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.7.4.0 Changelog Released!

Hey everyone!

HUGE update inbound! It should be out in the next day or so. Without further ado, here’s the list!

7.4.0 Changelog Notes – WIP

6.14.19

MAJOR ADDITIONS/CHANGES

  • Added: Intel System
    • Major new gameplay system has now been added and is about 80% complete. This will break down the highlights:
      • Inquisitors added
      • Intel Progress added
      • Intel Nexus screen added
      • Intel-related Projects added
      • Statistical/goal Intel added
      • Assignments and budgets added
      • Informers added
      • Empire Intelligence Centers added
      • Intel-related Actions added
      • Special Ops added
      • Fear-related effects added
    • Inquisitors
      • Inquisitors are actually squads of heavily weaponized, trained agents, of which there is a lead Inquisitor that is represented in the game. Inquisitors have 2 main stats, Espionage (affects Intel missions, Trial missions, and general survivability) and Special Ops (affects special operations such as assassinations, blackmail, intimidation, etc.) An Inquisitor can be set to several Missions:
        • Passive Intel – allows you to gather information slowly in a planet, system, or province range on characters that are currently residing within that range. This Mission will not raise Fear, as it is covert.
        • Active Intel – more aggressive than Passive Intel, this represents the Inquisitors using more, ah, direct means to gather information, including intimidation. This is far more effective in gathering Intel Progress on your target, but it will raise the Fear level significantly and the affiliated House/Character will take a very dim view of being actively investigated.
        • Training – Basically gives the squad additional XP per month which can lead to an increase in either the team’s Espionage or Spec Ops skill.
        • Stand Down – Inquisitor squads cost money to have active. This Mission will put the squad in reserve, and while it will not cost anything against your Intel budget, the squad will slowly lose experience, and eventually points off their ratings, In addition, the longer they have been stood down, the longer it takes to reactivate them.
      • Inquisitors can be assigned to 3 types of targets: Characters, Houses, or Planets. If they are assigned to a Planet, they can also set a Scope for Intel Missions: Planet, System, or Province. It takes several months for an Inquisitor to set up and find a new Target, which is represented in the Preparing For Mission status.
    • Intel Progress
      • Intel Progress is a 0-100 number that represents the progress made towards maximum Intel on a Target. Basically, the more IP on a Target, the more you know about the stats/plans/etc. Slowly decays over time if there is no active Informer presence or Intel mission attached to the Target.
    • Intel Nexus Screen
      • This screen will show you your budget for the year, the projected and current Inquisitor budget, the current Informer budget, and the status of all Inquisitor squads. You can change the mission and target of any Inquisitor from here, or disband them entirely.
    • Intel-related Projects
      • You can currently build or expand an existing Empire Intelligence Center up to level 3. You can only build EICs on capital worlds (system or province)
    • Statistical/Goal Intel
      • In conjunction with Intel Progress, this dictates everything you know about a Target – it determines what data you can see about a House/Character/Planet, how accurate that information is, and with the next update, it will give you information about possible Plots that the Character is involved in.
    • Assignments/Budgets
      • You will now be able to set the Intel Budget at the start of the year and see what needs to be allocated to keep all of your Inquisitor squads from disbanding due to not being paid in full! (Loyalty, after all, comes at a price.) Anything above what is required to fund your Inquisitors in full will be allocated as the Informer budget, which you can set on individual Planets as needed.
    • Informers
      • Informers are your low-level intel net made up of Pops who are willing to divulge information about Characters on Planets where they are active. They do not have an influence on Houses or Planets, but they are a relatively inexpensive way to maintain intel on Characters who stay on a certain Planet. They do not increase the Fear level, and their willingness to inform is based on the budget set for the planet, their Culture, and their Love for you. In other words, don’t expect Pops to spy for you if the vast majority of them hate you.
    • Empire Intelligence Centers
      • EICs are the hub of your Intel network. Here is where Inquisitors are trained and supported, and they also serve as a planetary nexus for intel. They have 2 main functions – they set the maximum number of Inquisitor squads you can have in the Empire (the total number of levels of EIC) and they act as an Intel-gathering entity that always works passively, even if you don’t have Inquisitors present. It does raise Fear on the planet it is built on, however, while Level II EICs can cover and provide passive intel for a system (and raise fear) and Level III EICs can cover a province (and raise more fear throughout). They are progressively more expensive to maintain, and their costs come out of the planet’s Infrastructure budget.
    • Intel-related Actions
      • You will be able to assign Spec Op Missions to Characters that have Inquisitors assigned through the Character Action UI. If that character has an Inquisitor attached that is set for Spec Op Prep, Missions will appear for that Character. If no Inquisitor is attached, the Intel tab will not appear at all!
    • Special Ops
      • You will be able to do several special ops. In this release, you will be able to do 2: Assassination and Blackmail. More Spec Ops will be available shortly.
      • You select these by first assigning an Inquisitor to a Character, then setting their mission to “Spec Ops Prep”. They will start accumulating Spec Op points. Once they reach certain thresholds, Spec Ops will start to show active. The higher points you have over the minimum, the more likely the chance for success, but beware – an inexperienced Inquisitor could be caught in the act preparing with a big hit to the Emperor’s Power and Fear!
    • Fear System
      • The Fear System has been added as a counterpoint to Love. Love represents the overall feeling that Pops have about you; a low Love rating is essentially a low public approval, while a high Love rating means they’ll run through walls for you. Fear works differently – the higher it goes, the more likely that unrest and riots will break out. Once fear goes higher than love, you are considered a tyrant and your titles will change appropriately. Tyrants must spend a tremendous amount of military to keep Fear high enough to keep the Empire stable, but keep in mind that while Fear will drop if you don’t continuously show force to your people, your Love will be very slow to increase once you’ve shown you rule tyrannically! This system will continue to evolve as the Military and Science/Reform systems are added.
    • Added: Intel UI
      • See above for more information. Includes empire, system, and planet level UI showing information about Informers, EIC level, Inquisitors on a planet/system, the chance of an Intel increase on any one Character on a planet, and more!
    • Added: New Action: Request Favor with House
      • Now you will be able to ask a House Character whom you have a strong relationship with to intercede on your behalf with their House Leader. If successful, your Positive Rep with that House will increase depending on their success.
    • Added: Claim System/Influence
      • Now you will have more information showing the Influence of each House on each system from the Political Command Mode on the Galaxy View. Each House will be shown in descending order of Influence on a system.
      • You can claim any System if you are the first to put in a Claim regardless of Influence, but you will probably annoy the House who has the most Influence, and if you do not quickly strengthen your claim, a House with more Influence will override your Claim and you will lose yours. To expand your Influence, you must colonize planets, build outposts, and build installations like Starbases, Logistical Networks, etc. Influence drops off sharply about 300 AUs from the system in question, then levels out as it continues to drop until Influence ends about 15K AUs from a given system.
      • Remember that you can not build in a System that you do not have a Claim on!
    • Added: Budget Subsidy From Imperial Treasury
      • Now you will be able to allocate money when you are setting the yearly budget from your Imperial Treasury to the budget by setting a slider next to the budget sliders. It costs 25 Power to do this (it’s a sign of weakness to have to dip into reserve funds) but will make your Pops slightly happier (you are willing to use your personal wealth to improve the lives of the people).
      • This can only be used during the yearly budget allocation, and does not have to be used at all!
      • If you go negative in your GPP at the end of the year, you MUST use this subsidy to bring the budget to at least 0 (i.e. you are not in debt). It will still cost 25 Power. If you can not do this, your Empire will collapse, you will be deposed, and you will lose the game.
    • Changed: Migration Balance
      • Now Pops will migrate when they are happier if there’s a planet or colony that seems like it will provide a better opportunity. This should result in more overall migration!
      • In sum, planets that are not nice places to live will have less migration than before AS LONG AS there is opportunity and positive factors (retail, trade, jobs, etc).
    • Changed: Color-indicative UI
      • Now each Command Mode will have its own dominant color for system and planet screens, Projects, etc. This should make it easier to determine immediately what Mode you are in, as well as provide some color feedback. The colors are:
        • Military: Red
        • Economic: Green
        • Political: Yellow
        • Intel: Purple
        • Demographic: Blue
        • Overview: White
      • This system will continue to evolve as the game is developed!
    • Added: Change Assignment Action
      • A requested feature, now you can swap Characters who serve either in the Council as Primes or Characters who are Viceroys/Governors in your Holdings, as opposed to designating them for assignment and then reselecting them. This will simply swap the Characters’ Assignments. Note that if a Character is being demoted, i.e. from a province governor to a viceroy, they will not be happy, and vice versa. They cannot decline since they serve at your pleasure.
      • I have also expanded and improved the Character Selection UI in the Action screen. You will be able to see the tooltip, the House, and you can now sort by all Viceroys, Governors, Primes, and Courtiers. You can also sort by Skill. When you have an Action that will allow a swap, a ‘SWAP CHARACTER’ button will appear, and you will be able to access the Character Rank filter. Otherwise, you will only be able to select from ‘free’ characters (courtiers) as usual.
      • Note that you can NOT swap out Characters who are serving other Houses this way. In other words, you can not replace a Viceroy who is running a House Holding that is not yours and is not part of your House since you do not have authority to do so. You can only ask them to step down or exile them (or kill them!) to get rid of them.
    • UPDATED: Major optimization changes
      • Continuing to optimize the turn generation and graphics – most people should now get 60+ FPS on all screens. Still working on overview screen on planet view, but overall significant improvement
      • Turns should only take about 15-20 seconds to generate now, unless you are playing very large empires

 

MINOR ADDITIONS/CHANGES/BALANCE

  • Added more Requests/Demands
  • Added 3 more secondary strategies for House AI
  • Changed the Character Screen to make accommodations for the Intel system; also changed the Action Panel to only show categories that were relevant to the Character. For example, if a Character is a Courtier, they will not have any Assignment Actions since they do not have an Assignment, so there will not be an Assignment tab!
  • Added more tooltips
  • Continue to balance the economy – Planets should generally produce more Build Points. Also scaled down the amount of BP required for some installation’s maintenance.
  • Balanced map sizes slightly – now ‘small’ is actually larger with more constellations. This should allow all Houses to find at least one Holding without having to resort to taking a ‘bad’ one.
  • Rewrote the House Holding algorithm to deliberately create unbalanced House Holdings. Now, you will see one or two ‘much more powerful’ Houses as opposed to all of them having roughly the same number of Holdings.
  • Added more Events

 

 

BUG FIXES

  • Fixed major crash bug relating to the House AI not being able to execute a Secondary Action
  • Fixed major bug with the economy – the percentages should now be correct.
  • Fixed major hang bug with starting a game – the game would not generate enough Characters to populate all roles in the Empire
  • Fixed bug with Houses not going down to the lower relationship level once the Emperor Reputation hit -500. Now it will drop, and reset back to 0.
  • Fixed bug with Infrastructure costing way, way too much to build
  • Fixed bug with how new Outposts and Colonies are created – they should now have the appropriate amount of infrastructure
  • Planets should not now build in excess of their total facility limit; if they hit the max they will change their focus to Infrastructure at 100%
  • Fixed several bugs with how Claims are calculated
  • I think I’ve fixed an issue where you could not start a new game after going to the main screen after abandoning a current game. Still a WIP.
  • Other minor bug fixes

 

 

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.7.3.0 released today!

Hey all!

Just released .7.3.0 today! It’s got some huge optimization improvement, a patch bypasser, more Actions, better AI, and lots o’ bug smashing! I highly recommend adding it, as it also includes the foundation for the Favor and Plot system coming later this month!

The changelog is added to the .7 Changelog post!

Enjoy!

-Steve

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Dev Update 2.2.19: The Living Galaxy, and a Lack of Control

Hey everyone!

This will be a pretty short diary, but I did want to touch on a topic that has come up a few times lately and I wanted to make sure that people understood the design behind it and the gameplay that will result.

Even though AotSS is a turn-based game, it has a living world around it. You can do nothing, and planets will still grow and develop, Houses will expand and/or execute their grand strategies, Characters will (soon) look to fulfill their personal goals, etc. and this will happen with or without you. Unlike many other 4X games, since you’re already starting from a base (you have an established empire that you’re trying to rebuild/corral) it’s a different style of gameplay than you having to build your empire from the ground up. AotSS will never be a game about maximizing build queues, it is a game about maximizing your relationships and best placing your talent throughout your Empire in a way that benefits you and benefits those you most want to benefit (e.g. Characters & Houses).

The idea of APs completely changes the game and makes AotSS what it is. Think about it. In most other 4X/GS games, you can really do everything. Even in Paradox ‘real-time’ games, you can pause and execute 200 orders if you so desire. APs give you tradeoffs and don’t allow you to control your universe in a way that you can with most other games. One big balance point is how many APs to give the character every turn? Too few, and there’s almost nothing you can do from turn to turn, and too many would almost defeat the purpose.

So the target feeling is that you as the player are not trying to control the empire and the galaxy, but influence it from turn to turn. Enough so that you can gradually shift your strategies over the course of a year or two, but not so that you can completely burn your strategy down to the ground in one ‘turn’ and start completely over. That’s not how life works, and it is highly illogical that a star-spanning empire can be driven and turned direction like a Maserati, but that seems to be how too many games give you that kind of power. Running an empire should be about almost hanging on for dear life, trying to nudge something or someone JUST A LITTLE BIT so that you have an advantage in the next nudge you want to make. Change should be numerous nudges, with the occasional Imperial hammer (military action, Projects, etc) to nail down an important piece of strategy.

That said, you can’t just sit around and do nothing. There is a game mechanic called Power Decay. Each turn, your Power drops about 3-5%, depending on several factors, and more if you’re more powerful. This represents the fact that at the end of the day, humans are very much a ‘what have you done for me lately’ bunch of people, and the longer you sit ensconced in your palace, not doing anything of note, the less Power you are willing to be given by others. After all, Power is as much perception as reality, at the end of the day!

So if you want a game where you can control all around you, AotSS isn’t that game. You won’t have the ability or the resources. But if you want a game where your results come one chisel and hammer at a time, where hard choices have to be made, and the realization that not all opportunities can be take advantage of, then AotSS just might be the best game you’ve ever played!

Look for the big .7.0.3 update Tuesday, with (at last!) save and load functionality, some bug fixes, and the start of a Grand Vizier screen!

Until next week!

-Steve

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Now that .7 is out… what’s next? A sneak peak of .7’s evolution!!

Hey everyone!

Well, it took a little longer than I intended, but finally .7 is out the door and ready to be played! Now, please remember that this is still an alpha version, so there are still plenty of things to do and fix! I wanted to give you a revised update of what’s to come and what the broad timeline is. I do want to say that I will be changing the update schedule to have one or two updates every few weeks, and more if people want it. The updates tend to be very large downloads (working on that) so once I get the assets cut down in Unity, that should help the file size significantly!

Anyway, the very first priority with .7 is to finish adding the economic system and riot system. They weren’t quite ready to go so with the first update you’ll see riots and the affiliated Actions/Projects that you can use to fix them. That should be about a week-2 weeks. Also, you’ll have working sliders and a new category of Actions: Economic. This is where you’ll be able to set tariffs, embargos, etc. These are not ‘choicable actions’ meaning that a character won’t have a choice about whether they happen, but you’ll still see their reactions (and any relationship change) in them. Also, obviously, any major bugs will be fixed during this time.

Next comes the save/load system. That’s a huge priority for me and in truth, there’s already save capability – the trick is loading. Really, the only issue is structuring the scene flow so that the program can redraw a new galaxy with saved data. The vast amount of data is deterministic – in other words, it generates based on some core saved data, so that should cut down on save game sizes. I hope to have that working within 2-3 weeks after the economic/Riot systems have been added and tested.

After that, I’m going to start adding the intel system, Challenges, and secrets, along with the required AI and Command Mode. This is a huge system that will also be integrated with the Character AI. Basically, you’ll be able to deploy and train Inquisitor squads that can be sent to planets to either gather information (spying, essentially) about a given planet/system/province, or they are there to actively investigate a potential Plot that you might have intel about on either you or another character. They are also used to execute black ops on specific characters, which include assassination, smear campaign, bribery, extortion, blackmail, and theft. Inquisitors basically gather op intel on a specific character for a period of time – until they have enough intel, they can’t act at all! Once they have a baseline amount of intel, they’ll be able to execute certain black op Actions; the more intel they can gather, the better their odds of success. If they are interrupted, they can try again, but the intel they have gathered will decay, and they may have to ‘re-intel’ what they’ve already learned.

Challenges are in the game, but nothing happens with them as of yet. With the Challenge addition, you will be able to challenge another character in the game, and then there is a 6 month period where you ‘recruit’ Characters to support your Challenge. Your challenged character is doing the same, and at the end of the period, whoever has the most support wins the Challenge. Winner gets a proportional increase of Power and Love from their respective Pops, while the loser loses Power, Love, and may have to give up their post to the winner depending on the Challenge.

Secrets are scraps of Intel that you might get from either gossip or from your Inquisitors. They are parts of a puzzle that the more you attain, the more info you have to potentially stop a Plot. I will be writing a full blog about this concept soon, but it’s really cool!

So after that is added, .7 will round out with the Science/Reform system. In AotSS, you don’t research like you do in a typical 4X. Your academics don’t research hard science as much as they do doctrines that allow you to take or unlock more Actions and more powerful Projects, especially with military and planet development. The thing is that your Cultures may approve or disapprove of the Reforms that you are undertaking, and they may react poorly if they have an Idea that is at odds with that specific Reform, so you do have to keep in mind who will react if you start researching world-killing lasers.

Finally, .7 will end with expanded House to House diplomacy and more intelligent House AI. Currently, Houses have relationships but they don’t really change and there is no specific alliance or war code for Houses who are opposed or allied with each other. This will be added in .7 leading up to .8.

And as always, the UI will be improved, more tooltips will be added, more Event pictures and descriptions will be added and the Grand Vizier will have more influence, including giving suggestions as to what to do next, how a character might react with a specific Action, and giving you a monthly report on what has happened and some advice based on that.

That’s what’s coming during the .7 development roadmap – No ETA, just ‘coming as soon as I can code it!’ Hope that sounds exciting – thank you for your interest in AotSS – please let me know what you think!

-Steve

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.7 inbound! And a new Kickstarter coming soon!

Hello, everyone! Long time no see! Even though I’ve been quiet, I’ve been working a lot on the game and after almost 5 pages of addons, changes, tweaks, fixes, and improvements, I’m just about ready to launch .7!

With that, after save and load functionality is added (the very next major feature to be added – well, technically save is already there, but it’s internal) I feel the time is right to launch a Kickstarter. With all the changes and fixes in .7, I am happy enough with the product that I feel that it is right to present as a Kickstarter.

A Kickstarter will allow me to work on the game more, add more art and special effects, allow the game to be promoted more (which will bring in more money that will allow more improvements – you see the cycle!) Let me be clear: I have 2 loans out on the initial development of the game – I have not made a penny on the game that I can ‘pay’ myself; all proceeds have basically gone to pay back loans on the game. So this is more of a passion project than something that’s going to buy my second home. But I do want to finish it and I feel the end is within reach with a large push in 2019. So look for more updates soon on when that will launch and how you can help!

Thank you for your patience!

Steve

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Update on AotSS – Release Date Announced, New Video Released!

Hey everyone!

Well, I have some exciting news – AotSS version .6, aka Archimedes, will be released Tuesday, January 9, 2018!!

The cost will be $7.99 for the initial entry. This means that you will get Archimedes and every other build going forward, including patches and content additions after 1.0. Why so long, Steve? Good question!

As I’ve said before, I’m not a fan of projects that promise much and deliver much less. If anything, this version of AotSS will include more than the original plan called for, including some basic House AI and more Actions and Projects (and corresponding UI) then called for originally. I want to make sure that I deliver a product that I’m proud of, and given my irregular work schedule, this is what it will take to not only deliver the build, but update the web site, add secure ecommerce, and do some basic cleanup of my sites and consolidate everything under the wordpress site under the www.allianceofthesacredsuns.com domain, since there are several sites floating around.

I have also released a new video that you should see if you want to get an idea of development – its here: https://youtu.be/0DLUH1JX6cI There is a slight echo but it is workable. I will release a new video every week until first alpha release with additional feature spotlights.

Later today, I’ll be writing another blog talking about a very good point that a commenter had in the video – who are you competing against, anyway? It’s a multi-layered questions and one that I feel deserves a larger answer, so I’ll talk about that later today!

Until soon… Excelsior!!

-Steve

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Update – ‘Archimedes’ is still on schedule for early October initial alpha release!

Hey all!

Well, despite a hurricane, a super busy time at work (when you sell cars and you’ve just had a massive flood, you tend to be very busy), and a very tricky stack overflow bug that took days to hunt down, AotSS Archimedes release .6 is still on track for an early October release. It will still be $7.99, and purchase of Archimedes will allow you updates throughout the lifecycle of the game. I’m not a huge DLC fan, so rest assured there will be plenty of updates (more Projects, more Actions, more dialog, more planet types, more Houses, etc) that can come for free! Details on how to purchase will come next month; we’re still working on revamping our website.

Also, we are restarting the alpha tester program. We’re far enough along now that there is a lot going on with the program and it is now impossible for me to track every little permutation. While there should now no longer be any show stopper/crash bugs, logic bugs, UI errors, data inconsistencies, etc. are something that need to be looked at. Balance is another huge aspect at this point. Other than adding a few data views, Archimedes is essentially feature-locked at this point, so testing can begin. If you’re interested, please email me at steve@imperia5x.com with your contact info, a brief background of your game interests, and any relevant experience. If you were a prior tester, I will be reaching out to you to see if you’re still interested, so no need to write. (If you were a tester for the previous (non-Unity) verion of Imperia, you will need to contact me as I no longer have that contact list.).

I will be releasing a new LP tomorrow as well. This will be a true LP, walking through some of the strategic choices and what you can do so far in this version of AotSS. As always, remember that this is a pre-alpha – there is a lot left to add!

Thanks for reading!

-Steve

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Updated development video now out! Check it out here!

Hey everyone!

As promised, the new video is out, and while it’s a bit longer than usual (almost 50 minutes!) it’s chock full of content and showing some of the new graphics, UI, and systems we’ve been working on. We are targeting more frequent updates – every two weeks or so, just to keep ourselves honest if nothing else. There should also be 2 blog posts a week ideally, but at least one no matter what. We’re working on cleaning up the forums – we had an attack of spammers a month or so ago, and we’re just about done cleaning up all that nonsense. We hope to have a tentative early access release date pretty soon, where you’ll be able to buy in on the ground floor and be eligible for all future updates. We’re getting closer, as you can hopefully see from this video. I’m personally excited to be working on the game actively again and I think you’ll be impressed with the strides we’ll be taking over the next several weeks!

Anyway, the link is here:https://youtu.be/0u1D2FvLHig

Don’t forget that we have our own channel that you can subscribe to for updates in real-time. Hundreds have signed up, why don’t YOU?? 🙂

Until soon,

Steve

 
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Progress report from the developer!

Hey everyone!

With the holidays in full swing, and with a new baby routine set up, life is getting less hectic and that means more work is being done on the game! We just finished adding constellations to the game system, and we are finishing up the culture/idea system. Our plan is to have the base UI completed very soon, including the province view/mode, and then we’ll start adding the AI for the characters.

We just sent version .4.3.0 out to the testers yesterday, and we’ve got plans to send about one new build a week. We also plan to create a new video in the next few days showing our progress. I have been concentrating on rewriting some base features so that the framerate and response time of the UI is increased greatly. We were having an issue with lag, so I rewrote the galaxy UI and main camera script to be much more efficient (it was one of the first things I wrote when I was still learning Unity, and it was one of those things where it could be much more efficient but I didn’t know it at the time). The UI and camera are much more responsive now. I also changed out the camera FOV and zoom system to work more like Stellaris as opposed to changing the FOV to zoom into the galaxy view. This makes the distortion at very high zoom-out levels almost nonexistent!

We’re also starting to implement the sound effects. It’s amazing how much a little sound can affect the UI experience. Makes it much more tactile. Unity makes it super easy to add sound effects to UI, as well as music. We’re still working on the music, but we have a few options already for a professional-sounding experience, especially for an indie game!

Oliver is continuing to write more of the game story and interludes, and Ogi just got back from holiday, so we’ll be seeing more art soon!

The next few builds will start to contain some of the command modes fleshed out more from a UI perspective, and we will start to add more Actions for characters, continue to add more art and remove placeholders, and start to generate the AI actions. We’ll start by testing 2 distinct ‘ultimate strategies’ that a character can be pursuing long-range (eventually, this will be around a dozen) and starting work on the ‘AI map’ to test it in the game. This is a very exciting time for the game and I’m excited to see what these characters will start to do!

Also on the radar: completion of the conversion of all stellar art assets to 3d, and adding volumetric nebulas/fog. That’s more of an ongoing task, however.

From a business perspective, we have finally finished our logo, and have begun design work on our new web sites. No ETA for those yet, hopefully before the end of the year. Our existing websites/forum are still and will continue to be up, however. We did have a spam attack on our forums (guess we’re getting bigger!) so for now if you want to register on the forums we will be handling those by hand.

We have started a news letter that contains some of this information, but it will add more in-depth info (an ‘insider’ piece, if you will) and will be sent on demand through signing up on our FB page or our web site.

That’s about all for now. Watch this space for more media soon!

Thanks!

-Steve

 

 

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.4 (Constantine) Releasing to Testers This Week!

Hey everyone!

First of all, it’s very exciting to see so many new people on the blog! Thanks to RPS for their very positive article!

We wanted to announce that we are releasing .4 this week (codename: Constantine) and we are moving right into .5 (codename: Theodosius). This means that most of the UI is now complete, the Projects and Action systems are in, the new game creation system is in, and the 3D graphics have been updated with most of the planets being replaced and all of the stars. We are very excited about working on .5, which will include the following:

  • Council System
  • Budget System
  • Emperor Screen/Diary
  • Unrest/Tension system
  • Constellations
  • Start of AI System Implemented
  • More Projects/Actions
  • Sound/Music

We are working hard on getting the AI implemented and the gameplay balanced as our testers will be working on this. Look for more screenshots and an updated video shortly on our YouTube channel!

Also, with the release of .4, we will be increasing the tempo of blog and forum updates, as well as working on our web site design. We will move to www.allianceofthesacredsuns.com shortly once our new web site is live. This blog will be moved there as part of that redesign.

Most exciting, we are planning to release our Phase One of our early access build before the end of the year! We will add more information about pricing and dates shortly.

Stay tuned for more info!

-Steve