Previous savegames are not compatible.
Funny how it's been almost a year in which the release never seemed to get any closer and now that it is finally here I have nothing worth saying about the whole thing.
It was tempting to make the renascent phases more frequent, at least temporarily to make this release feel more worth the wait, but that would have made them too ordinary and uninteresting in the long run, so I decided against it in the end.
Other than that, here's the change log.
Change Log:
- Foundational Renascent Moods and Phases: Each of the 28 renascents now has 5 unique moods with plenty of flavour text in them, ranging from upset stomachs and acquired hobbies to addictions and life crises. Most of these will come and go on their own as some sort of side-stories, modifying their passive events and which actions are available with them when staying at home, adding some new events as well. A few will modify their stats or require a choice on the player's part in the case of purely negative ones to avoid the risk of losing the affected renascent. This will all be further expanded in the future.
- Enemy Economy: Enemy lobbies will finance your opposition depending on how powerful they are, but attacking and moving units around costs the enemy money now, allowing among other things the pacification of the colony through attrition and political means.
- Automated Barriers and Ruses: Added 2 projects to fortify the perimeter of player settlements and seek official recognition for them by going to the "Projects" and "Settlement" menu. These are costly but automatically generate Barriers and Ruses over time.
- Players can now determine with 100% accuracy if an aristocrat is spying on them with enough investigating and stalking. After this, they can get rid of these spies at any given time feeding them misinformation to drastically lower Local Tension.
- Players can now conveniently give up on a given cycle to move on to the next from the "Abilities" menu.
- Combat is less frequent when Local Tension is 0 or less, hazards are slightly less punishing, and life is a little easier as a whole.
- Punishing enemy populations with any given unit will give you in advance an estimate the action's effect.
- Added new feyfolk content, some of it kind of sexy.
- Added 1 new territory.
- Added 4 new units.
- Added 4 new social contexts.
- Removed some old bugs to make room for new ones.
>some of it kind of sexy
ReplyDeletehmmm? :^)
Stupid sexy feyfolk...
Delete