v0.35 - New objectives + Fixes


v0.35 is released~


Changelog:

  • - Trader now sells wood
  • - Add new objectives to build berry farms, get charcoal, iron ore and steel
  • - Add new tutorial ring graphics
  • - Tutorial rings now appear over cards to show what to choose to finish objective
  • - Add tutorial when first settler is obtained
  • - Add playtime text to bottom left
  • - Add version text to bottom left
  • - Add experimental MAC support
  • - Electricity card in prologue moved: 50 -> 60m
  • - Add 'Reach 60m' over electricity card collectible
  • - Storm blowers and storm attractors are no longer deletable
  • - Other difficulties are locked until you win/lose a run
  • - When trying to dash without dash research, a message now appears to prompt to research it
  • - Change reward screen timer text based on if you win or lose

Fixes:

  • - Fix bug where berries and burgers are consumed twice
  • - Fix berries going to -1
  • - Fix storm HP resetting to 50/100 upon load
  • - Fix character customizations not saving
  • - Fix new trader always respawning when reloading a 200m+ savefile
  • - Fix profession settler mesh overlapping with default mesh
  • - Fix marketplace showing expedition UI
  • - Fix missing fountain dialogs
  • - Fix windmill dialog triggering time pause event unintentionally
  • - Fix epic building cards showing 'Build & Unlock' when it should be just 'Build'
  • - Fix medium and sniper turret shoot sound not playing
  • - Centralize trader dismiss button in the UI
  • - Localize building error messages

About difficulty options

I've locked the game to only be playable on normal difficulty the first time. This is because I've seen a couple of people play the game, choosing Easy difficulty, and after 10 minutes of playing, the storm spawns and only destroys a few buildings, to which they then comment that the game is too easy,  forgetting that they were the ones who had set it on easy and thinking the storm has no challenge. The other difficulty options will thus now only unlock after you've failed or won once. (meaning you've seen the reward screen). 

I think this is better because players aren't sure what EASY actually means in the context of the game. 0.5x storm intensity? What does that mean? 0.5x hunger rates? How slow or fast is that? It's hard to gauge the difficulty without actually first playing the game, so I think even if you had the option of 'easy', you won't really have an accurate enough picture in your mind of how the game's difficulty is designed to make an informed choice at the start anyway.

About the new objectives

New objectives are added as I wasn't sure if it was clear enough how to make steel. Thus the game now teaches you how to get charcoal, then iron ore, and finally steel.

Let me know on Discord or over here if you have any thoughts!


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