Our first playtest of Roman Triumph in June was incredibly productive — we received a wealth of valuable feedback, made numerous changes to the game, and are now ready for the second playtest. We invite you to participate!
We value feedback from both players who joined the previous playtest and those who are experiencing the game for the first time.
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[b]Major Changes Since the Last Playtest:[/b]
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[*] [b]Religion System with 4 Gods:[/b] Adds depth to gameplay with mechanics like Crimes (murders, arson, theft, etc.) and Plagues.
[*] [b]Building and Upgrades: [/b]New building upgrades and changes to the tech tree, including production enhancements and varied arrow types for defense.
[*] [b]Defense and Enemy Improvements:[/b] Enhanced AI for barbarians and hydras, new enemy subtypes, and the ability for barbarians to set structures on fire. Added enemy wave indicators and loot drops.
[*] [b]Gameplay and Simulation Enhancements:[/b] Shorter build times, ability to change Forester zones, and improved construction algorithms.
[*] [b]Visual and Interface Improvements:[/b] Reduced winter brightness, new hotkeys, key rebind options, detailed HUD info, and construction pause feature.
[*] [b]Quality of Life Updates:[/b] New tooltips for rebuilding and demolishing, a grid selection tool for multiple demolitions, and better communication of citizen status.
[*] [b]Tutorial Overhaul:[/b] More segmented tutorials with detailed popups to better prepare players for game mechanics and challenges.
[*] [b]General Bug Fixes and Other Improvements:[/b] Fixed various bugs related to food storage, worker assignments, building maintenance, and more.
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We hope to see you in the second playtest of Roman Triumph! Your feedback is crucial to helping us refine the game and make it the best it can be. Whether you’re returning to see how things have evolved or joining for the first time to explore the Roman Empire, your insights and experiences will be invaluable!
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