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DEVBLOG #2 Development Update: Of Palaces and walls
Well, weve already talked about the new art! We are super excited about it. The game now looks like what we always hoped it would look like, and that is much thanks to our publisher and their very talented artists! They were able to take what we had in the game and extrapolate it into something really beautiful. We cant wait to show you what they have done with the UI! We have also added animals and hunting. This one was added a while back and provides a great food source, both early and late game. We have been experimenting with different flock behaviours. For those who have been playing the game on itch.io regularly, you might have noticed that when you start hunting a gazelle for example, the entire flock will flee. After experimenting with making the individual animals flee instead of the entire flock, we ended up reverting back to the flock behaviour for a couple of reasons. Firstly, feedback from the community was that the animals feel more alive and dynamic when they behave as a flock. It also makes it much easier to herd animals to your own base, which is key. Another interesting effect of this behaviour is that it provides opportunities for running to your opponents base and chasing away their food source. Very cheeky!
Then there is the Palace! This had a huge impact on the gameplay and strategies of the game. The Palace now unlocks the second half of the technology tree (which really isnt a tree, considering how flat it is). Initially, all the technologies were available to research from the very beginning of the match, what we would call a completely flat technology tree. This gave the players the opportunity to jump in and research more advanced techs like bronze smelting in the first few minutes. At some point we realised this wasnt especially useful, and there was no reason to have a flat technology tree just for the sake of it, and so we decided to try to split a match into two stages: the early game and later. Each player will obviously arrive at the stages at different times, and it provides an interesting strategic consideration as well; are you going to try to finish the match in the early game or will you place your bets on the late game, and try to defend against any attacks until then? For this to make sense, well have to explain the Palace first. The Palace is a fairly expensive building that, once built, will give you access to more advanced technologies as well as more advanced units. Initially, you can only generate slingers and light axemen. Both have one upgrade each, and can be very effective in early rushes, especially against an enemy who perhaps is saving resources to build a Palace. However, once you have built the Palace, youll have units like archers, heavy axemen and spearmen, among others, available to you. And! Youre one step closer to the elite swordsmen as well, all with their own upgrades. By tying this to a specific building, it also makes it fairly easy to spot how far along your opponent is by scouting their base looking for their Palace.
Hand in hand with the Palace were also the changes to the way you use and generate Knowledge Points. It used to be that you would select a technology to research, and then a timer would start ticking before you had acquired that technology. After feedback from players, we decided to change this by implementing Knowledge Points, which will accumulate, and you can spend these to instantly unlock new technologies. This means that you can save up your Knowledge Points, scout your enemy, and then spec in a direction that gives you the best chance. This change has also had a huge impact on what a multiplayer match in TFC looks like, and we think games are much more exciting to play and watch now.
Speaking of watching matches! We didnt mention this in the video, but we have implemented a Spectator Mode that we hope youll have an opportunity to check out during the Multiplayer Beta that is available right now until December 5. This mode lets you swap between players and see what they see with regards to Fog of War, which technologies they have researched, and gives a breakdown of how many units they have as well as their resources. You can also turn off Fog of War and see the entire map, which is useful later in the match. Another exciting thing we have added is the Wonder, and with it the Wonder Victory. This is exciting as it provides a victory condition for players (like myself) who prefer to turtle and build a big base with strong defences. There is an interesting aspect to the way we have implemented the Wonder Victory in TFC though, and that is that it is built in stages, with each stage providing you with extra Knowledge Points upon completion. This means that you can get the benefits from building the first few stages of the Wonder without having to commit to the Wonder Victory. For each stage you build, it will notify all the other players in the match, so that is something to consider.
Last, but not least, we have added walls and siege units. This has been a long time coming and is perhaps the oldest of the changes I have mentioned here. It is also among the new mechanics that has seen the most iterations. We are pretty happy with how they work now. They are fast and easy to place, you can connect them to each other easily, and they connect well with watch towers as well. Having walls in a base-builder like TFC is absolutely critical, and now that it is in and working well, it has had a huge impact on the efficacy of late game and turteling strategies. Like the Wonder. But! It is important to have units that can efficiently counter walls, and so we have implemented two new siege units as well: The Battering Ram and the Sapper. The Battering Ram is what it sounds like. It is a unit on wheels that slowly rolls across the landscape. It takes little damage from ranged units, and so you will need to get up close and personal to defend against them. Seeing as theyre on wheels, they wont be available to you until you research the wheel. Another great use of the Battering Ram is to roll over your enemys farms. As the Battering Ram rolls over their farms, they take damage and are eventually destroyed. A really solid strategy to ruin your enemys economy. The Sapper is a unit that will run up to the enemys walls and/or buildings and start digging out the foundation from underneath them. This was a fairly common Bronze Age strategy to counter walls, and provides a less armoured but faster alternative to the Battering Ram.
There are of course a whole heap of other changes and updates we have added as well, like waypoints which let you queue commands for your villagers, and we have spent a lot of time on improving pathfinding. However, in the interest of brevity, we will have to return to those in a future DevBlog. For now, thank you very much for reading, and we hope you enjoy the Multiplayer Beta! As always, if you have any questions or comments, feel free to contact us either through the Discord or via email boss@minibossaudio.com. We should mention here as well, that if you are looking for people to play against in the Multiplayer Beta, the Discord is great for that!
[ 2021-11-22 10:05:57 CET ] [ Original post ]
Hi and welcome back to the DevBlog! This month were doing a text version of the recent video development update we shared a couple weeks ago, expanding on some of the topics discussed there! [previewyoutube=Z-oA0fbyAjA;full][/previewyoutube] This was actually the first time we had done a video update for TFC in a year and a half. That is much too long, and well try to be a bit more frequent than that with our upcoming videos.
So yes, what has happened with TFC in the past year and a half?
Well, weve already talked about the new art! We are super excited about it. The game now looks like what we always hoped it would look like, and that is much thanks to our publisher and their very talented artists! They were able to take what we had in the game and extrapolate it into something really beautiful. We cant wait to show you what they have done with the UI! We have also added animals and hunting. This one was added a while back and provides a great food source, both early and late game. We have been experimenting with different flock behaviours. For those who have been playing the game on itch.io regularly, you might have noticed that when you start hunting a gazelle for example, the entire flock will flee. After experimenting with making the individual animals flee instead of the entire flock, we ended up reverting back to the flock behaviour for a couple of reasons. Firstly, feedback from the community was that the animals feel more alive and dynamic when they behave as a flock. It also makes it much easier to herd animals to your own base, which is key. Another interesting effect of this behaviour is that it provides opportunities for running to your opponents base and chasing away their food source. Very cheeky!
The Palace for all of you!
Then there is the Palace! This had a huge impact on the gameplay and strategies of the game. The Palace now unlocks the second half of the technology tree (which really isnt a tree, considering how flat it is). Initially, all the technologies were available to research from the very beginning of the match, what we would call a completely flat technology tree. This gave the players the opportunity to jump in and research more advanced techs like bronze smelting in the first few minutes. At some point we realised this wasnt especially useful, and there was no reason to have a flat technology tree just for the sake of it, and so we decided to try to split a match into two stages: the early game and later. Each player will obviously arrive at the stages at different times, and it provides an interesting strategic consideration as well; are you going to try to finish the match in the early game or will you place your bets on the late game, and try to defend against any attacks until then? For this to make sense, well have to explain the Palace first. The Palace is a fairly expensive building that, once built, will give you access to more advanced technologies as well as more advanced units. Initially, you can only generate slingers and light axemen. Both have one upgrade each, and can be very effective in early rushes, especially against an enemy who perhaps is saving resources to build a Palace. However, once you have built the Palace, youll have units like archers, heavy axemen and spearmen, among others, available to you. And! Youre one step closer to the elite swordsmen as well, all with their own upgrades. By tying this to a specific building, it also makes it fairly easy to spot how far along your opponent is by scouting their base looking for their Palace.
Hand in hand with the Palace were also the changes to the way you use and generate Knowledge Points. It used to be that you would select a technology to research, and then a timer would start ticking before you had acquired that technology. After feedback from players, we decided to change this by implementing Knowledge Points, which will accumulate, and you can spend these to instantly unlock new technologies. This means that you can save up your Knowledge Points, scout your enemy, and then spec in a direction that gives you the best chance. This change has also had a huge impact on what a multiplayer match in TFC looks like, and we think games are much more exciting to play and watch now.
Spectator mode is wonderful just like... the Wonder!
Speaking of watching matches! We didnt mention this in the video, but we have implemented a Spectator Mode that we hope youll have an opportunity to check out during the Multiplayer Beta that is available right now until December 5. This mode lets you swap between players and see what they see with regards to Fog of War, which technologies they have researched, and gives a breakdown of how many units they have as well as their resources. You can also turn off Fog of War and see the entire map, which is useful later in the match. Another exciting thing we have added is the Wonder, and with it the Wonder Victory. This is exciting as it provides a victory condition for players (like myself) who prefer to turtle and build a big base with strong defences. There is an interesting aspect to the way we have implemented the Wonder Victory in TFC though, and that is that it is built in stages, with each stage providing you with extra Knowledge Points upon completion. This means that you can get the benefits from building the first few stages of the Wonder without having to commit to the Wonder Victory. For each stage you build, it will notify all the other players in the match, so that is something to consider.
Break down the walls!
Last, but not least, we have added walls and siege units. This has been a long time coming and is perhaps the oldest of the changes I have mentioned here. It is also among the new mechanics that has seen the most iterations. We are pretty happy with how they work now. They are fast and easy to place, you can connect them to each other easily, and they connect well with watch towers as well. Having walls in a base-builder like TFC is absolutely critical, and now that it is in and working well, it has had a huge impact on the efficacy of late game and turteling strategies. Like the Wonder. But! It is important to have units that can efficiently counter walls, and so we have implemented two new siege units as well: The Battering Ram and the Sapper. The Battering Ram is what it sounds like. It is a unit on wheels that slowly rolls across the landscape. It takes little damage from ranged units, and so you will need to get up close and personal to defend against them. Seeing as theyre on wheels, they wont be available to you until you research the wheel. Another great use of the Battering Ram is to roll over your enemys farms. As the Battering Ram rolls over their farms, they take damage and are eventually destroyed. A really solid strategy to ruin your enemys economy. The Sapper is a unit that will run up to the enemys walls and/or buildings and start digging out the foundation from underneath them. This was a fairly common Bronze Age strategy to counter walls, and provides a less armoured but faster alternative to the Battering Ram.
There are of course a whole heap of other changes and updates we have added as well, like waypoints which let you queue commands for your villagers, and we have spent a lot of time on improving pathfinding. However, in the interest of brevity, we will have to return to those in a future DevBlog. For now, thank you very much for reading, and we hope you enjoy the Multiplayer Beta! As always, if you have any questions or comments, feel free to contact us either through the Discord or via email boss@minibossaudio.com. We should mention here as well, that if you are looking for people to play against in the Multiplayer Beta, the Discord is great for that!
[ 2021-11-22 10:05:57 CET ] [ Original post ]
TFC: The Fertile Crescent
Wield Interactive
Developer
The Knights of Unity
Publisher
2022-03-29
Release
Game News Posts:
68
🎹🖱️Keyboard + Mouse
Very Positive
(238 reviews)
Public Linux Depots:
- TFC Linux RELEASE [268.95 M]
TFC is a classic base-building RTS inspired by the struggles of growth, advancement, and conquest in the cradle of civilization. Establish your village near fertile lands, and balance your food surplus against the size of your civilian and military might, as you build your village.
Food is responsible for more than just feeding your troops. It determines the rate your population grows, and how quickly you can gain Knowledge Points. Keeping your village fed will ensure your prosperous expansion, but allowing your farms to be compromised can bring even the strongest economies to their knees.
Inspired by the real history of the Near East Bronze Age era, TFC utilizes classic RTS elements while offering a unique perspective for the genre. Taking technological limitations and advancements into account, players will need to carefully consider how to spend their precious Knowledge Points, as they explore the Village Improvements that are designed to enable players to quickly counter an opponent’s strategy.
Strategic Options From The Beginning
Heavily inspired by the giants of the genre, TFC looks to expand on the mechanics of its contemporaries in interesting ways, giving players multiple strategic actions to explore from the very beginning of a match. There are multiple paths to victory, and players can quickly adapt their strategy to respond to enemy actions. How well players leverage this freedom will determine whether they experience glorious victory, or crushing defeat.
Consequential Fertility Mechanic
Food is the foundation of every successful village. Locate fertile ground and build your village around it to ensure that there is enough to sustain your growing population. Balancing your food surplus against your villagers and growing military is important, and protecting your farms is critical if you want to keep your village alive. Likewise there’s no better way to demoralize your opponents’ populations than by destroying their farms, and decimating their economy.
Advance Your Village
Increase the strength of your village as you explore Village Improvements. TFC features a collection of powerful improvements that allow commanders to spend points to quickly react to their enemy’s advancements, or perhaps create a window of opportunity to strike. With various ways to boost your economy and military, your strategic options are always clear to understand, and easy to implement.
Play Online With Up To 4 Players
An AI can be quite the challenge, but nothing can replace a real player. Available at launch, battle it out with up to three other commanders in order to prove who is the best at managing their village, army and food supplies. Challenge your friends or complete strangers, and visit our Discord to find new rivals. May the most prosperous village win, or perhaps the smarter commander? Everything is in your hands!
MINIMAL SETUP
- OS: Ubuntu 10 or later
- Processor: Intel Dual Core or AMD equivalentMemory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 200 MB available space
- Memory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 200 MB available space
- Storage: 200 MB available space
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