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Fantasy World Manager›Events›Demo Patch 7 - Simulation Extension Part 2
In-game event

Demo Patch 7 - Simulation Extension Part 2

Fantasy World Manager · published 52 days ago

All eventsPlayers around this dateRead on Steam

Patch 7 is HUGE and a BIG Step forward towards the EA-Version of the game. There is still alot of Work to be done, especially on the presentation side but under the hood FWM is shaping up to what i have been trying to achieve since i started over a Year ago!

Patch Notes

  • ːcsgostarːHuge Optimizations:

    1. Simulation Performance has been improved by reducing unnecessary Overhead by around 50%

    2. Map Editor Performance has been imrpoved by reducing unnecessary Overhead by around 30%

    3. Save-File Version formats and Corruption Protection implemented, in particular even if an update breaks saves your original save file wont be corrupted and will work again after a bugfix patch

    4. Improved Rendering Pipeline, everything feels way more fluent now, you should experience around 30+ higher fps on older devices

  • ːcsgostarːNew Map Editor Tools:

    1. Added a density slider for all brush types, which will randomly place the selected tile according to your density in your brush

    2. Added a Mix Modifier, which allows you to randomly place tiles from your hotbar while drawing, additionally you can check which hotbar slots to include

  • ːcsgostarːImplemented Government Types for Factions:

    1. Democracy - Every citizen participates in faction-wide votes. Each character's personality influences how they vote.

    2. Dictatorship - Only the Faction Leader makes faction-wide decisions. Their personality directly shapes the faction's actions and political direction.

    3. Monarchie - Only the Monarch makes faction-wide decisions. Their personality determines how the kingdom is governed.

    4. Round Table - Only the Zone Leaders participate in faction-wide votes. Their individual personalities influence their votes and therefore the final decision.

  • ːcsgostarːImplemented Trait System + Trait Editor:

    1. The first version of the new Trait System is now in place.

      At the moment, Personality Traits are predefined internally and cannot yet be created or edited through the Trait Editor. There are currently 25 Personality Traits, and they have a major influence on how characters evaluate situations, vote, and make decisions.

    2. The Trait Editor currently allows custom traits to be created for:

      • Factions

      • Cultures

      • Religions

      • Races

      This system is still in its early stages and will be expanded significantly in future updates. For now, it serves as the foundation for much deeper differentiation between characters, societies, and factions.

  • ːcsgostarːImplemented Royal Families & Noble Houses:

    1. Royal Families and Noble Houses can now emerge dynamically throughout the simulation.

    2. Faction Leaders and Zone Leaders can found new houses or continue an inherited family line. Their children and descendants inherit their noble lineage, allowing dynasties to continue across generations.

    3. Each Noble House has its own members, House Head, family seat, prestige and influence. A house’s standing develops over time based on its living members, held titles and the power of its current House Head. Dynasties may rise in prestige or eventually become extinct.

    4. Political marriages can form between different Noble Houses within the same faction, while close relatives are excluded.

    5. Faction rulers and Zone Leaders now hold titles with designated heirs and recorded succession histories. Zone titles follow hereditary succession. In Monarchies, the faction-wide throne is hereditary as well. Children are considered first, followed by siblings, spouses, House Heads and eligible claimants.

    6. When a Monarch inherits the throne, they become the actual Faction Leader. Their Personality Traits therefore directly influence the kingdom’s future decisions.

    7. Former rulers and displaced houses may retain temporary claims to lost titles, which can influence future successions.

    8. Noble Houses, rulers, heirs, marriages, titles and claims can be viewed through the Faction, Zone and Character Inspectors.

    9. Existing worlds are supported and will automatically establish Noble Houses and succession lines as the simulation continues.

  • ːcsgostarːExpanded Wars, Armies & Battles:

    1. Wars now unfold as visible military campaigns instead of brief attempts to capture a single neighboring Zone.

    2. Every offensive campaign begins with a clear War Goal:

      Conquest - Seize an eligible neighboring Zone.

      Liberation - Return conquered territory to its former owner or an allied claimant.

      Tribute - Force the defeated faction to pay Silver over several monthly installments.

      Humiliation - Damage the defeated faction’s prestige and make it more cautious about future wars.

    3. War declarations and peace agreements are connected to the new Government and Trait systems. Depending on the Government Type, these decisions are made by the ruler, Zone Leaders or representatives of the population.

    4. Personalities and Faction, Culture and Religion Traits influence aggression, peacefulness, preferred War Goals, willingness to take risks and endurance during a war. Traits that prevent a faction from initiating wars are fully respected.

    5. Race restrictions now also affect diplomacy. If one faction does not allow another faction’s primary Race, trade between them is blocked and hostility increases.

    6. A faction’s military strength is calculated from its actual living Soldiers and Heroes. Every combatant contributes their own health, damage, attack speed, accuracy, critical chance, protection and Power Score. Injured characters provide less military strength, while powerful Heroes fight as real army members and improve their army’s morale.

    7. Visible battles have been reworked to create a stronger autobattler feeling. Armies rally, march toward their objectives, form opposing battle lines and charge into each other. (work in progress)

    8. Wars can now spread across several active fronts. Alongside the primary objective, both factions may open additional pressure fronts when they have enough troops available.

    9. Casualties, controlled objectives, sustained pressure, food shortages, army morale and War Exhaustion all influence the campaign. Hero losses have an especially large impact on War Score and exhaustion.

    10. A normal victory cannot be secured before at least one full in-game day has passed. Wars can continue for much longer when neither side achieves a decisive result, and they can no longer suddenly end while armies are still fighting or capturing an objective.

    11. Once peace is reached, the final settlement applies the result of the War Goal. Conquered Zones change ownership, liberated Zones return to their claimant, tribute payments are collected over time and humiliation affects the defeated faction’s prestige and future willingness to wage war.

    12. After the war, surviving armies return to friendly territory and demobilize instead of remaining stuck in the former war zone. Armies may also retreat early when their morale collapses.

    13. City Zones remain completely protected and cannot become conquest targets or change ownership.

    14. The Conquerable setting is fully respected for every other Zone Type, including Farm Zones. Unconquerable Zones may still be used as pressure targets during Tribute or Humiliation wars, but their ownership will never be transferred.

    15. War Goals, War Score, casualties, War Exhaustion, active fronts, military strength, army groups, morale and peace settlements can now be followed through the Faction Inspector and World Event Log. All new war-related event messages are available in all 30 currently supported languages.

  • Unlocked Blacksmith Job and Crafting

    1. Blacksmiths craft all the Weapons and Armors that are ordered

    2. Items contain the information WHO crafted it WHEN and FROM which FACTION the crafter is

    3. All City/Faction Inspectors have filtered Sections for crafted items, this is a foundation and will allow to follow powerful items over the course of time!

  • ... probably alot more things that i forgot because i am chaotic and dont write down notes :(

Whats next?

My focus shifts towards the desired State for the Early Access Version. There is alot of Work to be done on the User Interface Side, the Sim Balancing Side and the Sim Presentation Side. I will also be working on the highly requested God Powers for Population Control and Faction Controls as well as the Interior Editor and the first Version of the Quest and Event Editor...and i might have the Pet Editor and Pet System ready by then to!

kind regards

Flo

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