LastSword
Prince
- Joined
- Feb 24, 2013
- Messages
- 1,064
In opening post you can find my goals for incoming updates, current development status and if I have already started working on next version there will be a changelog-in-progress with every change already implemented.
In second post there is a list of changelogs for previous versions.
In second post there is a list of changelogs for previous versions.
Status said:...implementing queued changes.
...running AI games.
...playtesting.
Spoiler Dev Notes :
18-03-2024 Dev Note said:I hope to not update assets in next iteration.
Next update will focus on ancient scenario, there will be no new game mode. Just improvement to numbers, balance and scripts.
In addition I plan to revisit achievements (some seems unacquirable now).
I have also noticed that I implement too many bugs by pushing variables to dll, I will limit it greatly (to non-gameplay stuff).
25-11-2023 Dev Note said:There is no important changes queued for next version - some minor interface and balance adjustments. For 2024 I would like to finish polishing individual scenarios (ancient, medieval and renaissance left). 2023 seems successful, gamepedia is in satisfying (almost finished) state.
17-06-2023 Dev Note said:Buildings' balance for each scenario. Many buildings are shared between medieval, renaissance and industrial scenarios. It will be no longer a case.
Academies, Holy Sites, Customs Houses and Manufactories will have their traits revisited.
I am gonna start polishing scenarios one by one. Next update will target modern and industrial scenario mostly.
03-03-2023 Dev Note said:As I have started working on gamepedia, many older and more obscure mechanics will be cut or redesigned.
I have a lot of changes queued for next version.
Espionage calculations will be once again reworked in order to make display even simpler.
Religion needs work. There will be new gameoption to make it more dynamic. In addition I plan great overhaul of founder and enhancer beliefs.
There will be an annual check on innovations, social developments, wonders and ideologies.
Finally I plan on adding new subcultures (City-States in ancient scenario).
18-11-2022 Dev Note said:I grew unhappy with Settler system and I have plans to simplify it.
The big goal for 2023 is writing a game-pedia to cover all new aspects introduced by a mod. I hope to release first topics by March.
31-07-2022 Dev Note said:There is no much specific goals for v25, some UI, AI and balance changes.
For the gameplay I plan to make Natural Wonders' rewards scenario specific (so they are always useful).
I hope to create a refined final version for 2022 and then start writing game-pedia about basic concepts and mechanics.
21-04-2022 Dev Note said:There is not much on my to-do list, mostly improvements to the code structure and UI. Therefore I shall make an annual revisit of existing traits (Social Developments, Ideology Tenets, Wonders, maybe Innovations).
Governors as a system matures with every version, I am now focusing to improve their interaction with foreign leaders for more spicy diplomacy.
09-02-2022 Dev Note said:I have a lot of notes prepared for version 23. One of the oldest mechanics, civilian Great People, their migration, interface panel and database structure will be polished and overhauled to make it feel more fitting in current less-rpg direction of mod. Migration chances will be displayed in both City-View and GP Overview and it will now be heavily based on Charm.
Codex will be slightly reworked (again) to become a new area of competition and Intrigue Visibility will much likely be removed (Power will acquire its functionality).
AI behaviour, new scripts, improved code, new resolutions for leagues, further development of governors, and more. See you this june/july!
04-12-2021 Dev Note said:Four big changes for version 22.
1. Buildings' costs in modern scenario will be assigned. Current system (always 1-turn build, no production overflow) is not really friendly for those who would like to min-max stuff.
2. Several Legal Actions will be nerfed on era conversion (National Day, Formalized Ranks, Codex, Standardized Alphabet).
3. Governors will got a "dream system", a scripted behaviour towards achieving certain goals in reasonable amount of turns.
4. Finally I am gonna touch National Unity, already done some math towards it. This indicator will be now a value from 0 to 100%, which should allow me to better balance penalties for low unity. The math formula will be also much simpler.
01-11-2021 Dev Note said:Goals:
- Push stuff from lua to db and dll, a process that started with v20 will mostly affect performance and modability.
- Localize strings.
- Governors' behaviour and numerical balance.
- Investigate and balance Trade-Routes' rewards.
Changelog v30
Achievements
- Fixed one achievement check.
- Replaced obsolete achievement with the new one.
- Reinventing the wheel effect now provides only +15% chance for next innovation (instead 30%). However all players can now choose from one extra technology upon discovery bonus.
- Amount of innovations for each culture is reduced from 20 to 16. Merging less interesting ideas together to create more competitive pool.
- Empires now start with weaker armies, city-states and tribes with stronger ones.
- Tribes earn +10 meritocracy each time they fulfill an agenda.
- Adjusted 2 social developments (and readded Militaristic State which was accidentally disabled).
- Stone Works now requires Masonry. Temple requires Calendar. Calendar grants +2 faith per turn. Mining grants +3 gold per turn.
- Seeking Seeker's (resolution) rewards rescaled.
- Added audio defines for units (on select/birth).
- When city will be acquired by a city-state all agents will be now properly removed from there.
- Fixed talent granting +5 max hitpoints per turn to city.
- Gifting city to a city-state through New Kingdom governor action was adding resistance to city.
- There was a case in which AI was able to repeat rejected proposal against league's rules.
- Fixed an issue with checking for rivers (Si-o-se-pol wonder).
- Option to turn conquered City-State into an ally is no longer available upon incorporating a City-State (diplomatic marriage effect).
- Settlements now require at least one adjacent passable land tile.
- If player has 2 or more unused Festival charges then he gains -1% chance to obtain next Festival per charge (to discourage manipulation of stock exchange).
- +1 Meritocracy gain from Edge of Extinction (at least one city, having unassigned governor and no valid place to assign) replaced with Fully Governed (at least one city, all cities are either capital or have placed governor).
- Base unhappiness chance on training units rescaled from 20% to 10/15/20/20/20%. In addition the most advanced training facility (building) in the scenario removes this base chance (barracks/armory/armory/military academy/military academy).
- If city tries to expand its border but there is no valid plot and settlers are disabled in scenario then player will receive 15 gold.
- New principle: Late bloomers - grants an Innovation once 65 turns of scenario pass.
- The calculations for determing migration and trade-route destination was changed. Instead of each city being an individual entity, now a target player is chosen first. Bias for player is equal to an average bias within cities plus the greatest one. Once a player is chosen, bias is used again to determine a singular city. It should be now easier for smaller empires to compete in charm and trade appeal. Some traits related to charm and trade appeal were rebalanced.
- Added some new great people's talents and bonuses on technology tree related to generating culture.
- Base unit supply slightly reduced.
- New edict option: obtain festival and reset chances for the next festival.
- Basic rewards from city-states' politics are now biased. +1 Iron, Horse or Oil biases reduced to 50%.
- Choosing an inspiration through cultural bonus now grants +10 Meritocracy.
- Seaports and Harbors are no longer priority building classes for an inspiration.
- Removed corruption modifiers for Happiness, Legal Power, Spy Defense and Great People points. Adjusted related traits.
- Cities founded during scenario had some obscure delay in production and gold corruption. It is now replaced with basic +33% Production and +10% Food.
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