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Strange Loop Games
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0s | go there we are hello hello everyone |
---|---|
3s | welcome to another Friday stream here at |
5s | strange Loop games my name is Jens |
8s | working as lead game designer here and |
11s | tonight we've |
13s | got |
21s | H see if we can't |
28s | CR see if we can't get audio |
32s | here |
35s | uh everything working and then |
37s | everything not working hoping you guys |
39s | can hear |
42s | me Audio Level seems to be seems to be |
46s | right on OBS so I'm hoping it's not way |
50s | too low um |
53s | yeah uh yeah so what do we got for us |
56s | tonight well we've got a |
58s | few few fancy things things that have |
61s | been kind of on on the back burner for a |
63s | while and uh we weren't really sure if |
66s | they were going to make it into 10 so |
67s | we've kind of been holding off on |
69s | announcing anything rounding it um but |
73s | it uh seems like we managed |
76s | to get them in um in a sort of |
80s | preliminary state they're not you know |
81s | super polished and and done |
84s | done um but it is a really good start |
88s | and Jordan has been Stellar at setting |
91s | these up in know working with blending |
94s | and um something kind of the |
98s | environmental transition uh faes for the |
100s | weather where you're walking in from a a |
102s | clear weather to a light rain or a heavy |
104s | rain and so on um which you'll see here |
107s | in a bit and then we have the event |
110s | system which is um a way for the server |
115s | administrators um after a lot of |
117s | discussion back and forth what we wanted |
118s | to do with and and kind of what control |
120s | we wanted admins to be able to have with |
122s | them um to completely kind of customize |
126s | the time |
127s | span um any assd replacement is |
130s | happening so um people that have been |
133s | with us for a while know that around |
134s | Christmas we're replacing some of the |
136s | assets to be um decorative and then kind |
138s | of |
140s | Christmasy um like the uh the fur trees |
143s | and and kind of sprinkling lights and |
144s | and so on we'll take a look at that um |
147s | and this new system allows us to |
151s | replace those on the fly in runtime |
153s | without doing any changes or anything |
155s | you don't need a new build to roll out |
158s | um to go over these so um yeah I think |
162s | we can |
163s | just shop right into it and let me just |
166s | open up unity and there we go and then |
169s | we transition over here |
172s | and so we've |
174s | got um I think |
177s | we'll do we want to start with weather |
179s | do we want to start with events um I |
182s | think we can go on with the events since |
184s | I rambled on them um it it'll also be |
189s | slightly slightly on the technical side |
191s | as well so probably should have done it |
194s | later on um but yeah so the event |
198s | system which is not you know a a thing |
201s | in game to do and and do like quests or |
204s | whatnot it's a backend system that |
207s | handles how we |
208s | do um |
211s | basically prefab changes or changes to |
213s | assets that are in the game be it a tree |
215s | or a world object a table or um so on so |
219s | forth where you can transition one model |
222s | into using something |
224s | else uh previously that has been |
226s | absolutely impossible |
229s | without |
231s | um doing things to the client which then |
235s | you wouldn't be able to actually share |
236s | on an NP environment um this is now |
239s | doable from from modding perspective I |
241s | think I will have to check with Jordan |
243s | to make sure that that |
245s | works um |
247s | 100% um it's using the addressable |
250s | system when U which uh I'll show here in |
255s | a |
255s | bit uh grab the server UI and I also |
259s | have two |
260s | amazingly energy packages of cats |
263s | roaming around behind me so if they do |
265s | pop up in in front of me don't be |
267s | alarmed I'm not getting eaten by a v |
269s | Raptor |
270s | it is just the cats |
273s | um at the moment the it is |
277s | under uh both of the systems for the |
280s | weather and the events are inside |
281s | available through config |
284s | templates and on the server in the |
286s | server |
287s | UI and if you're running a single player |
290s | server you can do a uh we have chat you |
293s | can do a SLS server UI um as a command |
298s | parameter and that will |
300s | open |
302s | up this window in the background so you |
304s | can Tab out to it regardless if you're |
306s | running a dedicated server or through |
308s | the client which this generally doesn't |
311s | hop up so in here um you have the |
315s | holiday manager and the holiday manager |
317s | by default is enabled and and I am very |
320s | bright with this on holy |
323s | snap um white alien |
326s | y bear with it um |
331s | don't think I have a quick |
334s | change I I'll I'll have my lighting |
336s | expert here change out the the tuning in |
339s | the |
340s | room |
348s | yeah went the darker went went even more |
352s | glowing |
353s | then there we go |
357s | uh exposure on the camera is is always |
360s | fun |
362s | um yeah so holidays these are |
365s | configurable here now um and at the |
368s | moment we have a Christmas one and you |
370s | can as a server admin and as you can see |
372s | here for this test I changed out the |
374s | start date to be few days |
376s | ago and the holiday name is case |
381s | sensitive and it is extremely important |
383s | to know what this is when you're making |
385s | assets for replacements for |
388s | it uh and so the start date sets um and |
392s | is registered on the local time for the |
394s | server which means clients can't kind of |
398s | do things or change their local time and |
400s | be able to access these or or whatnot |
402s | it's the server that is controlling |
405s | these um so in case for the Christmas |
408s | where we've got the Christmas string for |
410s | it um and then the end date so Within |
413s | These parameters is where this will pop |
417s | up so you you just select the date um to |
421s | whatever and then you can just set a |
423s | time for it as well if you |
425s | want uh and once that's enabled uh any |
429s | any user that is freshly connecting to |
431s | it after the time threshold has passed |
433s | so if you have the date set on |
437s | 1,800 and someone connects to it 1759 |
440s | then they're not going to get that event |
442s | asset change um but it will not require |
446s | any server restart or anything it just |
448s | requires the client to reconnect again |
451s | and then that just replaces these assets |
453s | to whatever Christmas placeholders in in |
455s | our case |
457s | um and so you have like World object |
461s | Replacements um as you've seen before if |
463s | you've |
464s | been uh with us since since last |
467s | Christmas |
468s | um now there is a couple of limitations |
471s | that we currently have with this |
473s | system and that is um it works fine for |
479s | anything that in unity uses a game |
481s | object which is what it's currently |
483s | scanning for so things like uh the block |
487s | sets or um building blocks which are |
491s | using scriptable objects are not going |
494s | to be able to be replaced at current |
496s | setup um we'll in we'll we'll further on |
499s | investigate and see if we can't do |
501s | something that actually allows you to do |
503s | that as well um so at the moment it's |
506s | it's limited to game objects per se um |
509s | and and so it's pretty straightforward |
512s | we got that date there so if we do this |
514s | and we just change this out to be |
517s | somewhere somewhere by next next month |
520s | so we just have them |
522s | disabled I can just exit the game exit |
525s | to main menu and I hop in on the server |
528s | again and they're going to be |
534s | gone I |
537s | hope um it was working this morning |
539s | think so you |
542s | know fingers crossed and so |
545s | on here we go |
549s | and almost |
551s | almost um but yeah they they should be |
554s | gone I'm not sure if it's an editor |
555s | issue or if it's |
558s | just me being wonky or the server being |
560s | wonky |
562s | um it was working this morning that's |
565s | all I can |
567s | say uh |
571s | and as as for all of these um they also |
574s | have selectable booleans for if you want |
577s | to disable specific events you can do |
579s | that um switch to true and false you can |
583s | also disable the whole |
585s | plugin um which will innately stop you |
588s | from seeing these all together if you |
591s | don't like asset replaceable things or |
593s | you know you just want the natural |
595s | environment and then no kind of |
596s | artificial |
598s | changes um so how are these objects |
601s | changed |
603s | out U see |
608s | here we go |
611s | in wonder if it actually you know |
614s | what yeah I'm I'm |
617s | on let me see which branch am on yeah |
619s | I'm on I'm on the the the the thingy the |
623s | thingy um so when you're creating |
627s | assets um |
630s | do this just select it um all you need |
634s | to do is just create an event in the um |
639s | in the server GUI so you create an event |
641s | here you go in here and then you just |
643s | hit add and then if it's enabled when |
646s | they start when they end it and then |
647s | just set the name here and this is the |
650s | string that's important to be used for |
652s | so any game object that you're |
654s | creating just needs an underline and the |
657s | event name for it and that will replace |
661s | whatever is in front of the event name |
664s | so in this case it's just replacing |
667s | Spruce so we have the regular Spruce |
670s | here and then we have a spruce |
673s | with um just underline and then the |
676s | um event string and that will just |
679s | automatically replace it you can do |
681s | variants and change them out and you can |
683s | have um all kinds of oddities and so on |
687s | however it is it is limited to pre tabs |
690s | um and game objects we are like I said |
692s | we are looking |
694s | into what we can do in terms of |
696s | supporting script of objects as well to |
698s | be to be able to properly kind of do |
700s | this for block sets and |
702s | everything uh but it does alleviate the |
704s | issue of us having to roll out updates |
706s | when we want to do um |
710s | seasonal changes yeah uh as Zach was |
714s | saying like if if we want to do like |
716s | just color variations or like theme |
720s | things or or you know whatever um we can |
723s | just do variations of these assets and |
726s | just add decorative things in it and |
727s | then just shove it in as um as a |
730s | specific like event pack and then it'll |
733s | just roll out and work on the Fly uh |
735s | without any kind |
737s | of flipping around or client updates or |
740s | or server updates and then you know you |
742s | you we don't want to the the main reason |
745s | for it is we don't want to obstruct our |
747s | pipeline for hot fixes updates and so on |
751s | um with limitations of having to package |
756s | in um just general like decorative event |
761s | changes um which is the most frequent |
764s | way of handling it because it's a very |
766s | convenient way if you're doing |
767s | replacement things but with this we just |
771s | flip a switch and it's done we don't |
775s | have to you know worry about the the uh |
777s | the end user pipeline for this |
782s | um yeah and if you got any questions for |
786s | this particular system um just hit us up |
790s | on |
791s | Discord um and we'll we'll expand on it |
795s | a little bit in the U the modkit |
797s | documentation as well I believe |
799s | um so yeah if |
801s | you're Tech Sai and doing mods um this |
805s | will probably be something that you're |
807s | going to be interested in in poking |
810s | around in if nothing else just to kind |
811s | of see how it |
814s | works uh and then we have weather |
818s | system crazy right it it's been talked |
822s | about weather uh we've had weather |
824s | simulated and now it's actually visual |
828s | in game now I believe I want to switch |
832s | over |
833s | to uh Jordan's Branch so we'll see if |
836s | this wants to play nice um |
840s | Unity is a |
843s | bit |
844s | of um it'll take a few probably take a |
848s | few minutes here to kind of transition |
850s | over um I do want to switch over |
855s | [Music] |
857s | to have |
861s | weather weather audio true it is just |
864s | the weather a the other ones I think the |
866s | other one was |
867s | merged the other one might actually be |
870s | uh on yeah the other one was in was in |
872s | the other day uh if you're on play test |
874s | you have probably |
876s | noticed |
878s | um that we have some weather in there um |
882s | let me just kick off the server |
885s | again and I leave this up here so for |
889s | the technical part of the weather uh the |
891s | weather is checking uh and generating in |
894s | the world as kind of a sphere object |
897s | with |
897s | particles and it'll change and variate |
901s | depending and inside the conditions that |
904s | we have right now we've got clear |
906s | weather you've got light rain and you |
907s | got Heavy Rain um we have plans to |
909s | expand on that with um cold biome |
912s | weather like snowfall and and so on um |
916s | those are not going to be done for 10 |
918s | but um this system is a good base for us |
921s | to keep injecting more things in so |
923s | deserts and cold biomes are currently |
926s | weather less they you might see some |
928s | overlap in |
930s | Border um |
932s | radiuses but um it |
936s | is a good base for us to expand on and |
939s | kind of get things |
941s | rolling uh let me get back in game and |
944s | we can have a look |
948s | see |
950s | uh yeah tornado hail yeah we we can |
954s | visually we can do all kinds of crazy |
956s | things really um the interesting thing |
959s | with the weather is that it is basing |
961s | that the um the intensity of the weather |
964s | is based on a few variables of the |
967s | actual um in-game layer |
971s | parameters |
973s | so you'll not you're not going to see |
976s | like super heavy dense massive |
980s | downpour um frequently unless it's |
983s | really high moisture SL rainfall um in |
986s | those zones which means you are going to |
988s | be more likely to run into more frequent |
992s | rain weather in um rainforest |
996s | and um do this let's maximize this thing |
1002s | here leave these Elks roaming around |
1005s | here with this fancy nice decorative |
1007s | things so inside World layers and we've |
1010s | got environmental data we've got |
1011s | moisture and we have a rainfall layer |
1014s | and this is what the weather system is |
1016s | pulling data for how it's y generating |
1019s | these |
1020s | weather um kind of |
1023s | zones and as you can see here we've got |
1026s | rainfall pretty dense here in um |
1029s | rainforest and then it's a lot less over |
1031s | in the colder areas but there's still |
1034s | rainfall I guess um which would then be |
1037s | turned into like snow and so |
1039s | on |
1042s | um so these are automatically |
1045s | generated when and and during these |
1048s | condition so |
1050s | inside um here because I'm not on that |
1054s | Branch I don't have the debug command I |
1055s | believe um inside the GUI you can |
1059s | see uh how these weathers are generated |
1063s | and the duration they have on them so |
1064s | they spawn with a few variables on how |
1067s | how long they're going to last um where |
1070s | they're going to be at how the the the |
1073s | bigger the world the more weather events |
1075s | it's going to support which means um it |
1078s | also scales with the size of the |
1081s | planet 129 |
1086s | 652 can teleport to it |
1090s | 1 |
1091s | 29 |
1094s | 652 now there are a few visuals that we |
1098s | are looking at continued polish for this |
1102s | one |
1103s | being um kind of like the the distance |
1107s | or for from the player's perspective or |
1109s | the camera perspective the distance from |
1111s | the camera to where you first see the |
1113s | particles in terms of |
1115s | range um as well as when you're |
1118s | transitioning over in |
1120s | between different rain uh different rain |
1123s | types but also when it's moving over to |
1126s | clear sky um and so on it it's more |
1131s | noticeable um when you're kind of flying |
1134s | around and and doing admin SL Dev |
1137s | stuff versus is when you're just kind of |
1140s | casually strolling |
1142s | along however we are quite happy with |
1145s | how it's turned out in terms of the |
1147s | visual aspect to it and the impact um |
1150s | and the the uh the general Ambience |
1153s | Improvement and we're hoping that |
1155s | everyone else is going to enjoy them as |
1157s | much as we |
1158s | are it gives it's kind of hard to tell |
1161s | out in the ocean here but we are moving |
1163s | into clear clear |
1166s | sky see as you can see here it's kind of |
1169s | flipping in between and that blend point |
1170s | is something that we're looking at just |
1173s | improving um how will weather affect |
1175s | gameplay beside visual uh at the moment |
1178s | it's not increasing any general things |
1181s | but it is because this the the the |
1183s | weather is managed by the server which |
1186s | means that the server is can push |
1188s | information from the weather or pull |
1190s | information from the weather and push |
1191s | information to the weather um gameplay |
1194s | aspects of it like increasing moisture |
1197s | temporarily or |
1200s | um Contin it based on um these values as |
1204s | well as kind of increasing nutrient |
1206s | depletion and so on um are all aspects |
1209s | that we're looking at in terms of how |
1211s | the game play is going to be affected by |
1213s | it and with the uh with the way the |
1216s | weather system is rigged up we can do |
1218s | that fairly easily |
1221s | um it's um just a matter of like getting |
1225s | time and being able to kind of do these |
1229s | things in the time span that we want to |
1231s | do them in |
1233s | um Katherine um is it going to snow in |
1236s | colder places yes in the future it is |
1238s | right now the weathers that we do |
1241s | support are light rain and heavy rain um |
1243s | as well as clear |
1245s | sky um so yeah snow and other types of |
1250s | effects are definitely on the |
1254s | table um but yes you got some a bit of a |
1259s | bit of fogginess and Haze um with this |
1262s | light rain that's not super |
1266s | impeding um but it is giving you a bit |
1269s | of a a nice little |
1273s | visual implication more towards that you |
1276s | know there are things happening in the |
1277s | background of the world that you don't |
1279s | really have control over um they are |
1281s | going to happen without your without |
1283s | with or without your approval and that |
1286s | is generally you know natural events |
1289s | such as um weather and this is part |
1293s | of part of one of the pushes for more |
1297s | involve the environment around you and |
1300s | expanding ways we can kind of involve |
1303s | the general ecosystem and and give |
1306s | better visual feedback to the |
1311s | player let's see did we have a yeah we |
1314s | got the we got a heavy rain heavy rain |
1317s | here as well naturally for formed uh |
1321s | 297 so these these can all be kind of |
1323s | debugged and poked around in |
1326s | oh here we go uh |
1330s | rainforest with heavy |
1334s | rain uh wonder if I wasn't in on that |
1338s | Branch I would have we're working on uh |
1342s | adjusting audio for it as well so you |
1344s | will have U you know more ambient |
1347s | Ambient noise |
1349s | um but it's currently in an an open |
1352s | branching kind of been polished and |
1355s | tweaked |
1356s | around um so yeah you've got visual |
1359s | effects and they're |
1361s | happening um and they're in terms of the |
1365s | how the server manage it they're |
1367s | tangible objects we can make them do |
1368s | things as well in terms of game code and |
1372s | uh yeah so these are all adjustable on |
1376s | the server side as well if you you're |
1378s | looking at how to manipulate weather you |
1381s | can change out you can decrease and and |
1384s | and increase the size of how much the |
1386s | weather is going to |
1387s | be um encompassing so you can and this |
1390s | is in blocks so you can make them really |
1393s | really big uh you can also set in how |
1396s | long in minutes the weather is going to |
1398s | be roaming |
1401s | around um hope Heavy Rain would destroy |
1404s | dirt roads without some immersion to |
1406s | having to repair the roads uh um yeah it |
1409s | it's things like that that have direct |
1412s | gameplay impact um is things that we can |
1416s | definitely do |
1417s | now um it's not something that we |
1424s | are |
1426s | um kind of pushing into 10 because of |
1429s | the time constraints but it is um it's |
1432s | definitely open and on the |
1437s | table uh uh Slash |
1440s | WEA heavy |
1443s | rain and then it will take a few seconds |
1446s | and then it |
1448s | should spawn more heavy rain |
1452s | here and then obviously |
1454s | as takes a minute or so to initialize |
1457s | and then kind of get going |
1460s | um as the darkness kind of creeps up on |
1463s | you |
1466s | um it is also going to be more affected |
1470s | by weather so dark nights are going to |
1472s | be getting a lot darker if there's Heavy |
1476s | Rain going on there just out of the |
1478s | premise |
1480s | of how much it is being affected um |
1484s | and um engine Lord commented in on if |
1488s | rain blocked by caves and roofs I |
1491s | believe so should be the case if not it |
1494s | most definitely should be the case this |
1497s | level |
1499s | make a little pit |
1501s | here pitch black maybe not the best time |
1504s | to |
1506s | uh still a bit dark but yeah uh you the |
1512s | cool we just do this and we grab some |
1516s | composite uh make sure we |
1519s | just have a form here uh we want the |
1523s | freaking fill type thank |
1526s | you and then we just grab block and we |
1529s | just paste the block over there and |
1533s | there we go yeah so it stops |
1537s | at whatever it hits from the |
1542s | top |
1544s | um yeah so that's that's the new weather |
1548s | system that is slated and going in for |
1552s | 10.0 |
1553s | here um which should be live on the play |
1555s | test um as always with any kind of |
1559s | automated generation system that that |
1562s | is flipping around and and so on |
1570s | um it um that is actually uh Ricky uh |
1574s | the clouds obscure the light will it be |
1576s | darker when there are storm clouds |
1578s | overhead uh I believe that's something |
1580s | Toby is looking into right now uh both |
1583s | in terms of the meteor but also just the |
1585s | general Sky Box and the atmosphere |
1587s | visual |
1589s | um so I don't have a good answer for |
1592s | you but I believe that's the general |
1596s | goal whether or not that happens wor 10 |
1600s | is |
1602s | um at the moment very |
1608s | uncertain |
1610s | uh yeah any other questions about |
1614s | weather just keep popping in them in |
1615s | there and I'll try to answer as much as |
1617s | I can can um I do like the idea of |
1621s | having like weather impact require some |
1624s | sort of interaction in terms of like |
1627s | repairs or or like nonpermanent |
1630s | structured Decay if you will |
1636s | um what is going on here that wasn't |
1639s | that that was a |
1640s | terrifying freaking dead alligator that |
1642s | just decided |
1643s | to get stuck in the water um |
1649s | but yeah no it's making it it's it's |
1652s | adding a layer of of polish that we feel |
1654s | have been lacking for a while and we |
1656s | we're going to keep adding uh just |
1660s | generally more things that makes it look |
1662s | more vibrant and look more alive |
1666s | um |
1670s | yeah uh will the storms be Planet wide |
1673s | or will they occur in certain areas more |
1676s | often uh with wether system them if |
1678s | we're planning to create lightning um I |
1680s | think generally all all types of weather |
1682s | effects is something that we'll be |
1683s | looking into um with this in |
1687s | mind uh not necessarily like doing |
1690s | damage or or you know lightning strikes |
1692s | that actually strikes down and kind of |
1693s | torches places but um if nothing else |
1698s | just like background effects and and so |
1700s | on that kind of just gives it more of a |
1703s | kick and just things |
1706s | happening uh um if the storms will be |
1709s | Planet wide or occur in certain areas |
1711s | more often um they occur like I said |
1714s | they it's it's generated like the |
1717s | frequency is is kind of super deterrent |
1719s | in terms of randomized chances but they |
1721s | are reliant |
1724s | on um the different |
1728s | rainfall um areas in |
1732s | general um so they you |
1734s | know if it uh |
1740s | if it look if it has more rainfall it's |
1742s | more likely to see more rainfall if that |
1744s | makes |
1746s | sense uh was wondering for as far as say |
1749s | crops and and so on yeah so gam playay |
1752s | gameplay influenced like I said with |
1754s | potential for weather being impactful in |
1757s | like depleting nutrients more frequently |
1759s | or adding |
1761s | fertilizer uh or assists adding |
1763s | fertilizer or so on so forth and |
1766s | changing out the moisture levels |
1769s | um it's it's all on the board kind of |
1772s | be poked around and tinkered with |
1777s | um but it's not planned for 10 in that |
1780s | in that aspect so 10.0 release of |
1782s | weather will just be the visual kind of |
1785s | visualizing of the rainfall |
1787s | layer um and this is randomized and |
1791s | popping in so you |
1793s | have um it is regional so you can see |
1797s | through debugging on the server side you |
1799s | can see exactly where the center of the |
1801s | the weather |
1803s | is um and then you can set and decide |
1807s | and limit how far or how big this are |
1809s | going to be so if you wanted you know |
1812s | server wide um you could do |
1816s | that um you could also make it you know |
1818s | an indefinite |
1819s | one |
1821s | um and so on so there's a lot of things |
1824s | that you can kind of tweak and change um |
1827s | to content you could also just um set |
1831s | the value to really really low or or |
1833s | insignificant if you wanted to just not |
1835s | see the weather um on your server or or |
1839s | so forth and so on um just leaving that |
1844s | adjustability and configurability to the |
1849s | admins |
1852s | um could tayor make umbrellas and rain |
1854s | coats that's a good |
1856s | idea um see people walking around with |
1859s | umbrellas because they don't want to see |
1861s | the rain in their |
1863s | faces |
1866s | um talked about adob as tier zero or new |
1868s | tier Building Material could use mod as |
1870s | well as clean those building mods yeah |
1873s | um I think the recipes and and and the |
1877s | uh visuals and check throughs to Adobe |
1881s | um could be |
1882s | interesting |
1885s | um but it's uh like I said a lot of |
1888s | things to polish a lot of things to add |
1890s | and we'll keep adding it as much as we |
1895s | can |
1897s | um then we had kind of third topic on |
1901s | the |
1902s | agenda is |
1905s | annexations |
1907s | and it's |
1909s | been uh what the blashes um can you set |
1913s | the height for storms uh no you there |
1916s | there's no elevation basically it's |
1917s | coming from the atmosphere and then |
1919s | falling down so you can't make like a |
1921s | really low Cloud thing that just hovers |
1923s | the |
1925s | trees |
1927s | um it's it's all going to be like like |
1931s | map sealing if you will impact um so |
1934s | you're not going to be able to build |
1935s | over it at the current |
1938s | iteration um so annexation um after the |
1942s | play test that we had and the amazing |
1946s | crazy annexation that we ran |
1949s | into uh We've made a couple of changes |
1951s | to it and I was hoping to be able to |
1955s | do do some checkups but I'm not on play |
1959s | test and I don't think the play test |
1961s | was don't think it was |
1969s | built let me just check that quickly |
1971s | because stuff has been happening now in |
1973s | the afternoon when I haven't been in the |
1976s | evening slash |
1979s | all right I think the steam client might |
1981s | be |
1990s | updated was that not in there it might |
1993s | not have been in there was that on play |
1997s | test |
1999s | uh yeah I'm not I I don't have that |
2002s | built and ready |
2004s | unfortunately the the the the struggles |
2006s | of unity |
2008s | I guess |
2010s | um just trying to think of a way to |
2012s | visualize |
2013s | it um here let me just open up the shots |
2020s | again uh yeah so what we did with the |
2025s | the the enal annexation events that was |
2028s | taking place was we did a few changes |
2031s | and I think if I just hop out of this we |
2035s | can probably do something sneaky |
2039s | uh so we |
2042s | grab grab latest staging we'll just |
2046s | leave |
2047s | these oh I had I had other stuff we can |
2050s | just do that |
2053s | discard and then we just want to switch |
2055s | over to staging because I believe that |
2058s | was where John pushed the last |
2061s | changes or if they went into play test |
2064s | I'm in a bit of |
2066s | a difficult predicament here because I |
2068s | don't have that one |
2072s | open let me see here settlement yeah |
2075s | that was in staging so that's that's |
2077s | fine so let's just do do this just to |
2080s | kind of |
2081s | give uh some game development procedure |
2084s | so when we are when we have uh local |
2088s | builds or you know on my end and then |
2091s | someone does a change and they update |
2092s | their side they push their changes and |
2095s | that gets merged to the main branch |
2096s | which then |
2098s | means I need to maybe I am on latest |
2103s | uh yeah so that's that just it then |
2107s | tracks all the changes that are done and |
2109s | then I merg them and pull them and grabb |
2111s | them on my branch and then now they're |
2112s | on my |
2114s | side that means the |
2117s | settlement uh a file that we have dug |
2119s | into previously in one of the streams |
2121s | which is really um it might be a bit |
2124s | complicated and daunting for people that |
2126s | aren't used to modding which is probably |
2129s | the |
2130s | majority um this is a file that is |
2133s | accessible for Server admins where they |
2136s | can change tweak tune and |
2138s | adjust um all the values related to the |
2141s | settlement variables be |
2144s | it |
2146s | um either um influence radiuses or plots |
2150s | that you can get and so on so forth how |
2152s | many settle how many settlers you need |
2155s | citizens you need to create the |
2156s | settlements |
2158s | um I've rammed up the numbers a little |
2160s | bit for the play test now these are uh |
2164s | minimum citizens to found each tier |
2167s | settlement so you've got your homestead |
2168s | which you can do and Deploy on your own |
2171s | and then you are looking at um 4 12 and |
2175s | 30 |
2176s | citizens um respectfully |
2179s | to the initial creation of a town uh a |
2184s | country or the |
2186s | Federation |
2187s | and these are you know it's accounting |
2190s | for all the people in the sub settlement |
2192s | as well so if you have a town they'll |
2194s | count towards the total of the country |
2196s | when you're forming the country and so |
2198s | on um one of the recent changes that |
2200s | went in here |
2201s | that um after a lot of back and forth |
2205s | with the play test and some of the |
2206s | results that's coming out of there um we |
2211s | went back |
2213s | on the um the settlement foundations |
2216s | which which is what you were using to |
2219s | place down let's get Unity to update |
2222s | that as |
2223s | well |
2225s | um the um the foundations that you |
2228s | placed down to start the |
2230s | settlement um had inherent cultural |
2234s | value to the the the object itself which |
2237s | was then counted towards creating the |
2239s | town which meant balancing it was kind |
2241s | of wonky because you had um you had a |
2244s | cultural requirement which then meant |
2247s | also including the culture of the object |
2250s | which could then be piggyback to kind of |
2251s | get instant more culture because you |
2255s | added support Furniture to the |
2257s | foundation which was something that we |
2259s | didn't really want we want the culture |
2260s | to come from the player generated |
2264s | content um so we've revised that whole |
2267s | thing and it is now just giving you a |
2270s | blank influence |
2272s | radius which I was hoping |
2275s | to give a twirl here we can get this |
2279s | going we can close you out minimize you |
2283s | and there we go we've got this switched |
2286s | over we just need to start it and then |
2287s | we can connect to it um so now you have |
2291s | configurable setting here for the base |
2293s | influence instead so this is the |
2294s | influence in in uh |
2296s | meters that the initial radius control |
2300s | of that settlement is looking |
2303s | like um which also means that these are |
2306s | something that I'll tweaking off so this |
2308s | is the old values that we're using the |
2309s | minimum culture of |
2311s | foundation um and it was having a bit of |
2315s | bit of problems for me on the balance |
2317s | side um to kind of adjust and fix these |
2319s | so I'll be tweaking these values during |
2322s | the weekend here and getting a change |
2325s | out to the play test um in that |
2327s | regard but now you got the influence |
2330s | flat out and you don't need to kind of |
2332s | math your way around |
2334s | culture um going into it so so that was |
2337s | one of the big really big kind |
2341s | of um ease of |
2344s | introduction that we needed to do to |
2346s | make it more sense like you place your |
2348s | foundation and you have your basic |
2350s | influence radius and then any culture |
2352s | that you add to it um is expanding |
2355s | that um and then one of the other big |
2359s | things was we changed out the way |
2361s | annexation Works in terms of um both |
2366s | require iring a cultural both in terms |
2369s | of how it's how it's working with |
2371s | acquiring cultural Advantage um how the |
2375s | influence is being propagated out from |
2378s | the average property rather from one |
2380s | particular Point um we're also doing |
2382s | changes |
2384s | to |
2385s | um this allow kind of snaking of |
2388s | territory where you can your your your |
2392s | your plots that you |
2394s | claimed um are reaching kind of |
2399s | projecting your influence which means as |
2401s | long as you keep claiming forward the |
2404s | influence will |
2406s | grow come on Unity play |
2410s | nice |
2413s | um let's do this let's do this um as |
2417s | long as you keep claiming forward the |
2420s | influence will grow which means you can |
2421s | keep claiming up to someone's border and |
2423s | then you can keep claiming onward and |
2425s | it'll kind of shove their territ to were |
2427s | out of the way because it's counting the |
2430s | average of the entire |
2432s | plot um and it's a bit reminiscent of if |
2437s | anyone saw some of the the really |
2442s | big weird builds people are doing in in |
2445s | Starfield for instance with the |
2447s | spaceships where they're building giant |
2448s | squares because the AI is calculating |
2450s | that the center point is the center of |
2453s | mass so we'll only Target that um we |
2456s | kind of run into this the same problem |
2457s | with the influence |
2459s | where because it's counting on the |
2461s | average of the entire |
2463s | plot if you're changing the size or |
2467s | shape of the plot the influence is kind |
2470s | of generating weirdly in in that |
2477s | span uh is there any plans to putting a |
2480s | maximum number of citizens to a Town |
2483s | country or Federation an isue I can see |
2484s | rising in some of the servers is that |
2487s | um you'll only see one town with 30 |
2489s | Citizen and the other one with only four |
2491s | perhaps encouraging more towns you can't |
2492s | have more than 12 citizens in a town if |
2495s | a country requires at least 12 |
2498s | um that's a good point |
2505s | um I |
2507s | mean it it like squalor should also be a |
2510s | factor |
2512s | because um you like a a settlement only |
2516s | has there we go Unity Unity seemed to |
2519s | play nice um a town or a settlement of a |
2523s | tier I should say have a limited amount |
2525s | of cultural |
2527s | properties that they can own which means |
2530s | you can |
2532s | only |
2534s | um and like picture frames and so on are |
2537s | limited |
2539s | to um there's kind of three factors that |
2543s | are involved here one culture is |
2544s | generated of player made content IE uh |
2548s | pictures that they take pictures that |
2550s | they rate and evaluate |
2553s | um as well as like um the the if the |
2558s | server has them enabled you can import |
2559s | textures and kind of vote on them uh but |
2563s | generally um you |
2566s | have um culture is based on generated |
2570s | evaluation by other players and there's |
2572s | a significant penalty for |
2574s | evaluating um or using using a picture |
2577s | that have been evaluated only by people |
2579s | in the same town which means that your |
2583s | cultural growth of the town I the radius |
2585s | influence is not going to expand as much |
2588s | as if you had um people from another |
2592s | town doing |
2593s | it um I |
2595s | believe does does this |
2598s | work I think that worked here we go that |
2602s | popped |
2604s | down that popped down a town let's |
2606s | disable the let's disable the rain |
2611s | here environment let's just toggle this |
2614s | off there we go now we have a town look |
2618s | at that we have a beautiful little town |
2621s | here and if we Mouse this over we see |
2624s | that it has 10 10 Culture by default |
2626s | which is not uh which will not stick um |
2629s | it's something that like I said doing |
2632s | some minor adjustments now that we've |
2633s | done some changes to it so that was that |
2635s | was merged um tonight so I haven't had |
2637s | time to sit down and overhaul these |
2640s | since the changes um but essentially |
2643s | you've got this influence value and the |
2645s | influence radius is calculated of the |
2647s | cultural value which you can see here |
2649s | now with the base influence of 40 the 10 |
2652s | culture points that it has acquired is |
2655s | adding another 38 |
2657s | influence and this is all in meters so |
2659s | this is going to |
2662s | be |
2663s | [Music] |
2664s | uh divided by |
2667s | uh divided by uh 20 for five tile |
2673s | chunks um which is why it's grown to the |
2676s | radius we have here um so a town is |
2680s | limited to three cultural properties I |
2683s | believe which is set here as |
2686s | well |
2690s | uh somewhere |
2693s | here here we go maximum number of |
2695s | cultural properties |
2697s | which is for town that is three which |
2699s | means you are limited to three claims |
2702s | that you can use as kind of outpost |
2705s | slash other buildings for these |
2708s | things and picture frames have a frame |
2713s | to give copper frame |
2718s | portrait so each of these frames that |
2722s | you place pictures in to be able to get |
2724s | culture they are you've got zero C |
2726s | Culture by default from them so they |
2729s | them by themselves are not um worth |
2732s | anything make sure that these |
2737s | are |
2739s | uh we got the foundation authorization |
2742s | citizen |
2745s | um open the D itself and |
2750s | it's as you can see it's a cultural |
2752s | property it's not a residential and the |
2754s | residential is what's required if if you |
2756s | want to have regular housing experience |
2762s | points uh any plans ideas for allowing |
2765s | additional Homestead type claims outside |
2767s | of town borders for farming oil drilling |
2769s | Etc probably not |
2772s | um it's it's been discussed and the |
2776s | problem the like the the general problem |
2779s | with it is um it completely alienates |
2783s | the whole idea and base principle of |
2785s | town and Nations and and and so on um |
2790s | because if any claim generated by a town |
2795s | which is |
2797s | a uh inside the spawn claims here so |
2800s | you've got Town claim stakes and these |
2803s | are |
2804s | usable inside the border of your town so |
2807s | I can place this anywhere in here and |
2810s | you know create a new property and boy |
2812s | do we have a glow on |
2814s | that um that that is that is some alien |
2818s | invasion stuff um so anywhere inside |
2821s | this town I can place down a new claim |
2824s | plot |
2825s | and um claim it for |
2829s | myself and the whole notion of |
2832s | settlements is that you're you're kind |
2834s | of intended to grow |
2837s | and want to join other settlements for |
2840s | the benefit of being able to use more |
2843s | claims in different areas and different |
2845s | types so a claim of a town can only be |
2848s | used inside a town but a town can join a |
2851s | country and then you can gain country |
2853s | claim stakes and the country claim |
2855s | Stakes can be used by that person |
2857s | anywhere inside that town or inside the |
2859s | country not just in the town they're |
2861s | residing |
2863s | in and and so on so forth so it scales |
2866s | up into the Federation so you can use a |
2869s | federation |
2870s | claim |
2872s | to you know place that and claim |
2875s | property anywhere inside that country |
2877s | which means you can have your homestead |
2879s | in that town but you can still acquire |
2882s | property outside of the town as long as |
2884s | they're they have apparent |
2886s | settlement wonder if this is working |
2888s | spawn |
2890s | country no could have sworn we had some |
2894s | debug for that |
2900s | settlement uh I can do sets SL |
2905s | sets |
2911s | so here we have another |
2913s | town and then you have the country which |
2915s | is then expanding a lot wider in here so |
2918s | if you were only a member of the town |
2920s | you wouldn't be able to claim anywhere |
2921s | outside here but as a member of a |
2923s | country you have access to all of these |
2925s | other property areas that you could grab |
2927s | in so you know you could build an oil |
2929s | drill over here or Farm out in the |
2932s | forest now because you have a piece of |
2934s | the beach land uh um over on that side |
2937s | or the hills over here and if you then |
2940s | join a |
2941s | federation you suddenly have access to a |
2943s | whole heap load of almost the entire |
2946s | world as of the base the base influence |
2949s | at the moment |
2950s | which uh said we'll be adjusting the |
2954s | um cultures and and all of it a bit um |
2957s | and this gives you access to almost the |
2959s | entire planet as long as you have a |
2960s | federation |
2962s | claim which means you're you know the |
2965s | homestead is your home wherever you're |
2969s | closest associated with um and or if |
2973s | you're not part of a settlement at all |
2975s | or you could you know you could be |
2977s | living outside of a town and then |
2979s | suddenly someone forms a federation and |
2981s | you say Hey you know I want to be a |
2983s | member of this Federation but I don't |
2984s | want to be a member of the town you can |
2986s | join the Federation with your |
2989s | homestead um so inside here you've got |
2992s | these other claim Stakes which now gives |
2994s | you access to Federation I don't have |
2997s | access to them because I'm not on the |
2998s | property can I |
3000s | do debugging live is always fun |
3006s | um why am I not |
3010s | authorized o because it's not voted in |
3013s | yet yeah let's see SL property ad here |
3018s | we go am I added here yeah I'm added |
3021s | here now I can grab |
3024s | them there we go so now I have one of |
3026s | these fancy marble gold looking Stakes |
3029s | that I can grab and |
3031s | build I can claim a property anywhere I |
3035s | want over |
3040s | here and then we just change this out |
3046s | to grab |
3049s | that and then I can claim out for |
3054s | this so now I have property way outside |
3057s | the town I'm a member of that my |
3059s | Homestead is in and that is kind of the |
3062s | the the push |
3064s | to |
3066s | um really players should really want to |
3070s | expand into higher tier settlements um |
3073s | out of a gameplay element reason for |
3077s | it uh claim tool looks fun yeah it's |
3080s | you're grabbing a pen although it's a |
3082s | little bit of a ghost pen |
3084s | um and yeah so um another sneaky thing |
3089s | is that the map on this property tool is |
3092s | the same map that is coming off the uh |
3095s | the 2D plane for the mini map so that |
3096s | will actually update and show changes |
3099s | and everything that's done to the |
3104s | world we do this for |
3107s | example yeah the the compass is actually |
3109s | showing uh North SL South Point which |
3113s | is um |
3117s | interesting interesting uh little side |
3121s | aspects and and uh things that uh the |
3125s | art squad has been tinkering |
3129s | with |
3131s | uh yeah so some more changes to the |
3134s | annexation thing we talked about um how |
3137s | we changed out we're looking at the |
3138s | values and the numbers we nked out the |
3140s | cultural points from the base value of |
3143s | it uh because it's a lot easier to read |
3146s | and understand even though it's somewhat |
3148s | complex it's a new system it's going to |
3150s | take time for people to get used to it |
3152s | it's going to take time to uh to learn |
3154s | some of the the the bigger details about |
3158s | it um culture is basically only |
3161s | generated by player content by |
3163s | interaction um we are looking at more |
3166s | ways to acquire culture in future |
3169s | updates um so what is available in 10 is |
3172s | not going to be kind of the end of it we |
3175s | are we've got some cool stuff planned um |
3179s | for the upcoming updates after that as |
3182s | well um on the deed itself you can see |
3185s | how much it's generating the influence |
3190s | for uh and kind of the math around it |
3192s | and and so on so |
3195s | forth um so that should hopefully be a |
3197s | lot more simplistic in terms of uh |
3201s | looking at the criterias for creating |
3203s | these settlements um um which is |
3206s | something that I |
3209s | am um looking over these numbers and |
3212s | kind of tweaking them um as we'll push |
3215s | out the update to the play test as |
3217s | well um so for direct settlement |
3220s | annexation let's grab if I can actually |
3224s | see that here on what did we have don't |
3228s | think we |
3229s | had I'll straight |
3232s | out |
3234s | uh |
3236s | we can do another |
3237s | one let's do a slash test |
3242s | town and then here we can do citizens |
3245s | per Town let's do three towns and then |
3251s | country let's do skip the Federation |
3254s | government in each and then apply and |
3256s | then that |
3259s | should oh boy apparently that didn't |
3262s | like |
3264s | it |
3266s | I think I might have to uh chase some |
3268s | someone to update the test script |
3271s | there because that did not appreciate it |
3276s | somewhere my guess is that there is a |
3280s | recipe that is invalid because it's |
3282s | looking for a specific name of a |
3288s | recipe or it just got way overloaded so |
3290s | the way this works is it's a nice little |
3293s | debug command that is supposed to |
3294s | generate more things |
3297s | but |
3298s | it somehow didn't really like it uh do |
3302s | we have an immigration office here no we |
3305s | don't |
3308s | uh let's see can I do that yeah there we |
3312s | go place this |
3322s | down so now we have the um when you have |
3326s | a town and you're bordering another one |
3328s | and and so on you've got you're looking |
3330s | at a town that is is ravaging the |
3332s | countryside or killing all the animals |
3334s | and they're they're polluting the world |
3336s | and so on they're they're they're |
3339s | unrestrained and they're going |
3340s | absolutely Ham on the environment um we |
3344s | have annexations that is a way to either |
3347s | regulate very |
3350s | Rogue um areas or if you want to as a |
3354s | general community just want to make sure |
3356s | that everyone kind of follows the same |
3358s | rules and you know join forces them to |
3361s | join this country or this Federation to |
3363s | subjugate them to your loss and and |
3365s | maybe force a common currency or so on |
3368s | so |
3370s | forth um annexations are a way to do |
3373s | that now the tricky things with |
3375s | annexation as we've seen in the play |
3377s | test and so on it can stir up quite a |
3379s | lot of |
3381s | emotion um it is also a double-edged |
3383s | blade because um as Dennis mentioned on |
3387s | the Discord here in one of the |
3388s | annexation discussions it's it's an |
3391s | unfortunate evil in terms |
3394s | of there needs to be a way to be able to |
3398s | subjugate Bad |
3400s | actors at the same time the annexation |
3404s | system is |
3405s | not designed to be a constant PVP aspect |
3410s | of Eco in that |
3412s | sense um as it's very contradictory to |
3415s | to what the |
3416s | design idea of Eco is as the general |
3420s | goal is to promote the settlement tiers |
3423s | and promote the expansion of the |
3427s | granular governments to give gam playay |
3431s | elements that are in essential to |
3433s | progress and uh be of value to the |
3436s | individual |
3437s | players so generally speaking there |
3441s | should be more reasons to want to join a |
3444s | country |
3446s | then refus to join a country based on |
3448s | criteria |
3450s | um so one of the things that were |
3453s | happening on on sea auor was that it |
3455s | steamrolled and as a country started |
3457s | eating other towns it then started |
3460s | getting super crazy in terms of cultural |
3463s | value and then it just rolled over to |
3465s | the next one so a few things that we're |
3467s | looking at and have been adding now for |
3470s | the |
3471s | um |
3473s | um in general for these things is one |
3477s | we've added a Time gate so when you |
3479s | Annex a a settlement you're running into |
3482s | a time lock of you can't leave the |
3485s | parent settlement as that town that got |
3487s | annexed within a certain amount of |
3489s | time and at the same time also |
3492s | thresholds so you can't Annex completely |
3494s | freely we've added uh resource |
3497s | requirement thresholds that you need to |
3499s | reach when you're annexing a town so |
3501s | it's not just oh I want to eat that town |
3503s | because I get more cultures so I can eat |
3505s | another |
3506s | town um there is now a significant cost |
3509s | that we can poke around with |
3512s | um and this is regulated B by the server |
3516s | as well uh the server administrators as |
3518s | well so this is this particular one for |
3521s | the resource requirements is set inside |
3524s | the settlement definitions |
3526s | here there we go um so in this monstrous |
3530s | file here with all of these fancy things |
3532s | we have under annexation resource |
3537s | requirement you can set the tagged |
3539s | Resource as well as the quantity of the |
3541s | resource that is used to Annex a country |
3544s | or a town or Federation so on and these |
3547s | pops up here in the |
3550s | value um and we're also readjusting the |
3555s | total value that is required in terms of |
3558s | culture to envelop and and kind of eat |
3560s | other towns |
3563s | um so these are two vales we've got the |
3566s | percentage |
3568s | required um and then also the absolute |
3571s | requirements so this is the total amount |
3573s | of culture you need regardless of the |
3577s | culture |
3579s | um that the other town |
3581s | has um so this is something that's |
3584s | somewhat different uh prior you just |
3587s | needed to |
3588s | have enough culture so you know if you |
3591s | had like a settlement that had zero |
3593s | culture and then you built Your |
3595s | settlement and you just shoved in like a |
3597s | painting suddenly you could Annex the |
3599s | other one because you had a p a way |
3602s | higher percentage of |
3605s | culture um so with this new added thing |
3608s | we've added like a minimum layer that |
3611s | means that a town or a settlement has to |
3615s | acquire enough culture to even start |
3618s | annexing other |
3621s | places um not just having more than the |
3624s | other town they actually have to reach a |
3626s | minimum value to start doing |
3630s | that |
3632s | um and then the resource cost half of |
3635s | this is um getting chucked in the bin s |
3640s | to speak so when you Annex a nation um |
3643s | or Annex a |
3645s | settlement um you have this resource |
3647s | requirement and as you can see from the |
3649s | tool tip here um these are consumed by |
3655s | the links in the embassy desk which is |
3657s | what you're interacting with here so the |
3659s | embassy desk now has a storage Tab and |
3662s | it's a fairly unique storage tab for the |
3664s | embassy anything that is linked in here |
3667s | in terms of input will be able to or is |
3670s | valid resourcing to be |
3672s | consumed um in terms of stock piles or |
3676s | chest or so on um towards this |
3680s | goal and half of these resources are |
3684s | consumed by the server when you're |
3686s | performing the annexation so there are |
3688s | resources |
3689s | lost the other half will be distributed |
3693s | to the players on the annexed side of |
3697s | things which means if you as a country |
3700s | you Annex a town half of the resource |
3703s | requirement cost is going to be divided |
3705s | up by the players on in that town that |
3709s | just got annexed which means you're |
3711s | you're kind of bribing them to join your |
3713s | town if you will |
3716s | um and there's a few few kind of key |
3719s | points to why we decided to do that and |
3722s | one of them being that if you have a |
3725s | super Advanced country that may have you |
3728s | know intricate economy loss or |
3732s | um a lot of kind of nuance to the |
3735s | crafting and the sales of it versus a |
3737s | town that might be rural might not you |
3739s | know the players in that town might not |
3741s | be as active U which means they might |
3744s | not have |
3745s | uh in in our particular resource choice |
3747s | we went with the um with the general |
3751s | upgrades um so that town might not be |
3754s | super active they might not be as |
3756s | financially stable as the um the group |
3759s | that is controlling this |
3762s | country um so it then distributes these |
3766s | upgrades which allows the players in the |
3770s | annex Nation to kind of catch up or at |
3772s | least get on even terms with the people |
3774s | that are are annexing them so there is a |
3777s | cost a cost loss |
3780s | relation um yeah let me get over here on |
3785s | the resource um so these will only |
3789s | be these will only be distributed to |
3792s | active |
3794s | um the the um the other parties active |
3799s | players um and it also has a threshold |
3802s | so if you have a town that's completely |
3804s | abandoned |
3806s | and there's no players active in it so |
3807s | it's a deserted town you just want to |
3809s | Annex it so you can take it apart and |
3811s | you want to clear out the land it |
3814s | doesn't have any cost at |
3815s | all um as a way to kind of clear the map |
3818s | for new new buildings or new uh new |
3821s | claims and so |
3823s | on |
3825s | um so that's a big kind of change that |
3827s | we've enacted on on from comments and |
3830s | and surrounding things from the play |
3832s | test to kind of make sure that |
3835s | um there is a cost derivative to this |
3838s | and you can't just you know Annex people |
3840s | left right center and have no no um |
3843s | investment in in it |
3847s | um to um yeah to just like offset and |
3851s | you you know you remove part of that |
3853s | Conquest just take people over um and |
3857s | these so these settlement tier cost |
3859s | annexations also scale |
3862s | with um the the tier of the |
3867s | settlement as you probably sneak saw |
3871s | there in the file here so you've got for |
3873s | a homestead you've got basic |
3875s | upgrade um for a town you've got |
3878s | Advanced upgrades and for a country you |
3880s | have modern upgrades and at the moment |
3883s | as a placeholder for the play test these |
3885s | are static values regardless of the |
3888s | amount of population in these |
3890s | settlements however uh the goal for 10.0 |
3894s | release is that these will be set by |
3898s | individual citizen |
3900s | count and obviously a lot lower but um |
3904s | so these would be the more basically |
3907s | scaling with the people you have in the |
3909s | settlement so the more people you have |
3910s | in the |
3911s | settlements um the higher the cost is |
3913s | going to |
3915s | be |
3918s | and and uh that could get really really |
3922s | expensive for you as the as aning |
3926s | party um which then means that you it |
3928s | might be more beneficial to instead of |
3931s | Strongarm Annex them to join you um |
3934s | start up diplomatic discussions and say |
3936s | Hey you know come join our our |
3938s | Federation we're an awesome bunch and |
3940s | we'll help each other and grow |
3944s | economically |
3946s | um so yeah more more changes are |
3949s | probably coming and we are continuing to |
3952s | use a lot of the um a lot of the |
3954s | feedback that's coming off the play test |
3955s | not just for bug reports but also kind |
3958s | of fine-tuning the system and making |
3959s | sure that we're covering more of the |
3962s | angles and any general concern people |
3965s | have or exploitative um kind of |
3968s | concessions and and so on |
3971s | um just helping helping making sure that |
3974s | the um the settlement system and and all |
3977s | its parts are fairly stable rigid |
3982s | and kind of dust what we intend |
3986s | to um push for in terms of where the |
3989s | game is going but also kind of like |
3991s | making sure that everyone is is having a |
3994s | good time playing with it even if |
3997s | they're not directly involved in |
3998s | creating settlements there you know the |
4001s | goal is still to make sure that their |
4003s | experience is as as best as we can from |
4006s | our side and making sure that the |
4008s | players have the |
4010s | tools um to do a lot of the management |
4013s | and kind of |
4015s | uh tweaks and and regulate um using the |
4020s | laws and and everything around |
4023s | it um so yeah there's a couple of a |
4025s | couple of complex tool tips here that |
4027s | kind of describes the different |
4029s | percentiles and the values and what you |
4032s | need and and so on so forth and |
4036s | um yeah no we're we're you know the play |
4039s | test is is being absolutely phenomenal |
4041s | in terms of finding all of these kind of |
4043s | quirks um and we cannot thank you enough |
4046s | for you know putting up with The |
4048s | Oddities that happen during play test |
4050s | and the bugs and crashes and and |
4052s | everything around it but it is |
4056s | um insanely fruitful to make sure that |
4060s | we have this as polished and stable as |
4062s | we can for |
4065s | release and yeah I think that is what I |
4069s | had for the stream tonight hoping |
4073s | everyone has had |
4075s | uh everyone's still awake listening to |
4077s | me ranting on here |
4080s | um see if we can't coax someone else to |
4084s | uh to co-stream with me here so I can |
4086s | rant back and forth with someone else |
4088s | than just |
4089s | myself |
4091s | um yeah hoping hoping uh any general |
4096s | concerns with it keeps getting addressed |
4097s | and if you have anything else that you |
4099s | know oh you didn't think of this XYZ um |
4103s | pop a comment don't hesitate to uh start |
4107s | a discussion in the play test feedback |
4109s | on Discord or uh make a thread and so on |
4114s | um and uh yeah we're happy to uh to keep |
4119s | hammering away at it bug squash is going |
4121s | exceedingly well we're we're making |
4123s | pretty good Headway towards um towards a |
4127s | stable build |
4130s | and we'll probably have more updates for |
4133s | uh General progression in that |
4138s | uh in that part for the next stream so |
4141s | I'm hoping to uh see everyone there as |
4143s | well uh wish you all a good weekend |
4148s | and good continued Friday evening night |
4151s | Saturday morning if you're down under |
4154s | and |
4155s | uh catch you on the next one |