dotAGE
Catman  [developer] Jul 1, 2024 @ 6:22am
Road to 1.3 - Delirium Update on Experimental! (now on Main Branch)
Hello Elders! The Experimental version is now updated with my latest work, which brings Speed Modalities, a Persistence Bonus, and an entire new Delirium Challenge Mode to the game!


V 1.3.0 EXP

Persistence Bonus
  • Reaching the second Prophecy Page will now grant a starting bonus on the next run for that elder, to incentivize not rerolling to get the best map, and instead embrace what lemons the game decided to give you
  • Rerolling the Map after reaching the second Prophecy Page will now grant score as if the player gave up
  • Added "Persistence Bonus" icon to signlal whether you have it or not

Speed Options
  • Added Fast and Slow speed options which change the duration of the game, while mantaining the same challenge level
  • Score values adapt to speed, reducing the score for winning or destroying Domains
  • Highscore Screen has separate leaderboards based on speed
  • Updated UI to handle speed mode

Delirium Mode
  • Replaced Challenge Mode with the new Delirium Challenge mode that allows adapting the difficulty to increase mastery levels
  • Delirium Challenge mode is unlocked by winning a game at Normal+ for an Elder
  • Existing Mastery Level is converted to the new Mastery Level: 1->1, 2->2, 3->2, 4->3, 5->3, 6->4, 7->5, 8->5
  • Added new Challenge Mode screen where the player can define what challenge to play, selecting from a set of existing difficulty modifiers
  • Replaced "Mastery" hint with "Delirium" hint

More Stats
  • Added new stats tied to each elder/difficulty/speed combo

System
  • Revised save/load system to allow multiple Steam users / different platforms to have separate folders, and getting it ready for future improvements
  • The new save file location is the same as before (i.e. CKCGames/dotAGE in your user data), but you will now find a folder with your UserID, ProfileA, and GameA

UX
  • Added option to pan and zoom while being on UI

Balance: Game Rules
  • Hard: starting food decreased from 97.5% to 90%
  • Harder: starting food decreased from 95% to 80%
  • Removed Overpip Scaling at lower difficulties
  • Reduced Overpip Scaling by 0.5 at each difficulty
  • Crops cannot be planted / replanted off-season anymore (as was intended)

Balance: Elders
  • Yugong: Intensive Farming now also counts depleted Crops

Balance: Buildings
  • Great Barbecue: Wood input to cook white meat increased from 1 to 2. Output Cooked White Meat from 7 to 10.
  • Large Campfire: Output Cooked Fish from 12 to 14.
  • Soy Field: bonus from undeground water increased from 1.5x to 2x
  • Crude Well: Base output from 1 to 2. Wood cost from 2 to 4
  • Well: Base output from 2 to 3
  • Puddle: Water input from 1 to 2
  • Pond: Water input from 2 to 3
  • Pool: Water input from 4 to 6
  • Fan: Output reduced from 2 to 1. Wood cost from 6 to 2
  • Large Fan: Output reduced from 4 to 3. Wood cost from 12 to 7
  • Water Shrine: Water input from 4 to 6
  • Water Temple: Water input from 8 to 10
  • Garden: Water input from 2 to 3
  • Ice Maker: Water input from 2 to 4
  • Apothecary: Water input to make Medicine from 1 to 2, Water input to make Antidote from 2 to 4

Balance: Events
  • Drunk ailment now lasts 6 turns instead of 10
  • Inhebriating Winds: chance reduced from 10% to 5%. Minimum threat from 2 to 3

Bugfixes
  • Fixed game not being saved if quitting at day one
  • Fixed day in the progress UI before load being wrong
    Last edited by Catman; Jul 24, 2024 @ 2:36am
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    Showing 1-15 of 23 comments
    glass zebra Jul 1, 2024 @ 6:28am 
    The outside world hits 70°C and dotage increases most water costs
    Last edited by glass zebra; Jul 1, 2024 @ 6:29am
    Catman  [developer] Jul 1, 2024 @ 6:31am 
    Originally posted by glass zebra:
    The outside world hits 70°C and dotage increases most water costs
    It's a realistic simulation!
    thank god for the yugong change
    the early game was absolutely horrible before lol
    i think all my runs of him just dealt with getting a load of health events from starvation and just hoping that none of them spiralled too hard
    glitzerpaillette Jul 2, 2024 @ 5:40am 
    Originally posted by CONE MacFlounder The Isopod Lord:
    thank god for the yugong change
    the early game was absolutely horrible before lol
    Don't thank god if you can thank Catman?
    Catman  [developer] Jul 2, 2024 @ 5:56am 
    V 1.3.0 b EXPERIMENTAL

    Balance
    • Persistence bonus now triggers only for the same difficulty/speed combo you played last for that elder
    • The Happening: now appears only as a failed Doom event

    Bugfixes
    • Randolph won't have a random Boon as their persistence bonus
    • Various localization refresh fixes

    System
    • Added key to immediately switch localization for localization QA
    Last edited by Catman; Jul 2, 2024 @ 6:00am
    Catman  [developer] Jul 2, 2024 @ 10:19am 
    Ok, given the initial feedback that confirms my suspicions, the early game at faster speeds needs a buff, so here comes more starting resources (food especially)!

    V 1.3.0 c EXPERIMENTAL

    Balance: Speed
    • Depletion Rate adjustment multiplier reduced from 100% to 50%
    • Starting Resources adjustment multiplier reduced from 50% to 25%
    • Starting Food adjustment multiplier reduced from 50% to 25%
    Catman  [developer] Jul 3, 2024 @ 7:27am 
    We are getting there with that Delirium mode!


    V 1.3.0 d EXPERIMENTAL

    Delirium Mode Changes
    • Lowered Build Cost max level from 4 to 2
    • Lowered Ailment Malus max level from 5 to 2, set value per level to 50% instead of 100%
    • Lowered Eaten Food max level from 3 to 1
    • Overpip Threshold max level increased from 4 to 5
    • Starting Resources max level increased from 4 to 5
    • Added 4 new mods, and reordered mod placements
    Last edited by Catman; Jul 3, 2024 @ 7:27am
    Catman  [developer] Jul 4, 2024 @ 1:16am 
    V 1.3.0 e EXPERIMENTAL

    Delirium Mode Changes
    • Insane Domains: Delirium per level increased from 2 to 4
    • Costly Pippins: Value increased from 50% to 100% per level
    • Starting Resources: Max level increased from 4 to 5
    • Weak Materials: Now increases Wood costs only
    • Great Hunger: Delirium per level increased from 4 to 8
    • Swapped "Great Hunger" with "Leaking Buckets", so that the former is not required to climb Mastery Levels
    Last edited by Catman; Jul 4, 2024 @ 1:17am
    Catman  [developer] Jul 10, 2024 @ 3:00am 
    Hi from the hospital

    V 1.3.0 f EXPERIMENTAL

    Balance
    • If you have enough Knowledge, you will now unlock a building blueprint directly, without passing the turn

    Fast Mode Balance
    • Training turns now adjust with speed (2 instead of 3 for most jobs at Fast mode)

    Delirium Mode Changes
    • Insane Domains: Delirium per level increased from 4 to 6
    • Research Costs: Delirium per level increased from 2 to 4
    • Starting Resources: Now cannot reduce resources below 1
    • Starting Food: Reduced minimum food value from 10 to 1
    • No Apocalypse Tower: replaced with Increased Metal Costs
    Chronus Jul 13, 2024 @ 2:55am 
    hi, how many days will it take to update the new version?
    Catman  [developer] Jul 13, 2024 @ 3:28am 
    I got slowed down by a broken leg, but still aiming to get it ready next week in time for Tacticon
    Catman  [developer] Jul 16, 2024 @ 4:39am 
    V 1.3.0 g EXPERIMENTAL

    UX
    • Added button to complete the current research if you have enough available surplus knowledge
    • Increased visibility of fish shadows

    Balance: Mechanics
    • You can now assign actions that require Food even if the food is being consumed by Pips. It will be recomputed after the action is assigned (i.e. Pips will become hungry, but the action can be completed)
    • Pips that cannot work (like Cats) will now be considered among Busy Pips
    • Weathers that have a chance to hit for each Pip will now limit the maximum number of hit Pips per turn to the chance value
    • Overpip Threshold increased from 30 to 35 at Normal, 40 at Easy, and 50 at Relax.

    Balance: Events
    • All is Lost: Now hits 50% Pips instead of 70%
    • Evolving Depression: Now hits 50% of Mourning Pips instead of 100%

    Balance: Buildings
    • Puddle: Water input reverted to 1
    • Pond: Water input reverted to 2
    • Fan: wood cost from 2 to 1, hemp cost from 2 to 1

    Delirium Mode Changes
    • Threat Generation: Increased Delirium per level from 6 to 8
    • Reduced Idiot Serenity generation from 3 to 2
    • Random Abyss Tiles: max level from 1 to 3
    • Build Costs: now affects all costs from tier 2 and above
    • Great Hunger: Removed
    • Added "Pretentious Class" and "Short Memory" mods
    • Pippin Growth Costs: Now scales with village size

    Bugfixes
    • Fixed delirium unlock cost of "Weakly Material"
    • Fixed river stones not allowing the "fill all map" achievement to trigger
    • Fixed bug with rerolling not keeping some challenge modifiers
    • Fixed bug with pulsing the wrong Pips when some are hungry
    Last edited by Catman; Jul 17, 2024 @ 1:48am
    glass zebra Jul 16, 2024 @ 1:28pm 
    Summer is saved!
    Catman  [developer] Jul 17, 2024 @ 7:53am 
    Originally posted by glass zebra:
    Summer is saved!
    Too soon!! I wanted to find a middle ground between the old wells, and the 1.3 wells, so here are some more changes on that. ;)


    V 1.3.0 i EXPERIMENTAL

    Bugfixes
    • Fixed delirium logic for Build Costs mod

    UX
    • Minor UI changes to the main menus

    Balance: Buildings
    • Underground Water bonus increased from x2 to x3
    • Well: Reverted base output to 2
    • Crude Well: Reverted base output to 1, and Wood cost to 2
    Siz Jul 22, 2024 @ 5:41pm 
    I don't know if this is a bug or just poorly explained in the game, but the Shaman challenge is infuriating because I have had three attempts now and I only just now noticed that I'm not eligible to get the achievement - I haven't killed a single animal, I haven't researched the Hunting Tent of Fishing Post even, but I guess Milk made out of Flour is not regarded as vegan? I suspect it is the same with Cheese?
    The achievement says "Win a game with Shaman without killing any animal, nor using any animal produce" - well, I certainly have not used a single animal's produce.
    Please, can you fix this?
    I'm not looking forward to spending another two days playing if the game is going to screw me over like this without warning.
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