They Are Billions

They Are Billions

Wings of the Phoenix, C1M1 - From the Ashes
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更新于:2019 年 1 月 3 日 下午 7:20

V 0.9.0.1, The Quiet Mayor Wins the Election update.
Another trimming of the mayor's dialogue that missed the detail pass (might be a few of the micro updates, hard to say.). The mayor no longer recognizes your resourcefulness either, and also does not use lots of words when few works do trick. Also cut handing over the patent, its not referenced later on and was just useless filler.

更新于:2019 年 1 月 3 日 下午 3:44

V 0.9, The It's Like a Whole New Game update
AESTHETICS
-Altered the minerals used to prevent buildings from breaking. Iron is now used most often as it blends in better than stone. Stone is now mostly used for well, stone buildings.
-Added some missing iron to the barriers in a few tunnels, to match the 'broken down' look of absent barriers elsewhere.
-Recentered the Academy.
-I can't believe I've gone through 17 updates without this fix. I've even noticed the cracks in the floor, but never bothered correcting them. But finally, added iron underneath the Hunter's cottage and player-side fishing huts in the
Farm region. It should feel a little more lively now.
-Clipped the forest near the Farm bridge, the riverside is wider now.
-Dotted a few trees around the rest of the farms.
-Moved the entire Soldiers Center complex-thing a little west and south of where it used to be, so its closer to being
centered.
-Added a few trees as well.
-Added two more trucks to the east side of the gate.
-Widened the space around the Academy, it should feel more open now.
-Replaced the gold underneath Loswyn's clinic after the mountains ate it last time.


BALANCE
-Increased the number of regular infected generated in waves 3-5. Heavily increased the number of venoms for the final wave on day 51.
-Slightly reduced the number of infected leading up to, and around the Shelter. Early game should go by a little faster now.
-Making a questionable decision now spawns 1 more questionable, long clawed entity.
-Slightly improved the odds of the questionable decision paying off.


DESCRIPTIONS
-I've added descriptions for every non-repeated building (Bank, Market, Soldier Center, etc) to give them that little bit of extra flair.
-Added 'custom' names for all the Landmarks, which are just their regular names. So the names will show up when moused over on the minimap.
-They've all had custom names since the first release. But now there are custom bios for every unit that starts on the
map! So now you can feel even worse when they die!
Pointless? Probably. But I CAN do it, so I have!


DIALOGUE
-The Embers intro has been amended, 'and supplies' has been added toward the end. That, and the new notifaction when nearing the Spire should make it clear you're looking for both units and materials.
-The 'Extinguished' dialogue has been edited again. Editing in 'Adam notices it too' doesn't really change much when,
uh, the first line talks about him contacting you over the radio. Yeah.
-Trimmed the mayor's dialogues. The mayor now fails to recognize your tactical brillence.
-Added a lot of conditional dialogues for the Palace event. The introduction changes if you've killed 2 of the 5kish infected on the map, and after the mayor finishes talking about Roanoke you have options if you already have the Titan blueprints, or one already built.
Also added these to the dialogue just before the Mayor's long spiel, to give you another chance to mention them before they tell of the plan to retrieve them.
-Added a conditional dialogue for the final Wave warning. You're no longer hailed by Roanoke if for some reason you
haven't visited the Palace after over an hour of play.
-Fixed a double spaced text in The Butcher event.
-Fixed a double spaced text in the Mayor's dialogue.


EVENTS
-The Panic Room random event now actually gives you some resources as it was intended to before.
-If you decide to station guards at the Clinic, Loswyn will ask to return much like the Seal the Tent event. This variant will always yield Workers, and most often more. Declining the return visit will still yield a handful of workers as normal.
-Also increased the time between leaving the guards and the Recovery event playing.
-Adjusted the Lockdown random event in the Wood Workshop. It's now slightly more likely to encounter the Gated
Community event. I've also added a followup if you don't spend energy at first, like the Panic Room has. As a side note, the Bank and other events that can spawn infected are unlikely to receive this treatment.
-If you haven't entered the Farmlands after 12 days, you're now alerted to a signal being broadcast from that direction. This event also includes the option to repair the HQ's receiver, which lets you catch the last of the broadcast. I decided not to have this event trigger if you've entered the Farmlands, as it seemed redundant after both hearing the gunshot and likely talking with the snipers.
-Added a new Rare event for the Warehouse. There's a weapons container in there, but if you want the spoils you better be prepared to fight the infected...


LAYOUT
In general, if I've altered the layout of an area it can be assumed that Infected were repainted as well. Specials are still mainly handled randomly however.
-I've almost completely altered the layout and design of the city. Mainstreet was kept wide with houses lining the west/east sides, while branching streets all lead toward the East or West instead of being arranged in North/south columns like Maintstreet. I've added new alleys and courtyards, and taken efforts to make the city feel less samey. I've removed the unused market, and moved the market into the core of the city.
-The design of the slums was altered. The foundry is still its focal point, but its slighty out of the way so it isn't blocking the way to the clinic.
-Almost completely redesigned the industrial region. The Atlas Transmutator is now in its center, with the Engineering Center in the upper corner. This will definitely be restructured in another upcoming update however.
-The power plant region has been redesigned and is now more open.
-Added a second Sawmill to the Farm region, at the pond. Moved the Sawmill event there.
-Filled out the rest of the farmspace with farms as well.


SCRIPTS
Mostly just changes on my end, but will make everything more legible for the guide.
-Baked all of the various shelter wave events into 1 event parent event to clean up the Events list.
-Baked all 'follow up' scripts into a parent event to clean up the Events list.
-Baked all the Special Infected randomizations into a parent event to clean up the Events list.
Also slightly increased the number of special infected across the board.
-There are now separate Win/Loss screens depending upon whether or not you've been to the Palace.
-The Circled in the Dark series of actions now only triggers the first time you make a Titan. You're still limited to having one on the field though.
-Fixed the Failure state. It now correctly accounts for the 11 workers taken up by the Lookout Tower and off-map warehouse. So you should now correctly lose the map if those 11 are the only workers left in the colony. Not 100% how friendly this interacts with the dead tracker / remover, and events which remove workers. But it seems to run fine for now.


SOUNDS
-I've gone through every single dialogue and text window that has the option, and edited the Sound Clips that play. They don't all fit 100%, but without adding custom sounds I'm happy with the changes.
-I've also added Activity Noise to a few events that you can trigger by walking into them. Generally, if it describes you clearing a lot of infected, the noise might attract nearby infected. I may or may not have put this change in this section so that sounds wasn't only one item long. Sue me.


TEXTS
-Many double spaces and typos have been fixed, a few events had their wordings altered or amended, and the introduction now consists solely of the 'Embers' dialogue. The rest of the forewords are now explained via short notifactions after leaving the excavation area.


My plans for future updates are explained in the Work in Progress post now!

更新于:2018 年 12 月 21 日 上午 7:32

V 0.8.9, The Weighed and Found Wanting update
-Introduced Worker scarcity, thanks to the help of user JustGoFly. When a unit dies, you now lose the Worker it took for good. There is a grace period for this during the early game, it only starts being enforced after you've taken 11 losses So you can absorb a few losses at the start without having to restart the map.
-Instead of reducing Energy gains or costs, I've introduced a few new ways of spending Energy. The sacrifice for both sealing the Shelter and fielding a Titan, in terms of energy, should be passing on other opportunities that cost it.
-Introduced a new option to Loswyn's clinic. If you've powered all the equipment and still have energy to spare (20), you can keep the clinic running. This trickles in more workers over time, to a point.
-If you've chosen the 'Seal the Tent' option in Loswyn's clinic, she will ask to return to it a week later if you have power for the machines. At best, this will return a few workers more than simply stationing guards. More likely is fewer, or none at all.
-Introduced a Rare event for Cottages that requires energy. It can occur in any of the six explorable ones, but only once per game. It includes a follow-up if you don't spend Energy at first, giving you a second chance to do so.


-Instead of the tutorial regarding the button firing the first time you have a worker available, it now triggers on Day 4 if you haven't clicked the button before then. This should disrupt play less than the previous method.
-Added one more explorable cottage, near the bank, to bring the total count up to 6.
-Added a title for the Seal the Tent event in the Clinic.
-Removed the first layer of traps from the corridor leading up to the HQ. The traps should no longer be able to solo waves 1-2.
-Removed one of the oil barrels from industrial sector. Each barrel effectively represents 25 energy in the Transmutator, so 2 barrels together is overkill.
-Moved the conditions for the Ranger dialogue, and Sniper across the river dialogue. These two zones should no longer center the camera when passed through if the condition for the message isn't met.
-Moved Sarah 1 tile back. She should pull less from attack waves if they happen to pass by the clinic's barriers. If you've ever had the clinic get eaten, that's probably what happened.
-Fixed typos and spacing in events including but not limited to: Vacation Day, The Butcher, How Many of These Were Made?, That Thing It Scares Me, Spoils and the rare Canary's Cove event in the Engineering Center.
-Fixed the Buried Treasure event in the mining camp. The option for powering the machines now tells you how much energy it will take.
-Altered the Extinguished event, "Soon, Adam contacts you again" has been changed to "Adam notices it too," most events (sans the mayor's dialogue) will presume the Commander is present at the mining HQ now.
-While the plague may be spreading, the advance of the mountains is the real threat. I swear, they have a mind of their own and ate another tent. A team of miners beat back the ravenous slate. So we're safe for now.


V 0.9 is on the horizon. It's the first major detail pass. It will cover layout, design, aesthetic, dialogues / text, descriptions, etc. It will cover everything from trimming the introduction down to just the 'Embers' panel, trimming excess in dialogue throughout the map, to adding conditional dialogues & Win/Loss texts, polishing the aesthetics of the map itself, and even streamlining scripts on my end in preparation for the eventual Guide.

更新于:2018 年 12 月 14 日 上午 3:15

V 0.8.8, The Button update
-Unit creation is now handled by a Command Center Button instead of a reoccuring event, so you can outfit new units whenever you wish.
-Included a tutorial message the first time you have workers available that tells you about the button. This only displays if you haven't already accessed the menu however. Currently if one of your rangers dies, the display pops up immediately because it frees up a worker. In the detail pass I'll figure a way to delay the message in such an event.

-Covered the area underneath the Lightning Spire with gold to bring it in line with the rest of the explorable buildings.

更新于:2018 年 12 月 12 日 上午 5:32

V 0.8.7, The Uncertainy update.
-Utilized a new editor feature to focus the camera on most of the exploration events. More generic buildings, like the cottages, do not use this feature.
-Retooled the spawning of special infected. Not only are their spawn points (and numbers, to a degree) randomized, but they are more focused. Like the farms with harpies, the city is now mainly the domain of Chubbies, the Industrial sector for Venoms (this was planned for a while actually, its why the Transmutator has been described as corroded), and the entrance for a mix of all three. For smaller areas, like the Academy Extension, I'll leave randomization to the painter. I only have so many unit generators to work with, and randomizing placement over such a small area would have minimal
impact anyway. As for the exterior, it takes so long to reach that the random movement of the infected creates enough variety already.
-Slightly increased special infected spawns across the board, moreso at the entrance. Chubbies in the City, and Venoms in the Industrial sector have higher minimums than the other types and higher maximums.
-Converted most of the population of infected outside the city into runners.
-Added a new Description for the Academy, Atlas Transmutator, Command Center, Crystal Palace, and Lightning Spire. Also a few other buildings. When I do a detail pass, I might add custom descriptions for more buildings as well.
-Altered a few instances of 'Command Center' to 'Excavation HQ' to reflect the new name change. Although the CC was renamed Excavation HQ a few versions ago, the description was only altered now.

-Carved the mountain next to Loswyn's clinic, so it no longer clips through the back of the tent. Enjoy the new trees.
-Moved a special infected spawn from the tunnel to the right of the Shelter to the general courtyard.
-Cleaned up the 'House of Fallen Heroes' variant text if you explore the Academy before the Palace. Some redundent text was removed.
-Replaced the shoutout from the third sniper along the river's name. Stuffed it somewhere else. The new name is more a stealth shoutout now. Except that I just pointed both out. Oops!



The pace of updates has slowed. I'd planned only to slow down after V 0.9, but life has caught up with me. Next update is likely the conversion of Unit Recruitment to a Custom Command Center Button instead of a reoccuring event, which will be another quality of life improvement. The current path seems like it will be the buttons, then a balance pass, and then a detail pass which will include a trimming of the intro text. Which will bring us to V 0.9. I'll further explain my plans leading up to V 1.0 as we reach 0.9

更新于:2018 年 12 月 6 日 下午 6:45

V 0.8.6, The Exploration Update
-Added several new possible events to exploring the Wood Workshop, some with their own choices and random outcomes.
-Added a few more options for what can happen when you visit the Advanced Quarry. Altered the Minor Relief event as well, it costs twice as much now and actually removes energy instead of just saying it will.
-Added a few more options for what can happen when you visit the Stone Workshop. Stowaways is just one of several possible events now.
-Added a few new events for the Engineering workshop. You'll usually get lucifier equipment from it, but not always - and not always a worker to go with it when you do.
-Added a -bare with me here- few new events to the Worchester. The Shaun of the Dead reference is actually one of the less likely events to happen. More of an easter egg than anything.
-More events, yes, more events, were added to the Stone House. Brooks and Davis are most likely to make an appearance though.
-Included a few more options for the Lumbermill's yields.
-Randomized, to a degree, the equipment recovered from the market. Remnants is the only event (perhaps only for now), but its yields vary. Also removed the bit about outfitting units from the end of its description, you already know that.

-Fixed the spacing in the text you receive if you visit the Academy before the Crystal Palace.
-Fixed another instance of the word Giant to Behemoth.
-Fixed a long standing typo in the Resources foreword. It's ScaVENGE, not ScaVANGE. We've no battle vans as of yet.
-Fixed a double-space in the end text.
-I made this oversight a lot it seems, corrected all the Seal the Staircases events. They now correctly deduct stone from your reserves once selected.

更新于:2018 年 12 月 5 日 下午 3:22

V 0.8.5.1, The Canary & Loop update.
-Removed the Canary event that handled the horde warnings, now that the bug it was in place to prevent has been fixed.
-Utilized the new 'Loop' feature for the Regroup event. Now you can be as indecisive as you like!
-Dotted some iron around the Victorious, to keep in line with my usage of it to mark 'broken' barriers.

更新于:2018 年 12 月 4 日 上午 1:15

V 0.8.5, The Higher Tides update.
-The difficulty of all waves from the shelter has increased, especially the last two waves. Expect to take losses if you try and whether the later waves unmitigated and unprepared.
-Fixed the Curtain Call event, Sealing the shelter was apparently free so long as you had the 80 energy to bring up the option. It now correctly deducts the 80 energy from your stores when chosen.
-More interactable buildings have Gold dotting the edge of their border now, like the Farmhouse has had. This should make it more obvious you can interact with places like the Bank, where the gold isn't really visible when its just beneath it.
-Packed more mineral deposits into the back of the CC. You can no longer build Tesla towers back there. Also altered the placement of them to look a little better.
-Widened the area around the Crystal Palace. Nothing really there right now, I just wanted the area across the river to feel more open.
-You now gain energy for making a questionable decision.
-Removed a double-space from the Mayor's dialogue.

更新于:2018 年 12 月 2 日 下午 12:04

V 0.8.4.1, Burnt up
-Fixed an issue that caused the game to crash when trying to burn Wood at the Atlas Transmuter. Not sure why, but the 'Window Message' for one of the options was stuck as """" even though the fields were blank. This crashed the game for reasons unknown to me. I didn't see any other issues looking through the rest of the scripts for this event. Let me know if any of the other options cause crashes.

更新于:2018 年 12 月 1 日 下午 11:38

V 0.8.4, The Quality of Life update

-The training event now gives you six options, outfitting 1-5 units, and 10. Now you aren't stuck outfitting just 1 Soldier because you didn't have the materials to outfit 5.
-Backing out of training one type of unit now presents the option of outfitting the other types. But only once per time the event triggers. So backing out you can't go Rangers > Soldiers > Rangers. But Rangers > Soldiers works. Backing out of manufacturing the special unit also gives the option of restarting the event, sans the option for manufacturing the special unit.
-As a bonus, fixed another typo while I was fiddling with the event. Behemothts don't exist. I think.

Next update is likely a Horde tweak. It won't be the last by any means.


[Edit]
This also caps off the first week of editing since the map's initial release. It's already come a long way during that time. If I keep the current rate of work up, I feel the map will be in a completed state within the month. Then I'll start working on the next map that will continue what this one started.