Godus
Rob Banks Apr 21, 2015 @ 10:06am
New build #11633 on opt in!
Hey guys,

Todays new build includes bug fixes for the following:
  • ​The game keeps on crashing when the user builds the first abode then relaunches the game
  • User is unable to proceed to 'Weyworld' after unlocking and sailing the 'Ark' on 'Homeworld'
  • Upgrading the 'Farming Settlement' will change the 'Settlement Size' value for 'Mining
  • Settlement' and 'Builder Settlement' info modal on the 'Timiline' UI
  • The description of the Shrine of Stamina ( Stronger Followers ) on the Timeline UI is incorrect
  • The value / text displayed on the Super Boost card description is incorrect
  • Various translation errors

The newly implemented features are as follows:
  • Warbands now regenerate health when out of combat. We've implemented two methods of this (so that the designers can decide which they prefer) - the one you'll be seeing in this build is "full" regeneration, which resurrects dead followers.
  • Warband members can now attack enemy civilians and buildings.
  • Lots of miscellaneous and wide-ranging warband logic fixes (still a lot of work to do here)
  • Buildings now have health bars when under attack
  • Civilians react to the presence of enemy warbands, panicking and fleeing (very much work in progress)
  • New warband priority system with dynamic retargeting.

Please leave any feedback or questions below and we'll get back to you in this thread!
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Showing 1-9 of 9 comments
Heisenberg Apr 21, 2015 @ 11:27am 
Do the hitpoints for settlements and buildings vary?
Pankoi Apr 21, 2015 @ 12:53pm 
Originally posted by Heisenberg:
Do the hitpoints for settlements and buildings vary?
Yes.

Abodes have more health dependent on their size. Settlements use a slightly different calculation, but the principle is the same.

:koi:
Pot Apr 22, 2015 @ 8:05am 
You could make warbands have an option to kill civilians or you could enslave them, taking up alot of time with you capturing them and taking the to a prison settlement or maybe a millitary one and they go around working for you. It could be a moral decision and if you have slaves, it is a quick way to get warriors, farmers and miners (and other jobs if added) but it will have later consiquences (may just be small but there could be lots of similar choices that stack up. Slaves could get free if there are too many and they can attack you from within your towns.

Looking good though, I like the destroying buildings aswell but the astari don't have many to attack... They could possibly start building around astrariville and slowly take your land...
Pot Apr 23, 2015 @ 12:59pm 
Um, something else. The archers seem to instantly know my men are there (through walls) it could become a line of sight thing, be a bit more tacticle.
totallyTim Apr 23, 2015 @ 1:38pm 
The idea to to enslave villagers does sound interesting. Maybe even add an ability to capture individuals with your army (a minigame where it's easier to get the civilian killed than captured). These would than perhaps serve as 2nd class citizens in your city, who could only work on farms or mines or as family servants or something.
Rob Banks Apr 24, 2015 @ 2:17am 
Originally posted by Doey:
Um, something else. The archers seem to instantly know my men are there (through walls) it could become a line of sight thing, be a bit more tacticle.

Yeh, this is something we're looking at. At the moment the archers just have an attack radius and a chase radius but it doesn't take into account vision.

I like the idea of capturing and stuff, I'll point it out to the designers :)
Pot Apr 24, 2015 @ 9:36am 
Cool

Originally posted by Kyreal:
Originally posted by Doey:
Um, something else. The archers seem to instantly know my men are there (through walls) it could become a line of sight thing, be a bit more tacticle.

Yeh, this is something we're looking at. At the moment the archers just have an attack radius and a chase radius but it doesn't take into account vision.

I like the idea of capturing and stuff, I'll point it out to the designers :)
Spiderweb Apr 27, 2015 @ 12:24pm 
I tried to use the world editor today and most of the lands I created and select "done" on did not create at all. I haven't had to change anything with the editor since the change, so was wondering if its a bug I just noticed?
XDude Apr 29, 2015 @ 12:11pm 
Did you accidentally reset the beacon timers to "glacial"?
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Date Posted: Apr 21, 2015 @ 10:06am
Posts: 9