Author Topic: TLF Version 1.026 Released (Brace For Options!)  (Read 6092 times)

Offline x4000

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TLF Version 1.026 Released (Brace For Options!)
« on: June 30, 2014, 05:22:59 pm »
Original: http://arcengames.com/tlf-version-1-026-released-brace-for-options/

Version 1.026 is out, and contains a number of things that fans have been asking for, as well as a number of important fixes.

There are some overall improvements to the solar map AI in this update, and there is also an overhaul of the ship graphics and their ships.

There are also new Advanced Start options that let you customize your gameplay experience, and it's from there that the name of this update derives.  There are four new options added in this update, but more are inevitably coming in the next few weeks.  With a game like this -- like AI War, too -- having flexibility in how campaigns play out is definitely a good thing.  That means not just in-game options, but also options when you are setting up a new game.

In AI War, the lobby is incredibly complex and daunting to new players because of that extreme flexibility.  There must be over a hundred things you can choose or tune on there.  Our goal with TLF has always been to make it a lot more accessible to new players by making the Quick Start pretty much only ever have two options.  But then Advanced Start is something that we figure can run wild and get as complex as it needs to, in order to better serve the hardcore players.  Now that we are getting a better idea of what the hardcore players are actually interested in as options, we're starting to do that.

In particular, there were some things that for new players are not a problem, but experienced players find them too easy or too tedious, and this update allows you to either make those harder or turn them off.  This doesn't mean we're never going to actually update core mechanics, but it does mean that we can make a kind of baseline set of core mechanics that does not just smash new players into complete pulp (as much), but where we still have options for the hardcore fans to ratchet up the difficulty in more specific ways than the two difficulty level dropdowns allow for.

Again, all of this is super familiar to anyone who knows AI War -- except this time we're aiming not to increase the baseline learning curve despite catering to the hardcore fans at the same time.  An important lesson we have learned since AI War.

--------------- What's With The Shift In Schedule Lately? ---------------

I actually wrote about that last week on our recently-moved blog.

--------------- Ongoing Updates ---------------

The support of the community, and the growth of it, remain amazing to me. It's been 10 weeks, and it's clear we definitely have a winner here.  As of a couple of days ago we have now broken even on the game, meaning that we actually are making money over and above what we spent creating the game.  We're continuing to expand the improve the game via bugfixes, balance updates, and new content, and plan to do so for the foreseeable future.

It won't always be on a consistent schedule, but if you're familiar with our post-release support for AI War: Fleet Command over the past 5 years, that's basically the arc that we are currently expecting here unless something unexpectedly changes.

At present we are also working on expansions for both AI War and TLF (TLF: Betrayed Hope). The expansion for TLF is expected to be available for preorder through our site in early July, with access to the current beta of the expansion.  The actual full release of the expansion is expected to be in August at this point, on all the existing distributors that carry the base game.

More to come soon.  Enjoy!

This is a standard update that you can download through the in-game updater, or if you have Steam it will automatically update it for you.  To force Steam to download it faster, just restart Steam and it will do so.
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 Misery

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #1 on: June 30, 2014, 07:21:52 pm »
....option to disable the RCI?   What?


Granted, it's pretty broken right now, so that might be a good thing, but... I dont understand how that works in gameplay terms.  Arent alot of things tied to that?

Offline x4000

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #2 on: June 30, 2014, 07:27:09 pm »
....option to disable the RCI?   What?


Granted, it's pretty broken right now, so that might be a good thing, but... I dont understand how that works in gameplay terms.  Arent alot of things tied to that?

A fair number of things are tied to that, but that's only one variable among many, many, many ones.  Disabling the RCI is a way to focus on more of a military game, in my view.  Also, paired with some of the upcoming expansion stuff, you'll see where it makes even more sense there (not that I feel it is senseless here).

Frankly I am not sure how much I agree the RCI is broken right now, although I'm certainly willing to look into things.  I think that players are having an expectation that they should be able to affect RCI more than they are intended to, and that's more or less the disconnect for the most part.  Anyway, there is bound to be a subset of people who basically don't want to be messed with in that way, and that's cool with me.
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Offline Misery

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #3 on: June 30, 2014, 08:37:52 pm »
I think I can see what you're saying;  it'd break the game if you could just warp the RCI numbers from, say, absolute bottom to absolute top at will.   Aside from also just not making much sense.

The problem though is that currently no actions have any effect whatsoever.  In a range of thousands, a slow trickle of single point increases has no meaning.  Heck, even 10 or 20 at once via some strong action is worthless.  And it's even worse with dispatches, where you pay many months of time for a small increase that has no meaning because it's effect is so tiny.  That's where my problem is:  There's all this RCI-related stuff, but there's no point at all in using it because the effects of you doing so are simply too small, which ends up feeling very disjointed as the game constantly gives the impression of it being this major mechanic that the player needs to take part in and interact with.  And the RCI itself ends up totally at the whim of the RNG.   I personally tend to run out of ideas pretty fast if something goes wrong, because there just arent many actions to take that can deal with negative effects and whatnot.  Granted I aint a strategic wizard here, but still.


I've no suggestions or ideas for this one... this is outside of my realm, that's for sure. All them blasted numbers, I cant just shoot them down or something, and yelling at them probably wont help either, so yeah, that's my ideas used up.  And I can only really explain some of what I find the problem to be and I may have phrased it wrong.... not sure.  I think those math-wiz guys in the RCI thread though seem to have a good handle on it though, that might be worth a look when you have some free time.

Offline NickAragua

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #4 on: July 01, 2014, 12:20:29 am »
I was looking forward to kicking some butt with I-KPs new art, but I get a black screen upon starting (music still plays though). Logs attached - looks like something to do with steam integration, based on the exceptions being thrown.

Offline TheDarkMaster

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #5 on: July 01, 2014, 12:58:19 am »
The silliest thing with the RCI values is that in my experiance you want them to be crap.  It makes things much easier for you in all cases except for public order.  If a race's public order gets low, then they're just dead, but it will be a painfully slow death that gives you plenty of time to do whatever you want in the mean time.

Offline resistor

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #6 on: July 01, 2014, 03:28:01 am »
I think the problem with RCI is more about messaging than about the actual mechanic.  I understand your contention that players shouldn't be trying to micro-manage it all the time.  But, as a fairly new player to TLF, a lot of the time I find myself at a juncture without another meaningful option to take than an RCI dispatch.  This makes me feel like they're important and that I should be controlling them more.

I think someone floated the idea of removing the RCI dispatches. I think that could work, but you might need to step up Mission frequency or provide some other avenue for players to invest time in when they're at a loss for what else to do.

Offline Poulpe

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #7 on: July 01, 2014, 03:41:00 am »
TLF is good and is becoming better.
His succes is deserved.

Btw, I hope that the armada cap at 0 (or almost 0) Bug will be corrected soon ^^;

Offline Fleet Unity

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #8 on: July 01, 2014, 05:29:05 am »
Yep I am getting a black screen as well I tried to launch the game from STEAM then the game folder itself and all I hear is the music. Looking forward to seeing the new art!

Offline MaskityMask

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #9 on: July 01, 2014, 05:38:30 am »
Huh, kinda funny since all ship art is new and shiny but turrets and such still use old tron line art

I don't mind it, but wasn't expecting it... Anyway, cool to finally see new stuff :)
« Last Edit: July 01, 2014, 05:42:58 am by MaskityMask »

Offline Teal_Blue

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #10 on: July 01, 2014, 07:02:30 am »
....option to disable the RCI?   What?


Granted, it's pretty broken right now, so that might be a good thing, but... I dont understand how that works in gameplay terms.  Arent alot of things tied to that?

A fair number of things are tied to that, but that's only one variable among many, many, many ones.  Disabling the RCI is a way to focus on more of a military game, in my view.  Also, paired with some of the upcoming expansion stuff, you'll see where it makes even more sense there (not that I feel it is senseless here).

Frankly I am not sure how much I agree the RCI is broken right now, although I'm certainly willing to look into things.  I think that players are having an expectation that they should be able to affect RCI more than they are intended to, and that's more or less the disconnect for the most part.  Anyway, there is bound to be a subset of people who basically don't want to be messed with in that way, and that's cool with me.

Just a crazy idea that came to mind. When is a fix not completely a give-away? When it's a trigger. So what we do is have upticks in one rci value, balanced by down ticks in another value. Like say medical going all to heck, is brought 'slowly' but surely back into balance by the players actions, missions or goons or costs or whatever seems appropriate and not excessive. while a random rci value is pushed out of kilter by that same action.

In this way players have some effect. But we don't get to have our cake and eat it too. We pay for that balance by skewing some other value that we will have to address, either sooner or later.

:)

-Teal

« Last Edit: July 01, 2014, 08:35:31 am by Teal_Blue »

Offline Mick

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #11 on: July 01, 2014, 07:49:41 am »
I think just nixxing the RCI dispatch missions completely (and possibly many other RCI related actions) would be a good idea. It seems like they were meant to be filler, but they give players the impression that they are just as important as any other action (in fact, more so, since you have to commit so much time to them compared to ones that have a larger impact). They present kinda a false strategic choice, and cause frustration when they don't seem to be having the effect the player wants.

Offline Teal_Blue

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #12 on: July 01, 2014, 08:45:24 am »
I think just nixxing the RCI dispatch missions completely (and possibly many other RCI related actions) would be a good idea. It seems like they were meant to be filler, but they give players the impression that they are just as important as any other action (in fact, more so, since you have to commit so much time to them compared to ones that have a larger impact). They present kinda a false strategic choice, and cause frustration when they don't seem to be having the effect the player wants.

mick,
           Shouldn't the new checkboxes in advanced start to remove 'some' and the other checkbox removing 'all' of the rci interactions from the game.  sort of a if you don't want it, you don't have to have it kind of thing?

-teal

« Last Edit: July 01, 2014, 09:08:30 am by Teal_Blue »

Offline Pepisolo

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #13 on: July 01, 2014, 09:09:11 am »
Just fired the game up to check out the new graphics. Amazing! Good job I-KP! I really like the new energy shield, too. Much more aerodynamic....or spacedynamic..or... nice shields!

Offline Mick

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Re: TLF Version 1.026 Released (Brace For Options!)
« Reply #14 on: July 01, 2014, 09:19:14 am »
I think just nixxing the RCI dispatch missions completely (and possibly many other RCI related actions) would be a good idea. It seems like they were meant to be filler, but they give players the impression that they are just as important as any other action (in fact, more so, since you have to commit so much time to them compared to ones that have a larger impact). They present kinda a false strategic choice, and cause frustration when they don't seem to be having the effect the player wants.

mick,
           Shouldn't the new checkboxes in advanced start to remove 'some' and the other checkbox removing 'all' of the rci interactions from the game.  sort of a if you don't want it, you don't have to have it kind of thing?

-teal

That solution feels wrong to me, because I'll always feel like I'm playing a game in a different mode than it was really balanced/designed around. If the dispatch missions don't add anything valuable to the game (or harm it), I think they should just be removed completely and not optioned out.

EDIT: And those values don't really cover what I'm suggesting, which is to remove and lesson how much the player interacts directly with RCI, not to remove the concept from the game completely. Keep them in the simulation, but remove the illusion of control.
« Last Edit: July 01, 2014, 09:24:49 am by Mick »