New Revival: Recolonization update!

Greetings! Based on all of our players' feedback and wishes, we have prepared a brand new and robust update for Revival: Recolonization. We're going to tell you about all of these amazing changes. We updated and refined the mini-tutorial so that it is better at guiding players along the optimal development path while providing up-to-date hints about the game. And we have finalized the starting tutorial so that it teaches new players more about the gameplay and features. There is also a change of style for the dialogue and plot – Tania will find herself on another planet during the tutorial and then move to Earth. [img]https://static.wixstatic.com/media/977dbe_6eeed152626b464b934aa12d2c91a55e~mv2.gif[/img] The important changes that will affect the overall dynamics of the game: [list] [*] Added the ability to skip animation during AI movement. This will reduce the waiting time during the enemy's turn. [*] Optimized the AI algorithms to further reduce the waiting time during its turn. [*] To speed up progress in the initial phase of the game, we tied the opening of several sciences to the clans' traits. Also, we fixed some logical errors, for example, for a clan with the trait “Merchants,” the science "Trade" was unexplored. Now, each of the three traits of the clan opens one of the sciences. After assimilation, the player gets a new trait and, at the same time, immediately opens the corresponding science, if it was not opened earlier. This allows you to develop faster, get more effective weapons, and move on to the next era. [*] Reduced the amount of damage when escaping from the battlefield. Previously, it was 50% and led to a slow down of map exploration during the early stages of the game. Now, the amount of damage will depend on the epoch: 20% damage on the first epoch, 30% damage on the second epoch, and 50% damage on the last two epochs. [/list] [img]{STEAM_CLAN_IMAGE}/39245204/f5b250ae589b4c357aeb1335add6cf900f1a1518.png[/img] Radically changed the system of edicts. They no longer need to be studied as sciences, but rather unlocked with the “Control Module.” The player obtains the Control Module when visiting any previously unexplored ruin. With the same control module, previously unlocked edicts can be strengthened. [img]https://static.wixstatic.com/media/977dbe_38ab0aaf95154d4780131024fb8bbfb8~mv2.gif [/img] Interface: [list] [*] Added a button that allows you to rename a city. [*] Added a notification to change the climate of a player's city if the hexes under the city blocks have a climate different from the clan's native climate. [*] Changed the menu for creating new units. Previously, from the list of possible units, it was impossible to understand the difference between them at all. Replaced the text name of a unit with icons showing their armor. [*] Changed the “Empire Plans” window. It no longer needs to be explored. Empire plans options are available, depending on the player's current era. [*] Changed the diplomacy window with the clan, in particular the “Actions” tab. The oaths to the clan are placed on separate bars with buttons that say how much loyalty will add to this or that action. In previous versions of the game, oaths were in a drop-down list and were very invisible, but this is the main tool to influence loyalty. They also changed the size of some buttons and their location. “Assimilate” and “Vassalize” buttons are larger than the others, because these are the most important actions with the clan. [/list] [img]https://static.wixstatic.com/media/977dbe_55bc3eda543b4b4793b9c519e76fb4ef~mv2.gif[/img] Changed the principle of using the “Unit Editor.” It is no longer necessary to create unit types (templates), and the unit editor is used to upgrade a unit. The editor button has been removed from the top panel. At any time, you can click on the unit settings icon (gear) and see which parts it consists of. You can also change the weapon and apply this change if the treasury has enough resources for it, and if the unit is in your region. You can also use the unit editor in the city to customize the desired weapon, and then click the “Build” button, and the unit will begin construction. Unfortunately, the old mobile phone version of Reviva will be removed from the game due to a conflict with antivirus programs. Korean and Japanese languages have also been added. Thank you for supporting our project and team. We are trying to make the game better and are already working on further improvements according to the roadmap. Share your impressions of the game in the comments and join our [url=https://discord.gg/92jBgJsvsD]Discord[/url]. Regards, Revival: Recolonization Team