Hey everyone 👑,
It has been quite some time since the last update. The major feature for the next update took quite some time to develop, and I wanted to make sure it's perfect, but I'm very excited to finally be able to share it with you!
We will start testing patch #17 very soon as a closed alpha to iron out the new features, fix all bugs, and make sure the balance is suitable for the public. If you want to join that process, please come onto Discord and check the news tab to enter the testing group. There you can have a really big influence on the update!
The public playtest will happen afterwards, just like last time, probably in a few weeks.
The big feature of this update is the introduction of building variations. These new buildings come from all the other kingdoms and spice up your city building greatly, making every run much more unique. Every three buildings you build, you can choose between three different variations to replace one of your existing buildings. Basic building variants change how the resource is harvested or grant you other benefits from their kingdom, while production buildings have different recipes to change how you use your resources. Right now there are 60 variants per kingdom!
These will heavily change how your city plays and functions, but also how it looks!
In one run, you may go for a more elven city, where resources are harvested magically, and in another, you go for dwarven buildings and have belts going all over the city to transport your resources automatically.
This update will also feature the first new hero and units since the game released in early access!
Meet Valka, a barbarian ranged hero who plows through the monsters with her gatling gun.
She is very fierce and strong; you don't want to get in her way! The undead have a new small building, the soul harvester. Then we will also have three new units and a new siege unit I don't want to spoil yet, as well as ten new relics, a new item, and a new weather type with the sandstorm!
The spell system got overhauled with all the feedback I got from the last update. Casting spells now costs charges instead of faith, and you gain more charges when generating enough faith. Further you can have multiple spells at the same time and switch between them.
The new place to spend your faith instead is the faith tree, which you can access at the church. In it, you can improve combat-related skills, spell-related skills, hire nuns to improve production of your buildings, evolve incoming monsters to gain more coins, or trade for retries, a new resource used to retry days instead of banishes.
How trapping monsters work and what the General does has been reworked. They are now active on the battlefield and give you the ability to more directly affect things and express your skill.
There are already over 50 QoL changes included. For example, weather is better introduced at the start of the day, the game supports touch displays, and it is clearer what you have selected on controllers. There is also a new option to switch to a non-pixel font, which was highly requested but a lot of work, one to disable the chromatic aberration in the edges and one to switch to dark clouds.
One topic I'm proud about is something I read very often as a request for many developers, is fixing all the bugs. So that's what I did! I spent a week going through every single report since the early access release and just fixed them all. Only two very small but annoying-to-fix visual bugs remain. But no worries, I've probably added new bugs for you to find; it won't be boring 😂
I hope you will enjoy this new update as much as I enjoyed making it!
Feryaz