Wow, it’s been far too long since the last update! Lots of life-issues hit me all at once, along with various games industry conferences. But… all is good again! We should be back to regular updates, now. (And my new apartment is even nicer to work from than the old one!)
- Playable classes are now assigned a “Flavour of the Month Tier”, by the player community. You can view these in the class info windows.
Tiers run ‘S’, ‘A’, ‘B’, ‘C’, D’, from best to worst, with ‘B’ being average. If all your classes are in perfect balance with each other, they will all be at tier ‘B’.
That’s a total lie, though, because these tier ratings aren’t reliable; the whim of the player base biases them over time, even if you make no changes. So… you should probably take these tier ratings with a grain of salt. But your players take them very seriously; new players are more likely to choose to play the currently highly-rated classes, and players become happier when their chosen class rise in tier, and sadder when they drop in tier.
You can affect the community-assigned tier levels by buffing and nerfing your classes, and also (to a smaller extent) by changing the visible model.
Note that classes are assigned to tiers at the start of each game day; changes you make to a class during a day won’t affect its current tier until the start of the next day. If you’re loading an old saved game, your classes won’t be assigned to tiers until the start of the next new day.
- Subscribers are now able to make and track demands.
Right now, the only implemented demands are for particular classes to be buffed or nerfed.
As a general rule of thumb, subscribers won’t make demands unless they’re invested in your game. Even when they’re feeling invested, the demands made by most subscribers are based upon their own personal experiences and the broader class tier ratings, so… as above, best to take these with a grain of salt. But subscribers will become somewhat happier if you do the things they demand. You can view a subscriber’s demand (if they have one) in their Info window.
Or alternately, the class info windows will tell you how many subscribers are calling for each class type to be buffed and nerfed; that might be more useful.
Note that when a subscriber calls for a buff or a nerf, what they’re really asking for is for that class to move up or down in the tier rankings, so they will not consider a class to have been properly “buffed” or “nerfed” until a new set of tier rankings “proves” that it’s happened.
- Proof of concept for textured roads.
This is just proof of concept; need to get proper artwork for the roads! But I sort of like having a bit more to them visually than just the old flat brown. Feedback is very welcome on this!
We now track the average time between deaths, and the average time between gaining levels, for all player classes. These values can be seen in the class info windows.
Fixed the generation of terrain clutter around paths (grass was being excluded to a much greater distance around roads than it ought to have been)
Fixed an array save/load function which was causing certain terrain editing operations to be lost after a save/load cycle. (Thanks, @Daniel!)
If you use the “Go To” button on the VIP event’s alert, it now zooms in to view the VIP, instead of leaving the camera at its current zoom level.
Sped up window rez effects:
“Fast” transitions: 0.25 seconds -> 0.2 seconds.
“Slow” transitions: 1.0 seconds -> 0.4 seconds.
Flicker duration: 0.6 seconds -> 0.5 seconds.
- Fixed a bug which was causing “rez blocks” to disappear from the loading screen sequence.