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New Releases

Developer's Note:    Feast or Fracture is currently in alpha testing and accessible only by dedicated Steam code.  If you are interested in becoming an alpha tester, please click here.

Coming soon to Steam!

Version 1.05 Released!

Jan 2nd, 2024

New refugee scripting, rebalanced econ units, lots and lots of bugs fixed

New Logic:

  • Implemented new refugee scripts. Refugees will now "flee" for 3 turns, then settle in the nearest plains or steppe tile. Resettling a refugees unit on a pillaged tile will replant a hamlet and add this tile to the player's kingdom.

  • "Heritage" starts: All players will start with knowing a how to farm a random crop or ranch a random animal, based on the player's starting terrain. (e.g. If a player starts on a snowy steppe, the starting crop/animal will work on snowy steppe). Stacks with faction leaders whose bonus is knowing a starting crop/animal.

Balance/Play:

  • All buildings are now built by laborers (and only laborers can build buildings)
    Laborers are now available at level 0 ("Subsistence"). Warbands are now available at level 1 ("Surplus")

  • Choose councilors: When the "new faction" dialogue pops up, players can now choose to promote a different leader to their council (rather than being forced to take the nominated leader). The chosen leader must still be aligned with the same faction. Leader options are pulled from the list of unlocked leaders; unlock more leaders by completing games!

  • Hid resource/yield effects from events when they first pop up. Make your choice based on faction leader opinions and your own intuition!

  • Expanding a settlement (hamlet->crossroads, crossroads->village, etc.) produces a 1-time reduction in time to the next unit. Otherwise, villages & towns produce units faster based on the number of surrounding tiles 'feeding' them.

GUI Fixes:

  • Fixed game-over and game-won images overlapping their borders

  • Fixed "lonely mountain" and "snowy steppe" tiles not shadowing correctly

  • Fixed unit-training window cropping in some situations

  • Redesigned councilor cards for tighter/more immersive display

  • Fixed control settings buttons cropping in some cases

  • Removed "font size" option from control settings (not fully implemented, removing to avoid confusion

Bug Fixes:

  • Fixed hamlets appearing whenever a unit moved over water

  • Fixed a bug where closing the control settings window automatically changed the font size to large

  • Fixed warband promotion - warbands can only be upgraded to archers (or other units) when your kingdom is at a "surplus" level or higher

  • Fixed occasional crashing from the map-generator script failing to place all kingdoms

Version 0.90 Released!

November 17th, 2023

Dynamic Battles & Places of Interest Part 2

New Development:

  • An all-new interactive battle window

  • New effects, labels and descriptions for places of interest like Holy Sites, Sacred Pools and Tar Pits. Any unit can now "discover" a place of interest.

  • Added "Game Length" to the game setup menu, and reduced the size of all maps. Allows faster games (especially for our testers!)

Fixes & Updates

  • Improved distribution and frequency of critical resources and places of interest on the map.

  • Reduced map sizes for all selections.   Smaller maps -> tighter games

  • Added snowy regions to standard maps.  Updated crop details to grow (or not!) in snowy regions

  • Villages now show flags when within 2 turns of a recruitment event (to allow you to change their recruitment before it happens).

  • Updated lingo around village desires and festivals to give a more immersive feel

  • Fixed factions generating too quickly; new factions should generate based on kingdom size, population, and diversity of units.

  • Fixed various bugs around showing village details and enabling/disabling various functions based on village size and status

  • Fixed battles not adding to bloodiness score.  You now gain one "Blood" point for every battle, regardless of whether you win or lose

  • Fixed trade goods display not updating.  Trade goods are now shown in a 2nd scroll on the map screen.

  • Fixed various display issues with points of interest, special resources, and farms

  • Fixed mine flow - mines now correctly yield ore (a tradegood) and coins (income).  Mines can only be build on a natural resource (i.e. an ore vein)

  • Fixed allegiance calculations from an event not being stored correctly

Version 0.80 Released!

September 21st, 2023

Balance tweaks and usability fixes, and starting on more faction leader personality.  More on that coming soon!

Fixes & Updates

  • Disabled seasons (taking away from core gameplay loop)

  • Updated the way faction leaders get satisfaction from event choices. Reduced likelihood of net satisfaction for an event choice being zero.

  • Faction leader satisfaction no longer decays per turn. (game balancing).

  • Fixed a bug where satisfaction scores from an event did not record correctly

  • Fixed a bug where coins/turn from taxes were applied even when there were no units/resources of that type to tax.

  • Fixed a bug where any unit that dies in a desert automatically triggers a "Near-Death Experience"

  • Fixed a bug where points of interest (sacred pool, holy site, etc.) were stacking on top of each other

  • Fixed a bug where points of interest didn't block farms and ranches

  • Fixed a bug where additional faction leaders did not display correctly in the council room

New Development:

  • Comments for faction leaders, relating to their priorities and opinions about where your kingdom is going. Visible in the council-room window

  • Faction Leader snapshot - zoom to a faction leader to see a breakdown of where their satisfaction and influence are coming from

Version 0.71 Released!

August 29th, 2023

Lots of usability updates in this one, enjoy and let us know what you think!

Fixes & Updates

  • Fixed large memory leak from repeated game sessions (the game wasn't deleting textures correctly when the "quit" was called)

  • Fixed "Ghost turn" effect: "Game Over" now occurs on the turn in which a player loses their last village (due to starvation), not on the following turn.

  • Fixed several cases of the screen failing to refresh after a popup box is closed

New Development:

  • All active buttons now highlight on mouseover

  • Enforced explanation text for every button and added 50+ button explanations

Version 0.66 Released!

August 13th, 2023

Lots of bug-fixes and requested updates in this one; thanks all for your clear feedback from v0.62!

Fixes & Updates

Fixed dropdown menus not re-ordering after selection is made

-  Fixed the "Government Type" label in the council room not displaying properly

-  Added explanations for all the menus in the new game window (map type, scenario, etc.).  Hover mouse over the box/menu to show the explanation.

-  Added option for playing in windowed mode: in the game folder, find the file seeds/controlsettings.json and change the "Fullscreen" value to either 0 or 1 (1 = fullscreen)

-  Fixed bug with game settings for music and sound not carrying over between game sessions.  Music & sound settings are now preserved between game sessions.

-  Fixed issue where clicking "discuss" in the council room triggered the econ window rather than a faction leader dialogue.

New Development:

Factions & Leaders:   Updated factions to use a 2 separate scores: influence and satisfaction.   Influence comes from units, buildings, and territory, while satisfaction comes from in-game events and specific player actions.   Election/coup/crisis results are based on the influence + satisfaction of every faction with a positive satisfaction score, vs. the influence + satisfaction of every faction with a negative satisfaction score.   

Governments: Choosing a government type opens up additional ways to improve leaders' satisfaction.  Governments that are not a republic now give only 2x influence to their chosen faction, rather than 3x.  

Faction Thresholds: Changed factions to focus on occupation (e.g. there is a "Mystics" faction, rather than a "Nahim" faction).   New factions occur automatically when that faction's influence >= 3. 

Version 0.62 Released!

August 2nd, 2023

Version 0.62 is up!  Lots of new pieces this time; thanks to everyone who put in feedback since the last build!

Hotfixes:

- Fixed events losing track of player choice when a 2nd event pops up before the 1st completes

- Fixed hang caused by Choose Government popup overlapping with the home toggle buttons (map, council, research)

- Fixed bug where Ozcollo's marker did not show for all player colors

New Development:

- Added Archers as a new military unit.  Archers promote from Warbands - i.e. you must first train a warband, then promote it to Archers.   Archers have attack: 2 and defense: 4 (vs. Warbands' 3/3 and Chariots' 7/4).

- Revamped the main map GUI and added new button explanations (mostly to clarify game goals and mechanics). 

- Improved details for "Delegations" - display costs and effects, handle different resources, handle per-turn and one-time costs.   Adds needed functionality to the delegation flow allowing players to choose the best option to their playstyle. 

- Improved knowledge seeding (seeds in blobs, enforced seeding critical knowledge in every map, randomized non-critical knowledge between game sessions).   Long version: In order to farm, ranch, or mine a resource, your citizens must first know how.   The fastest way to learn about a new resource is to find a hamlet that knows about it.   You won't be able to see this ahead of time - hamlet's guard their knowledge closely! - but once a hamlet joins your growing kingdom, they will share any knowledge they have with you, allowing you to farm/ranch/mine that resource on the map.  In this update: critical knowledge (horses, tin, and copper) will be seeded on every map.  Non-critical knowledge will pull from a randomly-generated list on every game.  Knowledge "blobs" on the map - so if one hamlet knows something, there's a pretty good chance an adjacent hamlet knows it too.

- Switched Adobe to Stone - throughout the game.  Stone is a much rarer resource, and adobe was ubiquitous.  Note that this makes several buildings free.

- Added intro/prompt message on game start

 

Version 0.51 Released!

July 14th, 2023

Thanks to everyone who submitted bugs and feedback this month!  We've pushed out hotfixes for everything submitted, as well as an all-new "Delegation" module to help with end-game diplomacy.   See details below, and happy testing!

Hotfixes:

- Fixed crash when player told mystics to research and tried to move them to a new research project

- Fixed crash when player clicked on "Lumber" on the top bar while no unit was selected
- Fixed main-menu music continuing to play when user loaded a game from the startup window

- Cleared old savegame files pre-loading to player's folders

New Development:

- Added "Delegations" - once a you've met a foreign player, send a faction leader as a "Delegation".   Successful delegations yield large quality-of-life (QOL) bonuses for the foreign player, at the cost of coins or food for the initiating player.  Provides a way for players to "help" foreign kingdoms improve their QOL in the late game.  

- New faction leaders now generate on 2 different conditions: by population size AND by creating towns.  E.g. you will get your 2nd faction leader when your total kingdom population > 6, or you create your second town, whichever comes first.  Implemented a max of 5 faction leaders.

- Event choices now require an available faction leader.  If all faction leaders are busy (with other events, or leading delegations), only one choice will be available (generally "take no action").

- Enable/Disable tutorials from the in-game settings menu

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