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Hey there! I've been working hard the past days together with @Jouki (Who brought in most of the ideas for the skill tree and balancing) to release this update! It includes a ton of new features, so lets go through them:
Hey guys! I have been working hard the past week to get everything running during the release week, and also pushed a lot of minor patches (Be sure to check the changelog!). Its been a tough week, and there have been a lot of complaints, from which I already could fix some. However, there are still some things which need to get improved. Here are my plans on the next update. I can't promise when it will come out but I'll give my best to do it quickly! Please note that those are plans and not finalized yet, so they are subject to change! Reworking Essence Many people claimed about being limited by essence, especially in the early game. I am currently figuring out a way to improve this and reworking essence. The new essence will work differently. Instead of using essence for research, there will now be an ingame skill tree which you can spend your essence on. Regular research will then be unlockable using crystals. With this change, your base growth will no longer be limited by anything. Dynamic Zombie Spawning Right now the zombies are fixed and spawn based on the current day only. However this leads to more experienced players getting bored, and newcomers getting overwhelmed. I want to change the current system so that zombies spawn on the strength of your base, if you are behind the zombies will also be weaker. (Of course, this will also depend on the difficulty). Shorter day and night If you are just waiting for crystals and it is day, the game can quickly get an idle game. Besides of the other planned changes, I also reduced the day and night duration vastly so that zombies spawn more often. This should make it a bit more interesting. Multi-Select I haven't finalized this idea yet, but I want to make it possible to select multiple buildings and then apply research or upgrades to all of them. Can't promise this will make it in this update though! Better Signal Repeaters Right now signal repeaters reveal invisible zombies, but I want to change it so that they give nearby towers the ability to target invisible zombies. This should make less annoying since you don't have to place your signal repeaters close to your walls. Minor fixes These are minor changes I want to get into the update: - Spawn zombies in groups instead of coming from all sides - Fix arrow factory storage being too high, consuming all uranium - Explain using shift in the tutorial - Make the resource storage cheaper and store more resourcement - Shift click to research all - Press Q to copy building below cursor and place it somewhere else - Allow putting stronger attack towers over other towers, replacing them (To improve usability). - The new mouse based placement system should properly show the radius Can't wait to get your feedback! :)
A lot happened since the release yesterday morning. YORG.io 3 was listed on four major platforms, and we reached a player count of almost 700 concurrent players! That said, there also have been complaints, and here's how I started addressing them with this first major update.
It's time! I just hit the 'Release' button on Steam and am super excited for your feedback! Starting from now you can buy the YORG.io 3 Standalone on Steam. I've worked hard for a whole year to make this possible and hope you enjoy the game as much as I did while creating it! Thank you for your support! [previewyoutube=yd2553XgTh4;full][/previewyoutube]
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