Progress threads from 2016
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Ludovic
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- Joined: Sun Feb 28, 2016 7:23 pm
Post
by Ludovic » Sun Nov 06, 2016 9:35 pm
In Progress
- River graphics improvement (70%)
- Army icon graphics (30%)
- Battle engine rework (85%)
Completed
- Map sprite movement animation (fluid movement)
- Performance optimization of randomization/content generation engine
- Character personality trait chances are now able to by modified according to race/culture/type
- Minor realm AI now takes relative military power into consideration for fear/intimidation calculations
- Mountain range identification improved to avoid erroneously merging different ranges connected by hills. They now have different names and are considered distinct by the engine
- Wizard Tower upgrade mechanics rework - design part - implementation postponed until after beta release
- Forests are now named by the world generator and no longer have placeholder names
- All wizard research items have icons - many are placeholders, but a better representation than the question mark icon
- Nomadic hosts now re-settle if they have no camps and are not raiding/invading, choosing a destination based on terrain preferences, avoiding provinces controlled by a strong military power, avoiding dangerous dungeons, preferring proximity to decadent/weak/rich realms.
- Greenlight video
- Units can be split into smaller units, or have detachments split off
- Armies now have units assigned to vanguard, scouting, main force or reserves
- Basic Relic generation and story mechanics
- Unit upkeep now normalized according to numerical strength (ie casualties/splitting/reinforcements will alter upkeep)
Interesting Bugfixes
- Wizard AI no longer becomes passive if attacked by a faction it already hates
- Nomad raiders no longer trigger duplicate pleas for help if a multi-army host is en route to a city
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