his way. As the year passes you can actually be attempting to muster this gift for him, build an army to defend yourself, or simply ignore him and hope for the best. There will also be rewards for playing along, so the right approach will depend on the game situation. Some of the details will ultimately be worked out during playtesting, but the design is basically ready to go and I'm in the process of programming everything now.

I also have further plans for the Romans, including having them grow weaker over time, and incorporating them more fully into the diplomacy system, which will all be tackled later this year as I work on future updates.


Screens

v1.2 will also see the addition of a basic Clan Management Screen, which should help keep track of clans that aren't in your settlement. This will initially be pretty simple, but I’ll be adding functionality over time.

(Speaking of screens, the Caravan Screen has also seen received done much-needed improvement with v1.1, although I still have plans to make it easier to buy and sell resources at some point in the future.)


Plans for v1.3+


I'll be providing more details regarding future updates later this year but v1.3 and beyond will be mainly focused on improving the AI and diplomacy. As noted the behavior and mechanics of the Romans will also be fleshed out further, balance will be improved, and of course more bugs will be squashed. I’ll be working on AtG full-time through the end of the year at least, so there’s still a lot more good stuff to come. If you're curious as to what's going on with the game make sure to check out the unstable branch in Steam, as I typically update it every Friday except when I’m on vacation.

That’s it for now. If you have any questions about the game, what’s being worked on, or what’s coming up don’t hesitate to ask!

- Jon



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

v1.1 Patch Notes

2019 May 31

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



MAJOR FEATURES


- NOTE ... Save compatibility has been broken with this update. Old save games will no longer load. You can use the 'unstable_old' beta branch to finish an ongoing game before upgrading to this version.

- 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.

- Increased clan family food cost from 0.2 to 0.3. This makes keeping everyone fed a fair bit tougher. You also now start with 10 food instead of 5. 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.

- Rewrote logic for clan desires, which makes their start softer, makes 'milder' desires more likely, and adds a chance of desires fading away.

- Rebuilt the core logic for the caravan resource availability system. The distribution of resources and the rate at which 'specials' are available should now be much better paced and balanced.

- It's no longer possible to level up clans by spending Parchment, as this being possible skewed the economic pacing of the game too much. It is still possible to switch a clan to a different discipline. 



GAMEPLAY TWEAKS


- Caravan now has its own stockpile of Treasure, and will only buy resources from the player up to that price.

- Increased cost of upgrading the caravan.   

- Sell price for resources at the caravan is now fixed at 75% of the buy price. The sell values in XML are now ignored.

- Number of caravan specials is now based on a percent of the total resources for sale, rather than a fixed count.

- Reduced production of the Trading Depot (from 20 Treasure per turn to 15).

- Rebalanced several economic Professions and their upgrades. Added a few new 'synergy' professions, which are all generally less powerful now.

- Reduced Morale recovery to 10 per turn (previously 20).

- Increased vision range of all units.

- Increased Cloth cost of raising the popcap.

- Increased Structure cost to 50 Timber or Stone Blocks.

- Greatly increased the benefit provided by Warrior Profession Armor upgrades.

- Clans no longer automatically level up to their Profession's level.

- Clans now show up a bit more often.

- Reduced chance of the 'Find a Warm Place' clan desire.

- Noble clans no longer produce Fame.

- 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.

- Farmer upgrades now apply to Apiaries as well.

- Increased production and cost of Woodcarver and Stonecarver.

- Increased cost of founding kingdom to 50 Parchment (was 25) and Fame per turn for doing so to 20 (was 15).



MINOR BUGS FIXED


- Fixed rare crash in Goal AI.

- Fixed crash where AI kill bandit camp operation would have a 'null' camp.

- 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.

- Digger now immediately exhausts Deposits after degrading, similar to other foragers.

- 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.

2
AtG - General Discussion / Re: v1.0.1.5
« on: May 29, 2019, 10:38:01 AM »
It's definitely tough! Probably too much so, but in this first draft set of numbers I wanted to err on the side of making things tough as in many ways v1.0 was too easy. :) I'll be playtesting myself and tweaking the numbers a lot though. Ideally I'd like to have some difficulty levels settings which allow players to choose how tough a challenge they really want, as right now I'm basically trying to stump myself, and when the designer has trouble with a game most players are going to be in trouble as well!

- Jon

3
AtG - General Discussion / Re: v1.0.1.5
« on: May 24, 2019, 03:24:01 PM »
Glad you're enjoying the game more tcmots! The core game loop is a lot more fun now so my focus going forward will be more on the midgame.

Also, I'm still tracking down the Mac issue so I'm pushing v1.1 to next week. v1.1 will be identical to what's currently up in the unstable branch (v1.0.1.5), except for maybe a couple small tweaks to caravan balance so feel free to play that in the meantime.

I'm also working on a new system which will make the Romans much more prominent in the midgame. I should have something fun to play around with on that front in a couple weeks.

- Jon

4
AtG - General Discussion / v1.0.1.5
« on: May 17, 2019, 11:31:39 AM »
v1.0.1.5 is now up in the unstable branch. It wraps up a major batch of changes to the caravan to help make it easier to use, more strategically relevant, and better-balanced.

Additionally, the unstable build should now work for Mac and Linux. I'm seeing an issue on my Mac where the first time I try to launch the game after updating to v1.0.1.5 or after switching from the default branch to unstable it locks up my whole system and I have to do a hard reset. This doesn't happen for me on Windows, and I’ve heard from someone that things were okay for them on Linux. Is anyone else on Mac (or Linux) seeing this on their end?

Save compatibility has been broken by today’s new unstable build (v1.0.1.5). This will happen rarely, probably with each major update (v1.1, v1.2, v1.3) but I’ll try to keep this to an absolute minimum. Sometimes it’s necessary in order to replace existing systems and in this case the way the caravan works is so fundamentally different it would have taken several additional days of work to both make the new changes and allow old games to be continued. From now on you can use the ‘unstable_old’ beta branch to continue playing with the last version uploaded before save compatibility has been broken, just in case you want to finish up an ongoing game before upgrading.

The plan is for v1.1 to be posted next Friday (assuming no major bugs pop up and I can figure out why the game is locking up my Mac after updating). The big changes in v1.1 compared with the last main branch update (v1.0.1) are related to food consumption, economic balance, and the caravan and on the whole the early game is now much tougher. v1.2 is planned for late June and will focus on making the Romans a bit more interesting and tackling a few quality of life issues (specifically, improving a few of the screens). v1.3 is planned for later this year and will tackle the AI and diplomacy. In the meantime weekly builds will continue to be uploaded to the unstable branch every Friday.

- Jon

5
v1.0.1.3 is now live in the unstable branch, and has a LOT more changes compared with last week. The game is much tougher now, maybe too much so, but that's what I'm testing right now. Next week will be focused on that and improving the gameplay balance and UI for the caravan system.

I'm looking into why the new unstable branch builds might not be working on Linux and Mac and hope to have that fixed for next week's build.



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

v1.0.1.3

2019 May 3

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



MAJOR FEATURES


- Brought back 'Group Games' for testing purposes. This will only be enabled for the 'unstable' and 'developer' branches in Steam.

- Rewrote logic for clan desires, which makes their start softer, makes 'milder' desires more likely, and adds a chance of desires fading away.

- It's no longer possible to level up clans by spending Parchment, as this being possible skewed the economic pacing of the game too much. It is still possible to switch a clan to a different discipline. 

- Increased clan family food cost from 0.2 to 0.3. This makes keeping everyone fed a fair bit tougher. You also now start with 10 food instead of 5.



GAMEPLAY TWEAKS


- Rebalanced several economic Professions and their upgrades. Added a few new 'synergy' professions, which are all generally less powerful now.

- Reduced Morale recovery to 10 per turn (previously 20).

- Increased vision range of all units.

- Increased Cloth cost of raising the popcap.

- Increased Structure cost to 50 Timber or Stone Blocks.

- Greatly increased the benefit provided by Warrior Profession Armor upgrades.

- Clans no longer automatically level up to their Profession's level.

- Clans now show up a bit more often.

- Reduced chance of the 'Find a Warm Place' clan desire.

- Noble clans no longer produce Fame.



MINOR BUGS FIXED

- Fixed crash where AI kill bandit camp operation would have a 'null' camp.

6
AtG - General Discussion / Re: Rebalancing Food + New Unstable Version
« on: April 26, 2019, 12:42:13 PM »
v1.0.1.2 is now up. It's a fairly small update since I've been spending most of the week playtesting. Should be more changes in next week's build.

- Jon

7
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

8
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.

9
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

10
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.

11
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.

12
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

13
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

14
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

15
AtG - Bug Reports / Re: Update Plan & Tasklist
« on: January 24, 2019, 05:57:34 PM »
Thank you Culthrasa!

- Jon

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