Author Topic: Skyward Collapse Alpha 0.806  (Read 6183 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Skyward Collapse Alpha 0.806
« on: May 08, 2013, 08:26:05 pm »
The latest upheavals: http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.806 ;)

Trade is the biggest casualty, here.  It mainly just wasn't very interesting before, and wasn't working out in practice like we thought it would on paper.  So here it is, re-conceptualized.

There are a bunch more interface and general usability enhancements here, such as for instance showing the resources on the right sidebar and also not letting you accidentally place multiple fletchers (or whatever else that doesn't need multiples) in a single town.  Hooray fewer accidents.

You can also now level up your profile just by winning games, and may already have done so by past actions, heh.  All of the unlockable buildings actually have functionality implemented, which before today only 3/10 actually did (but you wouldn't have noticed, since you couldn't unlock them).

Genocide is a bit easier to have happen, since a lack of TCs will now cause it.

Also there was a lot of concept work done today, to get things figured out for the next few days.  Big items left on our list to implement before round 2 of the alpha:
- god tokens
- catastrophes: http://www.arcengames.com/forums/index.php/topic,13024.msg146032.html#msg146032
- random god selection
- new tutorial

So we're moving on along, mainly because we figured out a way to avoid edicts, propositions, and challenges, and instead do the more interesting catastophes model that encompasses the intent of all three of those models into one more interesting and dynamic model.  Yay!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: Skyward Collapse Alpha 0.806
« Reply #1 on: May 08, 2013, 08:54:33 pm »
Looking forward new tutorial when finished.

Castrophes is.exactly what i wanted. it organicly.causes imbalance.
Life is short. Have fun.

Offline madcow

  • Hero Member Mark III
  • *****
  • Posts: 1,153
Re: Skyward Collapse Alpha 0.806
« Reply #2 on: May 08, 2013, 08:57:46 pm »
Fatal errors seem to be a thing here. I went to mantis it, and saw another report on it already.

Edit: Link for the lazy http://www.arcengames.com/mantisbt/view.php?id=11397

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: Skyward Collapse Alpha 0.806
« Reply #3 on: May 08, 2013, 09:09:41 pm »
Fatal errors seem to be a thing here. I went to mantis it, and saw another report on it already.

Edit: Link for the lazy http://www.arcengames.com/mantisbt/view.php?id=11397
Yeah.. and I've been able to reliably reproduce it with the save I posted here:
http://www.arcengames.com/mantisbt/view.php?id=11399
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline madcow

  • Hero Member Mark III
  • *****
  • Posts: 1,153
Re: Skyward Collapse Alpha 0.806
« Reply #4 on: May 08, 2013, 09:12:13 pm »
Cool, I had a save I made immediately after, but I figure at that point the damage is done and the save wouldn't be helpful.

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: Skyward Collapse Alpha 0.806
« Reply #5 on: May 08, 2013, 09:13:44 pm »
I always try to find a way to reproduce the error (sometimes can help track it down) if it is possible.  More info is always helpful when you have to troubleshoot.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Skyward Collapse Alpha 0.806
« Reply #6 on: May 08, 2013, 09:30:54 pm »
Fixed in 0.807, which is now out.  Thanks for the reports!

My internet is being wicked slow right now because of a storm (WTF?  I have cable), so it's hard to post right now.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: Skyward Collapse Alpha 0.806
« Reply #7 on: May 08, 2013, 09:34:32 pm »
Fixed in 0.807, which is now out.  Thanks for the reports!

My internet is being wicked slow right now because of a storm (WTF?  I have cable), so it's hard to post right now.
Slow internet during a storm? So tempted to troubleshoot..
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: Skyward Collapse Alpha 0.806
« Reply #8 on: May 08, 2013, 09:46:28 pm »
Sorry, double posting..

I finally got logs in 807 for the other fatal error I had reported.  Still a pita (time consuming) to reproduce.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: Skyward Collapse Alpha 0.806
« Reply #9 on: May 08, 2013, 11:33:13 pm »
Fixed in 0.807, which is now out.  Thanks for the reports!

My internet is being wicked slow right now because of a storm (WTF?  I have cable), so it's hard to post right now.


Mine always gets all crazy when it SNOWS.   Ugh.  Cable type here too, and no matter how many times it happens, it doesnt make any more sense. 


Aaaaaaaaanyway,

Looked at the patch notes here.... I like the idea behind the trade system now.   This also solves another problem:  Resource overload.  It was sometimes (not all the time) easy to get to a point with certain resources where you have like 600 of them, but they're not being used very quickly.... this sounds like a great solution.   Not to mention giving another way to get the really difficult to come by things (argh diamonds argh).  Also it just sounds alot better than the previous bit where you have a crazy guy (seriously, he HAS to be crazy to just wander back and forth through Ice Giant infested battlefields just to trade some fish) running back and forth getting random resources for no particular reason.   

And yay, Arsonists dont suck now!   Before it was more like some crazed wacko running around randomly kicking trained soldiers in the shins while waving a flaming stick for no reason.  Definitely a good change.


Now to go try all this out.


I'm curious about one thing though:   How exactly do the difficulty levels work?  Each one being split into 4 still..... is that just a temporary leftover sort of thing?  Or do the incremental levels have some effect that is simply not currently stated in the menu?

Offline Misery

  • Arcen Volunteer
  • Core Member Mark V
  • *****
  • Posts: 4,109
Re: Skyward Collapse Alpha 0.806
« Reply #10 on: May 09, 2013, 02:57:54 am »
Ooh, this is a good update!  Even if I TRY to be negative with this one, there's little to complain about here.

This one fixed quite a bunch of the issues I'd had with the game.  Firstly, thanks for the change to the action player;  it's pretty much perfect now, much appreciated.

The increase to minimum distance between cities looked minor on paper, but it has ended up having quite the impact as cities are nowhere near as easy to place as they were before, often requiring manually building a bunch of land in order to facilitate them.   A very good thing.

Also, the change to the way building capture works, that has turned out to be another really good change.   Combined with the "1 per city" structures, this now has way more strategy involved in building up cities.   The "Build up" action also has gone from me never using it, to me using it fairly frequently.  Though I use the unit version of that more. Also has me using towers more, as well as altering the surrounding landscape alot.  All of which are interesting and fun and have alot of strategic potential.

And finally easy resource display!

There is one glitch that is making things loopy at times, which is that limited-turn items arent always having their turn-count dropped;  I had an Eldhrimner that lasted for.... awhile.... THAT certainly produced an interesting challenge, haha.   Others have done it as well.   I put a Mantis thing up for it:  http://www.arcengames.com/mantisbt/view.php?id=11403

Aint seeing any other bugs.   And the only thing with the UI that I can think of at this point, is the desire for a building list to appear in the city center popup.   There might be other small issues but I dont always notice smaller things like that.

The game is downright addictive at this point, and I suspect that'll only increase as the many locked buildings start to be unlocked.



On a side note, ranches:   How in the heck can a ranch produce HALF OF A HORSE each time?   That sounds.... messy.

Offline Cinth

  • Core Member Mark II
  • *****
  • Posts: 2,527
  • Resident Zombie
Re: Skyward Collapse Alpha 0.806
« Reply #11 on: May 09, 2013, 03:05:24 am »
Think of it as a horse is born on the first turn and is grown up in the second... Or one horse every two turns :)

Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline orzelek

  • Hero Member Mark III
  • *****
  • Posts: 1,096
Re: Skyward Collapse Alpha 0.806
« Reply #12 on: May 09, 2013, 08:16:49 am »
Can we get a kill count per side?

Previously points did that. And it's a useful statistics to look at - way to judge which side is winning after you military conflict gets over 50 units and you don't want to watch each fights.

(I'm playing with 50 turns/round. I'm at 5 cities per side and combat on main battlefield is getting intense. Each city has 2 or 3 (for Norse) unit producers.)
Kill count proposal

Offline iozay

  • Newbie Mark III
  • *
  • Posts: 48
Re: Skyward Collapse Alpha 0.806
« Reply #13 on: May 09, 2013, 08:35:31 am »
I really like this version :) I no longer speak of "potential" but a good base to expand upon, congratulations :)

From now on I will focus my feedback on the huge negatives considering the time, until now I haven't seen anything noticeable.

Offline orzelek

  • Hero Member Mark III
  • *****
  • Posts: 1,096
Re: Skyward Collapse Alpha 0.806
« Reply #14 on: May 09, 2013, 01:40:16 pm »
Kind of game stopping bug:
Permanent Elhrimnir

Greeks are shafted in this game... but their barracks work at 0 hp :D