Very cool guide to help with playing at absurdly high ranks (100+). Well worth checking out if you’re looking to up your A&A game.
Worked on a Tutorial for Solar Settlers all day today! Got just a few things left to touch up before getting some playtest feedback! Can’t wait to have you guys get your hands on the game! 🙂
P.S Solar Settlers is still on greenlight and could use your vote here.
Really cool video by Keith Burgun about how strategy game designers can use design patterns from Legacy games (like Pandemic Legacy) to incrementally introduce complexity to players, and therefore enable them to make a more complex (and more deep) game without sacrificing initial accessibility.
Considering something like this for Solar Settlers now… :thinking:
Breezy Mode v2.0 is here!
-Rank is now adjusted after 1 win or 1 loss (previously 1 win 2 losses)
-Fixed bug with used goods not refreshing in Ranked mode
-Fixed bug with Compass & a good in the cargo hold
HUGE overhaul to Breezy Mode
This version is fast-playing and more streamlined! Can’t wait for you guys to try it out. I lost 3-4 hours yesterday “playtesting”.
Current Rules Changes From Ranked Mode:
-Goods value only based on quantity for first round (random every round thereafter)-You can no longer sell undemanded goods
-Boats down to 2 (may go back up to 3 at higher ranks)
-Reduced board size
-Removed gold completely
-Maps now cost 1vp (one available at each city/round)
-Upgrades are free at 2/3 cities per round
-Removed refuel from shop
-Contracts are now 3 of the same good
-Contracts are not rerolled each round and are for 3 of the same good
-Moving out of cities does not cost fuel
-All boats refuel up to full each turn
-Wind meter max is now 6 (+1 when 5+ Wind Meter)
-Wind Meter goes to 0 at end of turn
-2 Goods are randomly spawned at the start of each round
-Modified Carrot pattern
-You can now pick up items mid-glide
-Added “goods” abilities to boats as default upgrades
-Reworked a couple upgrades slightly
-Goods can freely be dropped and picked back up in unused holds
Patch notes are here!: http://steamcommunity.com/app/448910/discussions/0/1291817208481218331/
Also, been tinkering with SkyBoats and I feel like this:
The Axes and Acres ‘Spring Cleaning’ Patch 1.06 is LIVE! Changes are as follows:
-Added stats screen to main menu
-You can now use the move box even with no workers on the board
-Fixed bug where you could deploy a 4th die to a space if you had two reproduce faces on it
-Added feature to highlight spaces that can be targeted by Hunters Hut card
-Added hide/show button to tutorial popup
-Fixed up some wording in the tutorial
-Fixed bug with reproducing too early in the tutorial
-Fixed bug with roads not calculating properly on very complex boards
-Fixed a bug with win streak triggering on 4 wins (now triggers on 3 properly)
Okay! Who’s ready to learn about how cards are played in Solar Settlers?
So on the most basic level, each card has a type of space it can be played on (indicated in your hand just below the name of the card). So in this example, the Mining Colony must be built on a rock world and the Hunting Colony must be built on a Jungle World.
Fortunately, in this circumstance we have discovered a nearby jungle world ready to go, so we’re able to play our Hunting Colony right away, which is nice because it gives us a habitat for our colonists to live in (victory in Solar Settlers comes by “retiring” a certain number of colonists into suitable habitats!
If we wanted to play some of our other cards from our hand, we would need to explore more of the nearby sectors, which I’ll go into more detail about in another blog post, so stay tuned for that.
In other news, the Solar Settlers Greenlight is off to the best start of any Greenlight campaign BrainGoodGames has had so far. We’re very close to passing Minos Strategos’ vote total, so if you haven’t already, go vote and you could be the one to push us over the top! Thanks so much for all your continued support!