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This past week was pretty busy running the beta but I still managed to finish an important gameplay feature: energy shield.
Energy shields are protective mechanisms that consume energy every turn once they are activated. When the enemy attacks a location with an energy shield up, some, or all, damage gets absorbed by that shield, which consumes energy. Depending on how efficient the shield is, it could quickly drain your location energy. For example, if the shield efficiency is at 70% and the location has 10 energy then the shield can absorb up to 7 damage units (equivalent to 7 population units). If the defending location has any population, then the attacker will receive the same amount of damage that they would if there was no shield.
I also added a new structure called shield generator that unlocks the energy shield action. Shield generators can be upgraded to lower energy the shield cost and to increase its efficiency.
Energy shield is a new type of game mechanic that only uses energy in order to achieve player goals. Sure, attacks and transfers consume energy but its just an enabling secondary resource since population still reigns supreme during direct attacks. Thats a pretty important development because it enables another high-level strategy for playersenergy harvestingthat complements two other general strategies: population growth and combat focus.
There are a few more energy-based mechanics that will be coming out in the next weeks. Exciting!
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