Siege Settlements 0.0_10 "Formation" is out! (HUGE CHANGES)
Siege Settlements v0.0_11 » Devlog
After over a month of work, I've released the literally game-changing v0.0_10 "Formation" to the public.
The update brings a multitude of crucial changes to the game. Such as population-based units (formations), workplace & employment system, new buildings, lights, new automatic resource delivery via Civilians, buttons for new actions, etc, etc.
Grab a copy for yourself too! :D https://katniss218.itch.io/siege-settlements
Official subreddit: https://www.reddit.com/r/SiegeSettlements/
Changelog: v0.0_10 "Formation"
- Updated project to Unity 2019.3
- Added formation-based units!
- Added interior system (units can now enter buildings).
- Added workplace system (civilians can get employed & once employed, have work routine).
- Civilians can now automatically deliver resources to wherever they're needed.
- Added campfires - light up the surroundings.
- Added taverns - heal units inside when the tavernkeep is working.
- Added Stone and Iron Mines, and Lumberjack's Huts - for mining specific resource types.
- Added new Sub-Object type - "LIGHT".
- Added double click on an object to select every other object with the same definition id.
- Added 3D sounds & distance falloff.
- Changed stats of many units and buildings.
- Changed and improved sound effects.
- Changed the default level to facilitate the changes:
- Added new buildings & custom unit population sizes.
- Changed some places.
- Empty map can still be accessed via the "big button".
- Changed in-game GUI:
- The most-useful module is now always displayed when selecting.
- Changed module icons (used to display different information about the selected object).
- Changed ambient lighting. No longer goes pitch black at dawn/dusk. Colors can now be changed in level.kff.
- Particle Sub-Objects can now have emissive materials.
- Reworked Tactical AI system.
- Units can now move towards other enemies, as long as they are in their view range.
- Changed units' size parameter from radius/height to a Vector3 (xyz).
- Reduced camera zoom's upper bound from 30 to 20.
- Removed tooltip from the objects with inventory (select them or check HUD instead).
- Added new Action Panel buttons for various actions.
- Optimizations:
- Changed rendering pipeline to Universal Render Pipeline.
- Unity 2019 has optimized mesh collider data baking, reducing level load times.
- Optimized shadow rendering.
- Objects with no attack modules will no longer call to update them.
- Bugfixes:
- Projectiles now don't get stuck in the non-solid extras (e.g. grass).
- Resource Panel now updates properly.
- You no longer can assign DropOff tactical goal to objects that can't move.
- Construction sites sometimes not wanting to accept resources, making them stuck.
- Inventories no longer lose hide items on the HUD when loading save state.
- Barracks' "Change Rally Point" button was missing texture.
- Spaces in text are barely visible at lower font sizes.
Oh boy, who would've thought that a single person could do all this... I certainly wouldn't.
Files
SiegeSettlements 0.0_10 'Formation'.zip 44 MB
Jan 12, 2020
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Siege Settlements v0.0_11
A customizable, top-down, strategy game in a somewhat medieval setting.
Status | In development |
Author | Katniss |
Genre | Strategy, Action |
Tags | 2D, 3D, Medieval, Real time strategy, Singleplayer, Tactical, Top-Down, Unity |
Languages | English |
More posts
- Formations splitting & joining to change sizeDec 28, 2019
- Archers, shoot!Dec 27, 2019
- Population-Based Units coming to v0.0_10!Dec 25, 2019
- Campfires coming to v0.0_10Dec 14, 2019
- Siege Settlements v0.0_09 Released!Dec 01, 2019
- Tooltips, GUIs, and other Quality of Life improvements.Nov 28, 2019
- v0.0_08 "Siege" is now available.Nov 17, 2019
- KSM exporter for Blender 2.80Nov 14, 2019
- Version 0.0_07 is finally here!Nov 11, 2019
Comments
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Was able to make my own hero with a different projectile and increased stats!
Kermugen the Changeless! He is pretty sweet.
I gave him the ability to build buildings (or start them at least) so I didn't have to carry a citizen around with me.
I didn't alter his appearance, just stats and projectile and type of damage, and used him to crush Cerberos! I gave him 200 carry capacity but couldn't figure out how to add the GUI elements to let him load/unload resources. I also gave him the ability to enter towers, but he just won't, even though I whitelisted him.
I also made the trees and rocks and iron hold 150, and gave the warehouses 300 capacity of each open slot (and tried to add 2 more slots but it wouldn't let me).
Gave the citizens much higher speed and carrying capacity as well for the fun of it, and allowed max sized units to go into towers.
Made the day 3x as long and the night half as long with a boosted moon intensity too.
All in all, it was quite fun.
This is actually normal. I just didn't have enough time to make everything there.
I'll block the buttons until that feature is done. It's quite misleading indeed.
Use the "Load Level" menu for now. That's currently the main interface for loading levels.