Expect Beta version 1.2 tonight!

Just a quick reminder of what to expect:

2 New Skyharbor Shop Items and Co-Op!

-Unit Repair: Fully heals all units.

-Wind Sprite: Summons a Wind Sprite to protect the Airship, she can also be controlled by a second player using a gamepad!

Unit and Magic Descriptions.

-Pretty much what it sounds like, describes the uses and effects of Magic and Units!

Faster Day Cycles!

-Slightly speeding up the rate at which time flows makes the games considerably more fun, no more ridiculous wait times while you sit around for resource deliveries!

More intuitive Unit Efficiency Upgrade System!

-It used to be that you could level up a Unit’s Efficiency stat 4-5 times before you’d get any returns. No longer the case! Similar to the Range stat, Efficiency maxes out at level 3, with all levels costing much more than other upgrades! Don’t worry if you upgraded Efficiency in Beta 1.0, I’ve added a check that should take care of that.

Better balanced difficulty!

-The completely random nature of Resource scarcity in Beta 1.0 was a bit unfair to new-comers of the game, this has been changed. While save files from Beta 1.0 will still have all the same completely random Scouting reports (aside from the Difficulty rating of an area) any New Game started in Beta 1.2 will have the new, less unfair system. Islands closer to the Capital will have better Scouting reports with more resources, as you venture outwards, resource scarcity fluctuates much more!

Be sure to watch this tumblr (or your email if you signed up for the newsletter) to be notified of when Beta 1.2 releases tonight!

EDIT: Also, improved performance!

-Don’t expect miracles or anything, but you should see less slowdown as a result of numerous enemies in the stage. On the same hand, some players might see slightly reduced performance as a result of the new Resource Scarcity mentioned above, some of the starting areas will have very large floating islands, which might slow down some players computers.

What I’ve accomplished today:
Unit and Magic Description text. Check the screenshot for an example of it in action! This should make the game a bit easier to navigate, you can just use the descriptive text as a reminder of what you can do with the various functions instead of opening the manual or going through the tutorial again!
Unit Efficiency Fixed/Re-Worked. An anonymous player commented on the Unit Efficiency stats not upgrading at every level, and also on the fact that the Mine’s didn’t seem to level up at all (which wasn’t actually the case, what was really going on was that the Mine’s were displaying the Sawmill efficiency rating, but did level up properly. Still an issue that I’m very glad the anonymous user pointed out!)
In any case, I’ve changed the way that leveling up efficiency works. Essentially its exactly the same as leveling up Range does, it only upgrades to level 3, and costs more than other upgrade paths. The exception to this is the Turret Efficiency stat, it still behaves exactly the same because it increases the damage output of the turrets.
Even though that’s been fixed, the problem is not yet gone. Part of the goal of moving from Alpha to Beta was that I was hoping to never have to invalidate people’s saved games, and while this won’t corrupt your saves, it does mean that anyone that upgraded Efficiency for Mines, Sawmills, Churches, Universities, or Town Halls will be potentially gimped in terms of upgrades. I’m going to add in some code that should hopefully account for this though!
So what does all of this mean? Well, it means your first update to ANoW should be available…Tomorrow! That’s the plan at least. I want to really push this game on the press because the guy working on the second trailer (the talented Matthew Chapin) should have it up by then, and this new updated version of ANoW is just much more accessible!
EDIT: OH! Almost forgot, you can see the Wind Sprite in action in the screenshot as well!

What I’ve accomplished today:

Unit and Magic Description text. Check the screenshot for an example of it in action! This should make the game a bit easier to navigate, you can just use the descriptive text as a reminder of what you can do with the various functions instead of opening the manual or going through the tutorial again!

Unit Efficiency Fixed/Re-Worked. An anonymous player commented on the Unit Efficiency stats not upgrading at every level, and also on the fact that the Mine’s didn’t seem to level up at all (which wasn’t actually the case, what was really going on was that the Mine’s were displaying the Sawmill efficiency rating, but did level up properly. Still an issue that I’m very glad the anonymous user pointed out!)

In any case, I’ve changed the way that leveling up efficiency works. Essentially its exactly the same as leveling up Range does, it only upgrades to level 3, and costs more than other upgrade paths. The exception to this is the Turret Efficiency stat, it still behaves exactly the same because it increases the damage output of the turrets.

Even though that’s been fixed, the problem is not yet gone. Part of the goal of moving from Alpha to Beta was that I was hoping to never have to invalidate people’s saved games, and while this won’t corrupt your saves, it does mean that anyone that upgraded Efficiency for Mines, Sawmills, Churches, Universities, or Town Halls will be potentially gimped in terms of upgrades. I’m going to add in some code that should hopefully account for this though!

So what does all of this mean? Well, it means your first update to ANoW should be available…Tomorrow! That’s the plan at least. I want to really push this game on the press because the guy working on the second trailer (the talented Matthew Chapin) should have it up by then, and this new updated version of ANoW is just much more accessible!

EDIT: OH! Almost forgot, you can see the Wind Sprite in action in the screenshot as well!

Currently working on Descriptive text for Units!

I’m in the process of adding short descriptor text to the Units. These are essentially just reminders of what each Unit does. I’ve said it before, but it feels like this is the kind of thing that is just obvious, and I somehow overlooked it!

In other news, my poor little 98’ Volvo is acting up! I’m really hoping that it’s nothing major…

This is the two player co-op function! You can now buy the help of a Wind Sprite! She is normally controlled by the computer, but plugging a controller in will allow another player to control her instead!
Discuss this at the forums!

This is the two player co-op function! You can now buy the help of a Wind Sprite! She is normally controlled by the computer, but plugging a controller in will allow another player to control her instead!

Discuss this at the forums!

What if I said that the next update will have a simple 2 player function?