Midas Playtest · public · first seen
Changes:
Tooltips:
Tooltips now update and should always show a building's current stats accurately
Hovering numbers in tooltips will now show how they're affected by buffs
Pinned tooltips for buildings in your hand will now transfer to the building when it's placed
Added support for Resource Tile text in tooltips
Placement previews should now work for all buildings and show every stat change that will happen if you place a building
Statuses now support stacks and different behaviours
Card unlock requirements overhauled:
Cards can have multiple unlock requirements, and completing any of them will add the card to your deck
Deck UI now shows unlock requirements
You can pin cards in the deck to see unlock requirements outside of the deck
Nomadic buildings:
Can now only move x tiles a turn instead of having infinite movement
Resources and statuses now move with them
Scout and Demolish:
Replaced icons
No longer permanent abilities
Added Scout to the starting deck
Removed cooldowns and replaced them with Tired:
Buildings sleep if they're Tired at the start of the turn and lose 1 stack of Tired each turn
Did a pass on all card text to try and standardise card language
Tiles are now revealed sequentially
Significantly improved feedback for when buildings produce resources
Improved feedback on drawing cards
Improved water and mountain shaders
Buildings no longer complain about "no demand" when placing
Improved tutorial with objectives, rewording, new sections and Guide links
Added Multitile building keyword that lets adjacent matching buildings upgrade together
Added Brewers building type
Changed the style for all UI buttons
Added VFX for Watered, Fired, Bees and Demolish
Brought back the Guide with support for:
Categories
Interactive examples
Video examples
Links to Guide pages from tooltips
Added building selection:
Placed building tooltips now toggle when you select a building
Building actions are available here for things like changing trade routes or demolishing
Card Changes:
Added Plan
Added Prepare
Added Organise
Added Supervise
Added Invest
Added Provision
Added Prospect
Potions:
Reworked Stamina Potion
Added Midas Potion
Added Fire Potion
Added Water Potion
Added Intelligence Potion
Added Bounty Potion
Added Potion Belt
Building Changes:
Added:
Beehive
Beekeeper's House
Well
Garden
Fountain
Archery Range
Bottling Plant
Diving Platform
Cauldron
Reworked:
Florist: now removes flowers from a tile to gain +1 flower permanently
Apiary: now gets +1 Cycle for each adjacent unspoilt Flower tile
Dredger: now makes more Sand for each adjacent land tile and more Salt for each adjacent Water tile
Fireplace: now makes 3 Fired
Dye Factory: now accepts Berries, Flowers or Coal and makes +2 Dye per unique resource spent
Tailor: now gets +2 Cycles per Powered
Weaver: can now spend Dye to double its Cloth output next turn
Crusher: now spends all its Stone at round end to make 2 Sand per Stone spent
Alchemist: now spends Flowers to add a Potion to your deck
Campsite, Village and Town: now turn Food into Population, and Village and Town get +1 Input per Population on their tile
Smelter: 1 Ore -> 2 Iron is now 2 Ore -> 3 Iron, +1 Cycle for every 5 Fired
Bonfire: makes 5 Charcoal and gives 3 Fired to adjacent buildings
Stone Mason: output tripled, but now gains 2 Tired
Coal Mine: now gets +2 Coal per existing Coal Mine
Removed:
Fireplace
Workers hut
Workers caravan
Rain catcher
Rock Knapper
Crab Farm
Charcoal Kiln
Foundry
Builders Hut
Construction Yard
Architects District
Warehouse
Art:
Replaced art for Apiary
Added art for Beehive, Coal Mine, Cotton Farm and Dye Factory
Fixed a bug where:
Tooltips:
A broken Keep tooltip would keep opening infinitely
Tooltips could sometimes get stuck to the mouse
Tooltips could sometimes become indestructible
Tooltips would sometimes not appear when they should
Clicking directly on a building wouldn't open its tooltip
Rotating buildings was overridden when a building needed to face certain tiles
Sheep Farm wasn't gaining benefits from Sheep tiles correctly
Buildings could fail to place on tiles that had buildings in the previous game
Sometimes buildings would be impossible to place
The underwater portion of tiles wasn't spawning correctly when loading a save
Tile resources on forests would be buried under the tile when a building was placed
Nomadic buildings wouldn't flatten or unflatten tiles they were moved to/from