Solar Settlers Patch 1.06 – “Expert Exploration” is Live on Steam!

Patch 1.06 for Solar Settlers is live on Steam! You can grab it here!

Patch highlights include a new Expert Mode for faster, more difficult games (it unlocks at XP level 10), a bunch of new goal cards for the races, a new base set card to unlock and a ton of bug-fixes and quality of life improvements.

Patch Notes:

New Cards:
-Added new Yon Goal card: Yin Shrine
-Added new Rak’Thun Goal card: Temple of Might
-Added new Kuldas Goal card: Hydrogen Nursery
-Added new Therlunai Goal card: Diligence Tribunal
-Added new base set card: Old-War Outpost

-Abandoning a practice mode game from the main menu no longer results in a loss
-Adjusted round number hover reminder text in Weekly Challenge
-Fixed rare null reference exception when colonists are refreshed
-Randoming and clicking play again now always gives another race if possible
-Added randoming animation to the main menu
-Reset race leaderboards for Season 2
-Fixed bug where doing a placement match would result in a loss even with no saved game
-Fixed bug with card collection after doing a weekly challenge
-Added option to end placement match and set rank early

Expert Mode:
-Added expert mode to unlock level 10 (unlocks Expert Mode toggle in options menu and Expert Weekly Challenge)
(Doubles oxygen costs for exposed colonists and settled colonists produce 1 oxygen per turn. Faster, more difficult games)
-Fixed # for suffocate message calculation
-Expert Mode no longer shows unexplorable military spaces
-You can choose your goal on the first turn

Void:
-Lowered habitat construction cost to 1 metal
-Changed reward for blowing up rock world from 4->5
-Changed reward for blowing up water world from 2->3 cards
-Changed reward for blowing up jungle world from 6->8 oxygen
-Changed reward for blowing up gas world from 8->10 hydrogen
-Added Fusion Drive Center to Void goal cards
-You can now destroy upgraded worlds

Goal Changes
-No explore 5 sectors goal in round 5 or 6
-No gain hydrogen or gain oxygen goal in round 4-6
-No settle goal in round 1-4
-Military goal only in round 3-4

Rolling in the Reef Patch 1.01b is Live

Now live on Windows, Mac and Linux – Grab it Here

Shout-out to Darkisbein from the Discord for tons of awesome bug testing feedback!
Discord invite link: discordapp.com/invite/UvyeDEN

Patch Notes:

GAMEPLAY
-When a new enemy is spawning and all available spawning locations are filled, one of your fish on the border will be removed randomly
-If you use the spyglass space with 3 artifacts, you gain 2VP instead
-Enemies now recalculate their paths when a new Anglerfish lantern face is placed on the board
-Modified artifacts to give 2VP when you pick one up with 3 artifacts already held
-Shallow waters squad now starts with 2 crabs and 2 seahorses
-Digging up a spyglass no longer triggers an enemy move
-X marks the spot can no longer spawn on half dug spaces

BUGFIXES/QUALITY OF LIFE
-Artifact names now show in artifact collection
-Fixed some issues where you could get stuck on the Team Up section of the tutorial
-Fixed bug that made it possible to stack finish artifact early popups
-Fixed null reference when finishing artifacts early
-Fixed issue with splitting an octopus 8 resulting in a 1 and a blank
-Fixed issue where artifacts could occasionally replace other already existing ones on the board
-Fixed bug where digging up coral would prevent you from using a die ability (like crab dig or roll new Blue Tang)
-Changed default placement match max from 10 to 15 (if you look at the relevant leaderboard first the max is set to whatever the 10th place score is)
-Made it so second Eel “1” move does not trigger enemy movement
-Fixed bug with passive artifacts showing “Discard the artifact without using the rest?” message
-Fixed bug with parachute not activating fish “1” abilities
-Large performance improvements
-Fixed bug with rank info tooltip showing up when XP quest popup was up
-Fixed issue with fish in tide pool showing their tooltips with popups up

Rolling in the Reef Patch 1.01 is Live

You can grab Rolling in the Reef here.

Patch Notes:

GAMEPLAY
-Added small bonus to goals for each “1” they require
-Added 1VP to all dice goals (should make smaller ones more valuable relative to big ones)
-Angelfish “1” ability now creates a wild angelfish
-Angelfish “1” ability now triggers exploration points
-Anglerfish 1 ability now gives 2VP and a new fish rather than the regular enemy rewards
-Weekly challenge is now 6 rounds (was 8)
-If you have full artifacts, you can play on a space with an artifact and discard it for 1VP
-You can now use a wild die for the Split Pair artifact
-Digging up coral always sets the new fish to wild
-Killing a monster with a full pool now spends the dice before getting rewards
-Rerolling when discarding an artifact no longer costs 1 sun (Fixed bug)
-Clownfish 1’s no longer cost sunlight to place
-Dice cup now rolls a new die of the chosen type
-Enemies now update their path decisions when you check them or when they move

INTERFACE
-Placement matches no longer adjust your leaderboard rank
-Main menu school is now whatever school you last played with
-Added clarification text to monster tooltip
-Max rank from placement match is now whatever the #10 spot on the leaderboard for that school is (defaults to 10 if you never check the relevant leaderboard)
-Disabled saving in placement match (You can now press ESC to set your rank whenever you want to)
-Added code to try to detect unsupported resolutions (5:4, 4:3) and switch to 1280×720
-Fixed achieved Blue Tang achivement being colored in
-Regroup button changes to “End Game” on the last turn

Rolling in the Reef 1.0b is Live!

Patch Notes:

-Fixed dice clatter sound being played twice on regroup
-Fixed angler fish goals not accepting angler fish
-Fixed Regroup 7 fish quest
-Wilds can now match anything as a pair to fight piranhas
-Wilds can now be played on any space (even next to a 2 and a 5 for example)
-You can no longer play ANY octopus on an 8 goal
-X-Marks space will no longer reappear in the same spot at the start of the next round
-Fixed quests not resetting after being rewarded
-Fixed rank total counting locked races
-Fixed buff two artifact to work like normal “+” for now (may try to let you get non-on-this-die pip values later)
-Added prompt to ask whether you want to sacrifice the rest of the artifact if you right click after playing part of it (like with Buff Two)
-Removed sunlight gained from gaining more than 16 fish in your tide pool
-Fixed being able to play 1s next to 8 (from octopi) on the board
-Removed ability to dig up coral and then slither off with eel
-Made enemies spawn quicker above rank 20 and in the Weekly Challenge
-Fixed a bug with gaining an artifact with an eel with no empty holders
-Fixed some typos

Have plans for a few gameplay tweaks for Saturday (when the Weekly Challenge changes over) so stay tuned for that!

Militia Tablet Mode, Solar Settlers Hardcore Mode and a Huge Thanks

I’ve added tablet mode to Militia in settings! Now’s your chance windows tablet users to sit back and slay some orcs. You can also toggle the threatened indicators in there.

Secondly, I’ve added a hardcore mode to Solar Settlers. It’s on the beta now (To access the beta right click Solar Settlers in your Steam Library -> Properties -> Betas then enter “solarsettlersbeta” -> Click Check Code -> Select in Dropdown -> Restart Steam).

The changes are:

  1.  Colonists now cost 2 oxygen per turn.
  2.  You start with 5 oxygen.
  3.  You gain 1 oxygen of production for each settled colonist (but no more than the # of active colonists)

The idea is to lower the number of active colonists on the board at very high ranks, encourage more early settling and to reduce match playtime. We’ll see how it goes! Lots of discussion about the design is going on on the discord if you wanna join in.

Lastly I just wanna give a huge THANK YOU to everybody who has joined the BrainGoodGames community over the last little while. It has been by far the most sucessful week ever for BrainGoodGames, and I’m just thrilled and inspired that I get to keep making them. You guys rock!

Note: To access Hardcore Mode press the up arrow on your keyboard ten times on the main menu.

Militia 1.15 Update, Axes and Acres 1.07 Update, Dice Game Coral Retheme

The Militia 1.15 (“Threatening Enemies”) Update is Live on Steam!

Patch Notes:

-Added threatened unit indicators (they show which enemies can attack you when you move)
-Enemies now can only make moves that were available at the start of the enemies turn
-Fixed rare bug with getting two floor clear popups at once
-Fixed fullscreen toggle check mark not showing up
-Added Main Menu/Play Again buttons on end screen
-Fixed bug with entering placement match from the Learn screen

The Axes and Acres 1.07 (“20/20 Vision”) Update is Live on Steam!

Patch Notes:

-Fixed text to be vector-scaled so it doesn’t look as blurry at higher resolutions
-Fixed buildings not giving VPs in the tutorial

Yesterday and today’s episode of BrainGoodBreakfast showed off some of the Coral Reef retheme for the dice game!

(By the way, all of the BrainGoodGames are on sale! Only until Monday!)

Axes and Acres Patch 1.05

Patch 1.05 is live on Steam! It features a ton of balance tweaks and quality of life reworks, as well as a big leaderboard update and a second major end-game win condition in the Castle! Go forth and spread your buildings far and wide, and bask in the grandeur of your kingdom.

A mighty kingdom with you as king (or queen :) ).
A mighty kingdom with you as king (or queen 🙂 ).

Balance Changes:
-Chopped trees give 3 wood (from 2)
-Barbarians don’t walk on bridges at all
-Castle reworked:
-Gives 1VP/Worker die on construction
-Royalty VP face gives 1VP/5 player buildings
-Town hall card now gives 1VP/7 resources (from 1VP/6)
-Farms give 6/5/4/3 food, and are depleted at 3 rather than 2 (still gives 1 wood)
-Hunter’s Hut card “Move 2” -> “Move 5”
-Hunter’s Hut Spawn Rabbit ability now spawns a Rabbit within 3-4 spaces of a Hunter’s Hut (previously within 6-8 of a Home space)
-Killing Barbarian Spawners now gives 1VP
-Have a Church VPs: 4->5
-Have 2 Woodsmen VPs: 4->5
-Have 2 Masons VPs: 6->7
-Have 5 Roads VPs: 5->6
-Have 3 Farms: 7 -> Have 2 Farms: 5
-Fountain reworked:
-Added new ability to reroll “action objective” with Crusade face
-Fixed issue with Lumberyard Card (“Work then set to Gather”) rerolling die on board
-Reworked first phase scaling to cap out at 18 points (from 17)

Bugs/Quality of Life
-Added “Current BGG Update” link to Main Menu
-Added save corruption support
-High scores separated into two tables (“Current” and “All Time”)
-Rank updates on both tables when you win or lose, but “All Time” rank will never go down
-Top players page will show your global ranking
-Fixed a bug where quit popup would open multiple times if ESC was pressed again
-“Learn 0/3” text disabled if you’re past rank 1
-Fixed a bug where barbarian spawners would crash the game if there was no room to make a new one

As always, thank you so much for your help and support. Special thanks to Allan, Kenbutsu and K-Rez for awesome balance feedback, and to Gutsman and doiron5 on the Steam forums for submitting bug reports.

Leave a comment below or shoot me an email at braingoodgames@gmail.com with your thoughts and feedback. I’d love to hear it! Onwards and upwards!