Elemental Beta 1B now up
Don’t get excited. It’s still primitive. It will still randomly corrupt your boot disk, kill random pets, and make small children cry. But here’s what’s new:
------------------------------------
Change Log - Beta 1b Update (0.25.015 on Impulse)
------------------------------------
[Refreshed 0.25.014 build to fix an intermittent crash bug on launch and to change unit costs to 1 gp per turn.]
- New Features -
+ Info Cards Displaying rollover data
- Game objects, such as Units, Cities, Caravans, Goodie Huts, and Resources all send mouseover messages to pop up the info card
- Caravans will show their destination, goods carried, and time to reach city
- Units will show their stats, current action or destination, and unit count
- Improvements show time to complete and required materials
- Resources list what tech or known improvement is needed to harvest them
- Cities show net income and basic stats (still needs to show resources coming in)
+ 'Turns to build Improvement' Calculations implemented
- Improvements can now require resources to construct (though none do ATM)
- Gold Cost to Build = Labor x GoldCostPerLaborPt
- Time To Build = Labor + Difference in Resources Available vs. Resources Provided
- These calculations should be displayed in the InfoCard when you roll over an improvement in build mode
- Improvements are now built in a queue
- Gold to build an improvement is instantly removed from the treasury
+ City Context ACTIONS Tab now lists all available actions for a city
- Medallion buttons hidden
- Train Unit action now listing in the TRAINING tab
- Construction action now listing in the BUILDING tab
- images made for city actions
+ Cleaned up Internal City Resource management
- made it easier to tell what is going on, both code-wise and for display in the UI
- City Details now lists details on how to reach the next level
+ Smarter Caravans
- Only one caravan per city link
- That caravan will drop off goods from the home city, then bring back goods from the destination city...rince, repeat
+ New Resources
- Twilight Bees and Wild Wheat are rare resources can be build upon by a farm but provide more food than a Fertile Ground tile
- Twilight Bees' 'Apiary' improvement added
- Forests can now harvest lumber with a Lumberyard
+ New 'Save Unit Design' dialog
- lets you set up a scene to (eventually) use as that unit's medallion image
- background can be flipped
- stance for the image is used for the pewter pose
+ Map Generation is now Data Driven
- Maps are moving towards a system where all generation options are moddable, right now only the main features are hooked up
- Maps should no longer look like big blobs, but may end up looking like big spiders instead (it's a work in progress)
------------------------------------
- Tweaks -
+ Texture Atlas: Forces generated texture to a smaller size to help with cards that were struggling on startup
+ Research Screen: Time to unlocked milestone changed from PERCENTAGE to TURNS
+ Lowered the speed of units
+ Evil Factions disabled as opponents until we get more of their assets ready
+ Tweaked Tech costs
+ Logrithmic representation of Techs
+ Roads take 5 turns to build per segment
+ Citizens only produce 0.01 research pts (used to produce 0.05 RPs)
+ Iron Deposits visible right away
+ Most 'Negative Treasury' logic implemented, so if you dont have enough gold, you can't build more Cities, Improvements, or Units
+ More Art Assets Implemented for Tech Tree and UI
------------------------------------
- Fixes -
+ City Build Mode: Improvement Icons stay flat to the Terrain (they were floating 50 units above)
+ Grid lists fixed to properly display dangling entries
+ Players History daa gets Saved and Loaded
+ Changed advanced choose faction screen and advanced choose opponent screens to use shorter strings for the filter buttons
+ Various Typos
We plan to do an interim update next week to finish out Beta 1B.
I’d say have fun but…well, you know…