Now out:
http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.905Features of note:1. Siege weapons are no longer so ridiculous in the hands of bandits, and your guys will prioritize killing siege weapons better since they are such a big threat.
2. Your guys will go after bandit keeps with a prejudice, too (or at least they should; have not adequately tested that, so let me know if you have a save where that's not working).
3. Black Death is no longer an automatic loss (come on, I'd never intentionally have a feature like that; that was an unintended confluence of events with recent changes).
4. Bunch of changes to some mythological and god tokens to make them more attractive and useful. Midgard Serpent is particularly exciting.
5. All the "things that generate score" are now properly in place, and your profile shows your high score now.
6. You can repair buildings by using a direct action now (though not if they've been destroyed).
7. Tutorial has been updated to reflect recent changes.
Big things still to come:Splitting out the difficulty based on Pepisolo's suggestions into three parts rather than one. One of those three parts would be score-gating (with attendant boosts to max score), again at Pepisolo's suggestion. If anyone can report on what their average scores are in games started in .905, that could help me set some reasonable gates. Right now I don't really have any idea, since I've been coding instead of playing.
My questions to you:1. Did we solve the problem of "not enough depth?" Aka, is this sufficiently hard to win on a high difficulty in a way that is interesting and brain-involving? My read seems to be "yes" in the main, although obviously time will tell if some cheesy strategies pop up in the future. But it seems like we may have squashed the obvious ones. With the (OPTIONAL!) score gates, that should help even more if you play with those on.
2. Does Easy difficulty feel sufficiently laid back, if anyone is playing that? It shouldn't really require much strategy. So long as you don't do anything egregiously silly, it should go pretty smoothly.
3. How about Medium difficulty? That should be like playing on difficulty 7 of AI War, I think. It's definitely quite possible to lose, and frequently, but it shouldn't feel unfair.
4. Continuing the AI War analogy, Hard would be more like diff 8, whereas Expert is more like diff 9.
5. As I mentioned in another thread, we're expected to deliver a press build tomorrow. Waiting is bad because it hurts our ability to have pre-release buzz. But giving a ridiculous build to the press in terms of it being way too hard -- or having mechanics that we shift on them a ton -- also is a bad idea. So how are your feelings on the current mechanics?
My read on the situation from what folks have said so far.1. It seems like we've solved the obvious cheese situations, as I noted. So the game should be sufficiently interesting to the grognards here for a sufficiently long amount of time to survive a week or two of interest at worst; and if more cheese is uncovered, we can always deal with that on a case by case basis, as with AI War.
2. I'm a little worried that the bottom end of the difficulty levels are too hard now, but I think some of that might have been because of the siege weapons being out of control last version.
3. It sounds like the score and score gating will keep a lot of you interested in a much more direct way, and keep you away from even trying anything cheesy since the score implicitly encourages you to take non-cheesy risks. So even if we're borderline on #1, I think this #3 does good by the game.
4. I feel like the current mechanics are -- knock on wood -- pretty stable. The repair buildings option seems like a really obvious thing to have now, though it never occurred to me. The scorched earth stuff really makes a ton of sense and I think is obvious to keep. Score is great, and so on. So I think in terms of a press build, we're not going to be yanking the rug out from under people too much with wildly changing mechanics between now and 1.0. But I've been wrong before -- it all comes back to the cheese factor, which is why we went through this round of changes today and yesterday in the first place.
So... thoughts?