Hey everyone!
Today's update focuses primarily on balance and bug fixes. Don't worry, I made sure to throw in a little curve ball too!
Tech/Exp:
Experience required for gaining a new tech point has increased x4. To compensate for Civil Tech early game, civil exp from building new buildings increased x5.
Buildings
The sizes of buildings were tweaked, in particular hovels and houses were reduced significantly. Space added from going up tiers also increased slightly for plains space.
Taxes
The amount of income from taxes has been fixed, now it is scaled appropriately with the cost of other things.
Refugees
Reduced the number of refugee events
QoL
Trading Guild Cards now have a section for the description and what they are looking to buy.
The tab you were last on individually for each building card is now recorded, so if you switched to the Upgrade Tab for Hovel, you will see the Upgrade Tab by default the next time you see that card.
The default tab for a building card is now Description rather than Cost
Mechanics
Damaged buildings may become extra damaged if left damaged for a long time. At some point it will become totally damaged and beyond repair. At this point, the building can only be salvaged.
Auto Repair will now also look for any buildings that was damaged beyond repair, and automatically salvage them.
Locust Swarm is a new disaster that can strike the land, causing havoc for farmers. The effects are reduced for the time being due to there being little defense against the Swarm. Eventually there will be some upgrades to help combat it, or at least forecast it.
Bug Fixes
The ETA for caravans were inaccurate due to a computation error, this has been fixed
Fixed a layout issue on the Buy Resources tab
Fixed an issue where a Building Instance's Effects wouldn't update when you switch to a different instance
Misc.
Events checking will now happen on an offset step system, which will help reduce processing time on the steps where a large number of events are checked against. This change will allow us to implement a number of new achievements and new events.
As always, please tell us what you think of the changes, the game, and the direction you'd like to see it go!
Cheers!
dSolver
Prosperity is a city-building resource management game. Unlock more buildings, jobs, technology, and game mechanics as you progress. Use your resources wisely, strike balance between investing and conserving. Make and maintain relationships with other towns and factions to gain access to resources you may not have locally.
Awesomeness is the key measure of you as a ruler. Awesomeness is influenced by an increasing number of factors as you progress through the game. Having positive awesomeness attracts workers to your village, having negative awesomeness pushes people away, potentially leading to the breakdown of your society.
Put your workers to work in different buildings which grow, produce, or refine for some benefit. Over time you'll get a sense of which resources are renewable and which are not. Being able to balance progress and growing demand with the availability of resources will be crucial to your success as a ruler.
Upgrade your buildings, learn new techs, find new trading allies, improve your city, bring Prosperity to your village.
MINIMAL SETUP
OS: Ubuntu 14 or higherMemory: 2 GB RAMStorage: 800 MB available space
Memory: 2 GB RAMStorage: 800 MB available space
Storage: 800 MB available space
RECOMMENDED SETUP
OS: Ubuntu 14 or higherMemory: 4 GB RAMStorage: 800 MB available space