Pax Augusta

Pax Augusta

View Stats:
Roger  [developer] Feb 11, 2024 @ 9:18am
Weekly Devlog
For many months I have been posting a devlog on Discord every Sunday evening. Since not everyone is on Discord, I will post the same devlog here too.
< >
Showing 1-15 of 93 comments
Roger  [developer] Feb 11, 2024 @ 9:18am 
Devlog - February 11, 2024
This week I added some features and fixed some bugs. Corruption will be a central factor in the game. All workshops are now subject to corruption. This means that buildings that are built further away from the forum can no longer be optimally monitored by the administrators. This increases the corruption value. This leads to higher costs. Events will also be added later on. If, for example, the corruption is very high, you suddenly notice that there are not 800 units of food available, but that the books have been cooked and there are actually only 500 units. I will be adding this in the coming weeks.
You can reduce corruption by choosing your own character traits.
Then I generally fixed bugs related to the tutorial. This should now run smoothly.
I have also added smoke effects to the game. This means you can see how the city really lives. Columns of smoke rise from bakeries, forges etc. against the sky.
Roger  [developer] Feb 11, 2024 @ 9:20am 
and the latest video from the alpha version:
https://www.youtube.com/watch?v=ReTsUAz08MQ&t=607s
Roger  [developer] Feb 25, 2024 @ 9:58am 
Devlog - February 18, 2024

This week I tried to rework the terrain model of the world map. The Swiss mountains particularly bothered me. The valleys were not correct. So today I experimented with a few terrain models. Unfortunately I have to disappoint fans of hardcore realism. It simply doesn't make sense to depict the mountain valleys exactly as they were. The textures just don't look nice. Because the mountains on such a world map, if you copy them exactly, are much too flat. That's why I decided on a mix. If possible, I orientate myself on the original conditions. But the terrain is still stylized. So the mountains are now higher than they actually are and the mountain valleys are not quite as realistic.

Unfortunately, I can't find any accurate maps of where there were forests back then. The literature that was available to me said that there were primeval forests in Germania Magna. But Germania Magna was probably not a completely closed jungle but had many places that were vacant. So we will see denser forests than in Gaul but not a single jungle.

I added a new function:
If you produce or buy food, you also need enough market stalls. Therefore you have to constantly expand the market. You can now also rent out unused market stalls. You sign a rental agreement that cannot be changed for 20 weeks. This way you get some money for the unused space. It's not much, but it's better than nothing.

I also continued to balance the game. It will now be a little more appealing to unlock new buildings. But don't panic, I'm currently in the process of installing sandbox mode. So everyone can play what they want.
Roger  [developer] Feb 25, 2024 @ 10:22am 
Devlog - February 25, 2024

A good but also a bad week!
This week Unity, the engine I work with, had a problem. It froze. Since I clicked around several times, the engine had registered the clicks after it started working again and activated a button that levels all mountains, valleys and rivers. Since Unity has a bug with me, I couldn't reset this. 10 hours of work lost. Unfortunately I have only modeled about 10% again.

Then there was a problem with a backup that wasted a lot of time.
But now the good news. A new bell has been added to the game. This rings when there are problems in the city. You can set it so that you can see the bell but not hear it or you can set it so that you only hear the important messages.
Then I've added lots of little icons and hover elements. As a new player, you can see more quickly where a problem is or what a special button does.
Then I worked on the save/load system. This had caused some problems which I was able to fix.
Roger  [developer] Mar 3, 2024 @ 9:26am 
Devlog - March 3, 2024

A very successful week is coming to an end. Balancing is moving forward. Currently 1 out of 5 levels is optimally balanced. Because there are many variables at play, I have to play the game over and over again.

Food will be a very important factor. You're actually constantly fighting to make sure you have enough food. Food spoils constantly in the warehouses and nothing is produced during the winter months. This means you have to fill your warehouses as quickly as possible. So far it has been very easy. You simply go to the region and see who is selling what and buy there - problem solved. What is new is that the commercial contract must be confirmed by a notary, which costs money. Then it is the case that this imported food is a little more expensive than what you can produce yourself on the menu. The only problem is that production on the city map is very inefficient. So you have to plan exactly how you produce your food.
If you dedicate a temple to a local god, your workers will produce more food because they are much more motivated. So there are several ways to reach your goal.

The recently installed bell is a game changer. You quickly forget many things that you depend on. The bell has saved me from ruin or starvation several times during testing. I think you will love them as much as I do.

Then there is currently a heated discussion among the testers as to whether a 1st person mode should be installed or not. I'm still not sure.

I haven't been able to reconstruct the world map that I accidentally destroyed. But it is functional again so far that you can play the demo. Is there a demo coming soon? I can't say exactly yet. But I am working on it. There are always smaller bugs that need to be fixed first. Nothing crazy, but they just disrupt the fun of the game.
Roger  [developer] Mar 10, 2024 @ 10:40am 
Devlog - March 10, 2024

I was busy fixing bugs again this week. The testers have also given valuable feedback. For example, there is always feedback that new players may not understand certain game mechanics. This is constantly being fixed with new tooltips or adjustments to the tutorial.
Then I finished adding the brick production. I'm still testing it, but still need to tweak the balancing. In principle, however, it works.
I'm currently working on improving the region map. That was an input from two testers. On the video, it is simply light brown in the background. You will now see this in a room.
I want to work on new maps in the coming week. Screenshots will follow soon.
strategicus60 Mar 12, 2024 @ 2:12am 
Well. Do you confirm 2024 for the game?
Roger  [developer] Mar 17, 2024 @ 10:13am 
Originally posted by strategicus60:
Well. Do you confirm 2024 for the game?
The goal is late fall 2024 :)
Roger  [developer] Mar 17, 2024 @ 10:14am 
Devlog - March 17, 2024

Just a short devlog today because I mainly worked on balancing. At the request of the testers, a new function was added. You can put newly producing buildings such as the lumberjack in a "forced vacation" mode. This means that the production facility only costs 10% of the cost, but does not produce anything.
As always, I fixed a number of small bugs. But mostly worked on balancing. I'm also now working on a map that's in southern Europe. This makes the setting much brighter.
The coming weeks will primarily focus on balancing. I'm excited that we'll be able to play the demo soon.
Roger  [developer] Mar 24, 2024 @ 9:23am 
Devlog - March 24, 2024

A lot happened in the game this week.
I'm still working on balancing. The game is a bit too difficult at the moment. But I will continue in this mode and then slightly adjust the values for the difficulty level.
The testers often had problems with the bridge. These have now been fixed. I wrote a completely new code for the bridges. This can now be torn down and rebuilt without any errors. You can also build a so-called bridge monument in front of the bridges. You can write your own name there.
Then you can go bankrupt. You don't lose the city, but you lose your reputation.
The new map for Southern Europe is also evolving. Unfortunately, it's not quite finished yet. I want to add some more vegetation.
Then there is a new log book. When you start a map that was previously saved, the logbook will give you a brief overview of what was done in the last save. This will be helpful if the save game is already a few weeks old.
I'm currently working on a new tavern in my live streams. Don't worry, I don't necessarily need new buildings. I'm only doing these buildings because I have time for them on the live stream.
Roger  [developer] Mar 31, 2024 @ 8:35am 
Devlog - March 31, 2024

This week I implemented the Taberna. It is a small variant of the already implemented Popina. Both are inns. It was necessary to have a smaller version to better balance the game.
Then we have something very special. The supporter: Nils Jörissen recorded the German language for the tutorial at his own request. It sounds really good. Not all the texts have been finished yet, but the German-speaking players can look forward to acoustic blast.
The story also develops. I think I can start implementing it in about 4 weeks.
Otherwise I just fixed a number of bugs and worked on balancing.
Roger  [developer] Mar 31, 2024 @ 8:36am 
a short video about the new Taberna:
https://youtu.be/kVWvohGNhK4?si=-71w0FymqjcSCZjF
rwh39407 Apr 5, 2024 @ 10:01pm 
Demo? Will there be one?
Roger  [developer] Apr 7, 2024 @ 8:31am 
Originally posted by rwh39407:
Demo? Will there be one?
Yea, I work hard to publish the demo in a couple of weeks.
Roger  [developer] Apr 7, 2024 @ 8:32am 
Devlog - April 07, 2024

The past week I have been working on the world map. not the whole empire is playable in the game. Only the northwestern provinces. Why is that? Well, I'm doing it on my own. To finish the world map I still need about 150-200 hours of work. Then a new pathfinding was added this week. This should simulate the people in the city better. The first tests are going very well. The German dubbing artist "LordNils" has done a great job. The last voice samples have been integrated. The tutorial is now completely dubbed in German.
I am currently working at full speed to get the demo ready. Subscribe to the newsletter at www.pax-augusta.com to find out when the demo will be released.
< >
Showing 1-15 of 93 comments
Per page: 1530 50