Thank you @Adi, @c0n390, @Marth, @Katana, @Dragoniancommand, @Massimo, and @Argyle for your donations: the game grows thanks to you. The community has been heard: tool uses are back.
Tool uses are back
The Feudera project was born with a core idea, however the opinion of the players who enjoy it cannot be overlooked. In the case of tool uses, there were numerous requests, and I'll admit it: the idea of a random break appealed to me more and represented a cleaner solution in terms of UI.
Going back to deterministic wear just to make your calculations easier? It wasn't worth it.
However, while developing the wars feature, many ideas came to mind that required reworking how the game handles items and, above all, duplicating them in the inventory. For example:
- In the future the tailor will be able to upgrade clothing, for example +def.
- In the future a craftsman will craft tools with greater durability than others.
However, the main reason that pushed me toward a rework of item management was a conversation with @Katana about clothing wear. If leaving tool breakage to chance would have been a nuisance I'd have gladly imposed on you, the wear of the various garments you can equip, had it been probabilistic, would have made it truly too difficult for you to make estimates.
So with a return to deterministic item breakage we will have:
- More accurate estimates. Income per consumed tool will be easier to calculate.
- Future item parameters. It will be possible to increase parameters of individual tools and clothing.
- Less frustration. Wear will no longer depend on probability.
- Future repairs. It will be possible to repair items.
This comes at the cost of a less tidy inventory, though I worked on a few nice touches to make this less of an issue.
World and system updates
- Barcelona. The city of Barcelona has been founded.
- New counties. New counties have been drawn in Spain, France, and Africa.
- Wallachian expansion. Additional counties have been added in Bulgaria, Greece, Turkey, and Ukraine, currently without collection points.
- Referrals. It is now possible to designate players as referrals, with rewards assigned at the admin's discretion based on factors such as seniority, roleplay, donor status, and bug reporting.
- Survey system. An in-game survey system has been integrated to better study players' needs and preferences.
- Item identity cards. Item images are now clickable and open a card showing specifications, with options to eat, equip, or discard the item.
- Translations. The game is now translated into Spanish and Chinese.
It's true, there probably isn't even a single Chinese player, but this is simply meant as a test: how many players from a community sign up for the game in the absence of any advertising, solely due to the implementation of a language? Chinese seemed like the perfect language for this experiment.
Interface, balance, and fixes
- Office badges. It is now possible to modify the official badge of the 4 offices.
- Registration rules. New rules were added to be accepted in the registration form. Thanks @Kols.
- Trending articles. The algorithm was revised by increasing the weight of engagement and decreasing that of the publication date.
- Game logs. The graphics of the game logs were renewed.
- Messages. A bug that caused double sending on slow connections was fixed.
- Page loading. If the connection is absent, the system now attempts to reload multiple times and displays a new graphic.
- Newspaper drafts. It is now possible to view drafts of articles created in the newspaper. Thanks @Hugs.
- Leaderboard. It is now possible to view the rankings of donors to global construction sites.
- Assignments and withdrawals. Several bugs related to assignments and withdrawals were fixed. Thanks @Kol, @LorenzoMedici, @Alistair.
- Salary withdrawals. When withdrawing your salary, the city game log is now correctly created and appears as an expense in the treasurer's office.
- Tutorial quests. Completing tutorial quests now grants 55 coins instead of the previous ~100, and 60 experience instead of the previous ~30.
- Collection points. A scroll bug on the collection points page was fixed.
- Purchase offers. Default purchase offers now include only one item. Thanks @Katana.
- Market UI. UI consistency was improved. Thanks @Linek.
- Simple backpack craft. The display error was fixed. Thanks @Katana.
- Law repeal logs. When a law is repealed, the log text is now displayed correctly. Thanks @Dyrianne.
- Image upload errors. When an image with too many pixels is uploaded, the correct error message is now displayed. Thanks @TheGreat.
- Translations. An incorrect translation bug in the notification panel and in the development advisor's office was fixed. Thanks @adi.
- News article dates. When reading a news article, the date it was written can now be read.
- Attendees. Attendees are now displayed and sorted by residence rather than position.
- Other improvements. Other improvements... which I genuinely can't remember.
This change to tutorial quests was made based on a reflection: it is more fun for the player to try to figure out how to earn the necessary coins as quickly as possible rather than mining until the administration skill reaches level 5.
Q&A
Why is it taking so long for wars?
Update #0.6 is a bit like #0.5 was: a massive update that will allow you to play for years with mechanics that will influence the interactions you have with each other.
But not only that. This part of the game is a critical area: if it doesn't work, the game dies. That is why I am taking more time: planning has truly required a great deal of time.
I had intended to write you a #devBlog to start informing you about the various mechanics, but then ideas upon ideas, problems upon problems arose, requiring additional time for design alone.
When will the test phase for wars begin then?
Honestly: I have no idea. It's a huge update: if everything goes

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