- Update v1.3.2:
- New Game Mode: Forging a Realm
- Added a new Game Mode called "Forging a Realm" which unlocks after surviving the first winter (the mode is already unlocked for people who already finished the game at least once).
- In Forging a Realm, the Player is a newly appointed leader that has to deal with the various Demands from the people.
- Demands have a timer associated with them. Succeeding in solving the various Demands before their timer expires will build Confidence. Failing will mean getting overthrown.
- Demands can be completed from a new Demands Panel, available on the top left of the screen.
- Completing a Demand rapidly will generate more Confidence.
- The various difficulty levels control how many times the player can fail in meeting Demands, the difficulty of Demands and how much Confidence is needed to win.
- The map generation algorithm is unique for this map. Opportunities have less durability. The Others are absent. Bandit Encampments offer some resistance.
- Memories unlock in this mode after completing it at least once.
- We are considering adding more Demand types for future updates.
- Only one Scenario is currently available. More Scenarios for "Forging a Realm" will come in a future update.
- The "previous" Game Mode is now called "Escaping Fate".
- Anything revolving around the "True Ending" of the game is absent in the Forging a Realm mode.
- Camera Improvements
- Added "Camera Bookmarks" akin to some RTS games.
- By default you can press CTRL+F1-F5 to save up to 5 camera locations and recall them by pressing F1-F5.
- Camera Bookmarks are shown on the Minimap and can be removed by right-clicking on them.
- Added a "Camera Lean" feature which trucks the camera left or right by pressing either A or D.
- The intensity of the Camera Lean can be controlled in the options.
- Dice Shells
- Construct Dice can now have different kinds of Dice Shells.
- Each Dice Shell has a requirement to be available for a certain Die.
- Dice Shells can change in-game as a result of using the Forge or the Laboratory. Each Shell has a different probability of appearing in-game.
- When a die is Ascended, its Shell can be customized in the Ascended Dice screen.
- We are kicking things off with 10 shells.
- The "Royal" Shell unlocks after completing the game at least once.
- Balancing
- Altered The Market to require a Trade % Face. The Market has now a chance to provide 1 or 2 extra gold based on the power of the Trade face used. Technologies now reflect this change and increase the chance of extra gold. Additionally, the Market now changes its required resource at the change of every season if the market wasn't used recently.
- The Theater has been completely re-designed. Now it consumes 3 gold to increase the Happiness of all classes that have a Class District Hall nearby.
- The Tower no longer affects enemy structures, making it effectively just a defensive building.
- Scholars technology has been removed from the game.
- Block Printing technology has been moved to the fourth technology level.
- These changes will be present in any new game created after the update. Any game that was in progress before will still have the old buildings and technologies.
- Miscellaneous
- Improved the readability of Meadows by removing the tree in favor of bushes.
- In the Metropolis Scenario, The Others will now react sooner if the player starts building near their city.
- Various Improvements and Bugfixes
- Update v1.2.5:
- Memories
- Memories are a new "horizontal" system that involves all the other mechanics present in the game.
- Memories are unlocked after finishing the game at least once.
- Memories can be enabled or disabled by the player in a game.
- Memories are modifiers composed of a randomly chosen Positive and Negative effect.
- Memories can be retrieved from certain Locations or by defeating certain Threats.
- When a Memory is retrieved the player can choose between 3 different memory combinations.
- When the player already has 3 memories, one will have to be discarded.
- If the player manages to win the game, all 3 memories will be "Collected" and added to the memories collection.
- If the player loses the game, only one memory - chosen by the player - can be collected and added to the memories collection.
- When starting a new game, the player can select up to 3 memories to start with.
- Pause
- Pause has been decoupled from difficulties and can be turned on or off by the user.
- The game has now 3 different pause settings:
- - Disabled: Pause is not available.
- - Classic: Pause as it was present in the game at launch (no dice manipulation is allowed while the game is paused.
- - Tabletop: Dice can be rolled, locked and placed freely while the game is in pause. This is the new default option.
- Hotkeys & Controls
- All keys are now customizable on PC.
- Added a key to attempt Auto-Place on all slots at once, mimicking the feature present on consoles.
- Accessibility
- Added various Colorblind options and an intensity value.
- Added an option to draw class icons on dice. While this is not super readable but it should help certain players with worse colorblindness to better tell apart dice classes.
- Added an option to scale the dice pool.
- Traits
- Added several new traits to the game:
- Claustrophobic- Cannot be employed in Mines.
- Coward - Can't be employed to fight Threats.
- Farmer - Provides 2 Wheat every time it is employed to harvest Wheat in Wheat Farm.
- Popular - When employed with other Dice it increases the happiness of the Classes they belong.
- Lucky - Double the chance of finding Gold in Mines.
- Genius - When employed it has a small chance to provide 1 Knowledge.
- Fast Learner - When Empowered gain 1 extra power.
- Talented - When employed it has a small chance to Empower the face used.
- Twin Genes - When employed in a House it provides an extra dice.
- Firefighter - When employed it extinguishes all Fires around it.
- Balancing
- Reworked the wounds system so that power and differences in power vs requirement from the threat are taken into account when accounting for wounds.
- Scaled the amount of Fight and Raid faces required by the buildings of The Others depending on the difficulty.
- Raiding the buildings of The Others now correctly provides resources.
- The Others will react faster if the player has reached their city.
- Stone Mines have higher durability.
- Readability
- Fire and smoke are now correctly hidden by the hovered effect (this especially applies to the Steam Generator).
- Added appropriate visual feedback when resources are obtained from destroying a Structure of The Others or when defeating a Threat (depending on Policies).
- Made more clear when a class is Angry.
- Changed the visual effect of a Wounded die to be more readable.
- Improved the readability of Sickness.
- The die tooltip now indicates which face is currently being shown in a die.
- Stability
- Fixed a potential crash when loading a game with Construct Dice on older hardware and OSes.
- Fixed a potential crash when ascending a die on older hardware and OSes.
- Misc
- Added an alert window when a game is started using Ascended Dice that tells the user that Ascended Dice are removed from the Player's collection and need to be re-ascended.
- Added a dice counter in the "Dice Limit Reached" modal window.
- Previously selected difficulty and pause settings are now retained when creating a new game.
- Dice replacement is now handled via a modal window.
- Various bugfixes.
- Update v1.1.2:
- Fix to some potential crashes when loading a new game (LowLevelFatalError Line 907/1431).
- Fix to a potential crash on certain hardware configurations (Error 258).
- Fix to an exploit that would allow a recipe to complete without a die present.
- Fix to a rare occurrance where two dice would occupy the same slot in pool.
- Fix to the "Just Chilling" achievement not triggering.
- Fix to the game completion achievements.
- Increased sound volume of threats.