Dev Log - Day 16
Test Release of Humans, get it here: DOWNLOAD HUMAN FORTRESSI wrote a lot of content for the human manual. Mostly text, no fancy graphics or formatting yet.
I finished the upgrade system for guilds, each upgraded guild now has a reaction that unlocks one of the guild extensions, for 500 gold, which is the reagent needed for the guild extension upgrade reaction. I also added normal reagents to this, for example blocks, sawblade and mechanisms for the Sawmill, and so on, for each of the 48 workshops.
I allowed a second option for the 20 race-specific workers/merchants: You can now either rent 1 season for 500 gold and 1 contract, or for 1 year for 2000 gold and 4 contracts. Essentially the same, but people requested this to keep micromanagement down.
I made 3 embark profiles for humans. Farmers, Miners and Military.
I also finished 7 more guild extensions:
- Eel pond
- Fish pond
- Turtle pond
- Oyster pond (these four were really easy)
- Chemist
- Alchemist
- Experiment Lab
I finished following 5 race-specific workshop:
- Drow Poisoner
- Succubus Summoner
- Warlock Sorcerer
- Dwarf Runesmith
- Kobold Potter
5 left to go, the Gunsmith, Trapper, Treesinger, Gadgeteer and Artisan.
And I bundled everything up for testing.
Next thing I will do is an open community fortress in which players can have a first look... I know that ~12 or so buildings and all 10 race-specific stages are still missing, but I need some community feedback, need to see the balancing and test, test test. I might even take a break for a few days, let people playtest it, gather feedback and continue once the most unbalanced parts are figured out and fixed.
Today is also the day that the funraiser officially finishes, so here you go:
The final update on the donations stuff.