They Are Billions

They Are Billions

Wings of the Phoenix, C1M1 - From the Ashes
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更新于:2018 年 12 月 1 日 下午 2:19

V 0.8.3.2, Yet Another Typo
-Updated the Option Text for the Lightning Spire event to correctly reflect the new values.

更新于:2018 年 12 月 1 日 上午 12:30

V 0.8.3.1, the Titlecard Update
-Changes the titlecard.
-There is no cow level.

更新于:2018 年 11 月 30 日 下午 11:53

V 0.8.3, The New Wave update

-Introduced periodic waves from the Shelter, which can be stopped or reduced using resources found in the city. It will be difficult to both seal the Shelter and manufacture the titan but it is possible. I'll be fine tuning the frequency and unit numbers of these waves as I go on. I think at most I'd have the final wave be an hour into the map.

-Due to a certain event in the story, the giant will now attack the Command Center after a given number of days. Most will kill it before this time, I think.

-Stone is now slightly more common to find, but in less quantity. It now has an important use. Switched most instances of Oil gains for Stone instead, so you should have a use for most everything you find when scavanging now.

-Increased the size of the unit generator for the Foundry Event. It should be less likely that your scout will get mobbed with no recourse now.

-Flipped the gains from the Lightning Spire. You now get enough iron from reclaiming it to make 5 soldiers on day 4.

-Increased the resource gains from making a questionable decision.

-Adjusted the position of a few barriers at the entrance. The Giant will hopefully not get hung up on them anymore.

-Adjusted the position of a few explosive barrels, and other resource drops.

-Added a secret warehouse outside the map. Extra resources spilling out of the command center should be less of an issue now, as storage has doubled.

-Acquiring the Crystal Palace now gives an extra point of energy to counteract the energy loss from the Fishing Hut nearby.

-Edited the description of the Victorious.

-Fixed a few more typos, changed some instances of the word Giant.

-Cleared up excess mountains outside the map boundries. The map should run slightly better now.

-The mountains continue to propogate. They say they should be dying off, but it just doesn't seem to be happening.

更新于:2018 年 11 月 29 日 上午 9:55

V 0.8.2.1
-Fixed an error in map generation that caused the tunnel to the farms to narrow. It was working properly before I pushed the last update. No clue why the mountains I thought stable expanded again.
-I also widened the tunnel itself, so it should be more obvious there is a path there if you aren't playing in Flat Mode.

更新于:2018 年 11 月 28 日 下午 11:03

V 0.8.2

-You can now only train Rangers and Soldiers. More advanced units are limited to what you can find / scavange in the city. Soldiers now cost 4 iron and 1 energy to outfit.
-Patched various holes where mountains had disappeared. Also placed mineral veins underneath the Lookout Tower and Ballista in the upper class district so they don't break when the map loads.
-Utilized a new Editor feature to rename the giant and alter its description, among other things.
-Fixed an oversight in, and expanded the Guardians event. It should now correctly deduct 2 workers when selected.
-Doubled the energy costs for powering the clinic, and slightly reduced the number of Workers you get back. Increased the energy costs for several random events as well.
-Altered equipment yields across the board. Equipment finds for more advanced units decreased. More ranger equipment added in its place. Reduced the number of snipers along the river.
-Removed Veterancy from the neutral units found on the map. The starting rangers will always be Vets, though.
-Slightly reduced the amount of resources laying around the map.
-Fixed a few typos, and replaced the Exploration foreword with a note on construction.

更新于:2018 年 11 月 26 日 下午 6:45

V 0.8.1
-Introduced a new lose condition. You now lose the mission if you have no surviving units deployed on the map. Currently this check also counts neutral units on the map. I'm unsure how to make it ignore them. I suppose it's possible to softlock the map if you run entirely out of resources and units to deploy.
-Completely reworked the spread and composition of infected. They're now more sparse in the tunnels connecting regions, as well as the entrances to them. Dotted in more special infected, and increased the ratio of runners to walkers the further toward the entrance you go. Overall, infected are less populous but should pose more of a threat now. This will not be the last time I adjust spawns.
-Opened up the Victorious, altered and added in new dialogue for its discovery.
-Added a Lookout Tower to the spawn to make starting a little easier with the new special infected dotted about. Also added more traps leading to the Command Center, in preparation for an eventual wave mechanic.
-Adjusted a few random events. Including the weight of certain scavanging findings, and increasing the difficulty of the Vault's Rare event.
-Reduced the number of Bonus rangers at the start to 10 (down from 25)
-Removed Adam's message from the exit until I either flesh it out more or leave it cut. The player can already see the giant on the map. No need to break up the gameplay to remind them of it.
-Fixed an issue with the clinic that prevented you from powering all the equipment if you triggered it with 9 energy. (The tent itself eats 1 energy upon entering that area. I baked a +1 energy into Loswyn's event itself, but it seems the check for it is made before the bonus is applied. That +1 now applies after going through the tunnel.)
-Corrected the timing of the Training Event's repeats to be closer to 8 minutes than the 12 it was before.

更新于:2018 年 11 月 24 日 下午 7:33

V 0.8.02
Brought down the word count for the various introductions from 700 words to 400. Removed the 'Recruitment' foreword entirely and replaced it with a note about how to free up workers by dismissing units.

更新于:2018 年 11 月 24 日 下午 5:52

0.8.01
Fixed a typo that might lead to confusion.

更新于:2018 年 11 月 24 日 下午 2:24

Version 0.8
Initial release. Includes everything needed for the map to play mostly how I wish. But will be further refined into a more polished experience. The design intent was to make a more 'adventure' style map, and see how much I could do with the editor. In effect, before (what I hope to be) an influx of tactical maps like this one, I wanted to create a sort of introductory map. A straight-forward, not incredibly difficult (but not overly easy) task that can show case some of what the editor can do. I hope to make more complex maps like this one once the editor is more fleshed out.


To-do list before Version #1.
1. Completely overhaul the infected spawns to be more elegant instead of sparatic.
2. Randomize more elements of the campaign, including Infected spawns and exploration scripts.
3. Add more places to explore if I can find room, add more explorable buildings, more options in those places that utilize more resources, and add a greater variance on what already exists. (There's already some rare events hidden in the map, buried within certain choices. I want to add even more.)
4. Refine the scripts more. Something I'd like is not to completely shut the player out of the recruitment screen after they commit to an option but change their mind. But aside from duplicating the entire script queue within itself I have no clue how to pull this off.
5. Undergo a balance pass, tweak all the values and maths behind the map. The map as it exists now should be easy for an experienced player to complete. I want something that will provide a decent challenge for beginners, but not bore veterans after the first playthrough.
6. Enhance the narrative elements of the map. Include more dialogue with Adam, add conditional dialogue if you've recruited named NPCs in the map and certain events appear. Refine the dialogue, hunt down typos, clarify certain elements etc etc.
7. Do several detail passes to make the map look more presentable. The reason all the houses have Stone directly under them (except explorables!) is so they don't break due to being placed on water. That's how I keep everything from moving through the infected buildings. I don't know why it works, but it does. It also looks kind of unsightly. I'll investigate and see if I can't find a better looking solution to this problem. Hey devs, add a Nomove tile type for me! Thank you.
8. Add some screenshots (ACTION SCENES!) and maybe a custom title card instead of the screen of the bunker.
9. Trim unneeded text, and make everything overall more concise. Break up explainations of the map's mechanics over a longer period of time, instead of throwing three pages of text out at the start of the map.
10. Adjust the layout of the map itself slighly, so you don't get bogged down with killing immediately.