Hello! I have been working on this update for more than half a year and there's a lot new with the game! Below is a general changelog with basic overview for new and updated features.
[h1]Overworld[/h1]
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[*] [h3]Overworld is now randomly generated at the start of the game[/h3]
[*][h3]Variety of capturable resources[/h3]
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[*] Upgrades to resource generation
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[*][h3]Includes enemy group spawners[/h3]
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[*] 15 enemy types in 21 possible group arrangements
[*] Enemy groups will wander the over world to different connected nodes in the same sector. Enemies have a higher chance of approaching a player unit than going to a random connected node.
[*] Added node defenses
[*] The player may build node defenses to gain a bonus to defense if they are attacked at that node
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[*][h3]Added victory condition: capture the tower on the overworld. [/h3]
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[*] May be accomplished by moving an army to capture the node
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[h1]Fight System[/h1]
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[*] Upon colliding with each other a fight will be generated and will proceed automatically. Units approach each other vertically across the fight. There is no horizontal position except as a visualization. Once an enemy is in range they will engage. Units then will attack their engaged enemy rolling an attack value half of their base attack to double the base attack against base defense. Units will tend to target enemies that are not yet targeted or enemies that are targeting them.
[*] The player may click in between two units fighting to open a visual representation of that fight.
[*] Player units and enemy units are persistent after fights. Player units may purchase medicine and medical plants to hasten healing. Otherwise player and enemy units regenerate 5 health a day. Enemy groups that are partially defeated will regenerate new units after a few days.
[*]Weapons and armor have durability like tools. They lose one durability per day and every time they are used, on attacks for weapons and defending for armor. Once depleted one of the same weapon or armor will be deducted from storage in town, or the unit will lose any stats associated with the weapon or armor until they are able to reequip. Units attempt to reequip every combat round.
[*]Units may be sent back to town through the overworld army menu. Their equipment will be deposited in town and they will appear on the town map. If units are defeated they will also appear at the town map though their health will remain low.
[*]Unit armies may activate specific stances, usually boosting either attack or defense stat in exchange for a slower attack.
[*]Fights happen in real time, and it is possible to reinforce the fight from either side by moving additional army groups into the fight.
[*]A fight simulation may be opened by the player by clicking on them, the hitbox for this is typically in between the player and enemy engaged in the fight.
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[h1]Recruitment[/h1]
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[*] The player may now select items to fill a weapon slot and armor slot (unlockable through tech). Units may be assigned to one of these templates and will grab and equip the appropriate items before heading to the overworld.
[*] Weapons have three basic types, with 7 different tiers. These types are sword, spear, bow and arrow. The tiers are generally wood, stone, copper, bronze, iron, steel, legendary, but some types may be absent from one tier or another.
[*] Armor only has one type, but similarly has many tiers.
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[h1]Items[/h1]
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[*] Weapons and armor may be crafted in town from a few production lines.
[*] Added items to a total of 90. This includes weapons and armor mentioned above.
[*] Expanded tool system. It is now possible to click tool slots to see what tools are accepted. Further clicking these tools will allow or disallow tools from being used. This may be useful for saving good tools for production that is more needed or saving tools for certain upgrades.
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[h1]Buildings[/h1]
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[*] Added buildings up to 47 total.
[*] This includes the new Mine Entrance.
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[*] The mine entrance represents the entry point to the deep mine. Theoretically every mine entrance leads to a different underground area with the listed items available, but the player does not need to worry about the underground. To the player, units will produce a random material from the list with the chance displayed. If desired, an item from the list may be clicked to specifically ask units to search that material out. This slows overall production rate of the building to be proportional to the percentage, with an additional penalty added but guarantees that item.
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[img]{STEAM_CLAN_IMAGE}/44192163/d0bee150cee9d69301c6a1222aad44e3bf01c9b0.png[/img]
[h1]Guilds and Technology[/h1]
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[*] The guild buildings train units in their separate stats that are used in various other buildings. They also allow the licensing of guild technology in a menu upon clicking on them. Technology gives various percent and flat bonuses but may also unlock things like Overworld upgrades and the armor slot. Only a certain tier of technology is allowed to be licensed, depending on the tier of your main building.
[*] Added four tech trees. One for each guild, with four tiers corresponding to the level of the government building.
[*] Added stone roads that increase the movement speed of non-idle units moving on them
[*] This includes 2 more upgrades to the starting building or the government building. Starting as a tent, upgrading the main building will allow access to additional tiers of buildings that are needed to produce more advanced items, or provide a faster way to make existing ones. It will also expand the town map, allowing more area for buildings to be built.
[*] Organized building menu according to tier required to unlock.
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[h1]Units[/h1]
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[*] Unit stats have been implemented.
[*] Units are able to be trained in four stats: agriculture, minerals, military, and magic. Agriculture and minerals will give a bonus percent production to that unit if it working in an associated building, typically a building that is using plants or minerals or produces. The military stat gives units a health bonus for each level they have. The magic stat allows units to move faster in town. When selecting units you may see their current stats. Upon assigning units to buildings you may see the associated stat a unit has that is of use in that building.
[*] Units may now carry up to five items at once if working at logistics.
[*] Units now have proper names and draw from a first and last name list when recruited.
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[h1]Markets and Wants[/h1]
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[*] Added wants to a total of 24. Reduced wants decay to make it easier to keep wants fulfilled. As a review units purchase items from the market to fulfill wants. There is a menu to inspect what current wants are available. Wants can be restricted by dragging a slider beneath the want in this menu, where units will not buy that want unless their own want stat falls below the slider value. It should be noted that this is for individual units, so the player may still see purchasing for that item though at a reduced rate.
[*] Fixed bug that made the restricting wants slider not work.
[*] Added toggle to determine whether units will buy a random item if they can not find any item to buy from their wants categories. This may be helpful for additional funds or to get logistics flowing if there is room lacking. This toggle starts off.
[*] Added timers to market stalls for units to wait and decide what they want. This can be reduced by technology and by making a higher tier stall.
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[h1]Other[/h1]
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[*] Updated movement to use linear interpolation based on the end point.
[*] Updated shopping and recruitment to only get items in warehouses or the main building.
[*] Created queues for some heavy functions to avoid stalling frames.
[*] Updated help menu to reflect many additions and changes.
[*] Added global item tracker that will display the amounts of every item in town.
[*] Added UI to preview what items a building can produce by hovering over the building in the buildings menu.
[*] Changed and consolidated building production to be queue based. Buildings will request input items based on items in their queue. Once input items for an output is sufficient it will begin production on that item with priority given to the left most item in the queue. On completion it will then push the item back to the right.
[*] Added save slots to a total of 5, with 1 auto save slot that saves every in game day.
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[h1]Plans[/h1]
I think this brings all of the main gameplay features I wanted Frontera to have into a live version. At the moment I'm not satisfied with the balance of the game. I'm hoping to display and organize more cleanly some information that is not necessary but could be helpful to the player such as being able to tell at a glance if buildings are waiting on input items. Some of the current UI also does not look as nice as I would like. Over the next while I will work on administrative tasks and then work to improve the look, quality of life, and overall balance of Frontera while fixing any bugs I come across. I hope to have a release version in Q4 this year.