Jon Shafer's At the Gates

Jon Shafer's At the Gates

Jon Shafer  [developer] 24 Jan, 2019 @ 8:30am
Update Plan
The first big gameplay update for AtG (v1.1) is now up on Steam and Humble. In this article I'll briefly cover what's included and what's coming up next. You can always check out what's new in the 'unstable' branch here in Steam, but don't be surprised if you run into bugs or other problems.


What's in v1.1


Food & Difficulty

To start with, the game is now much tougher. Coming up with the right numbers in a game filled with them is really tricky, but my approach with v1.1 is to err on the side of making things challenging.

From a very early stage in development I prioritized storing food ‘as turns’, which meant it was very easy to keep track of how much you had left, but this came at the cost of making the system basically impossible to balance. If you built up a good stockpile of food early on this could carry you all the way to the end of the game, even as your food consumption grew exponentially higher. In the end I decided to finally bite the bullet and switch over to a normal ‘stockpile’ system for food. This means how long you have left until starvation strikes is harder to predict but in every other way the game is now a lot more fun.

v1.0 was too easy in many ways and as a game with strong survival elements that doesn’t really work. So be prepared for the game to really challenge you now. The AI and diplomatic side of the game still need work, but in the meantime keeping your people fed will definitely offer a real challenge.


The Caravan

Improving the balance of the game required spending a lot of time rethinking how the caravan fit into the rest of the game. Being able to exchange one resource for any other can fundamentally make or break the entire game. The idea now is for the caravan to basically be the ancient-era equivalent of a stingy used car salesman, where you can probably find something that works well enough but you're probably going to spend more than you'd like and not get exactly what you want. Occasionally you'll come across a great deal, and it will be important to take advantage of those opportunities. The focus of the game is on your Clans and map resources, and ultimately I don't want the Caravan to overshadow those more interesting elements.

In terms of specifics, what's available with each caravan upgrade level is now much more predictable, and the number of specials available during each visit is more manageable. With the previous design there was often all sorts of stuff going on and so it was hard to wrap your head around the system initially, but if you knew the game will enough you would spot the imbalanced elements pretty quickly and exploit them mercilessly. Things are a lot tighter now and it’s no longer possible to drive your entire economy through the caravan. The numbers are still a bit rough, but I'll be refining things in the months ahead.


Pacing & Bugs

I’ve also spent some time grinding down some of the game’s rough edges.

Clans were developing desires a bit too often, and the consequences for failing to satisfy them were too severe. I’ve toned things down in both regards, especially the latter. Clans are now either “interested” or “obsessed” in their desire, and when simply interested you can usually (but not always) ignore them. If they’re obsessed though you probably need to start planning out a plan for reassignment. Previously there was a range of possible “interest intensities” that were hard to understand that usually just ended up with your people being mad at you very quickly. Overall the changes in v1.1 make for quite a noticeable improvement, especially now that other aspects of the game are tougher and require more attention.

A number of bugs have also been fixed, though without a full-time QA team undoubtedly some remain in the game. If you spot anything that’s not working correctly please send an email to contact@conifergames.com or report it in the Conifer bug reporting forum.


Plans for v1.2


v1.2 is planned to go up in late June, and is when I suggest jumping back into the game if you haven't played recently. This update will focus on making the Romans more interesting and adding a new clan management screen to help keep track of everyone.


The Romans

Now that the early game survival elements are in-place most of my time will be spent improving the mid-game. The plan is for the Romans to become a pretty regular presence in every game, kind of a big brother who likes to boss you around and either looks out for you or beats you up for defying him. They’ll ask you to do things for them to show your obedience, and while you're free to ignore these requests doing so might result in dire consequences based on their strength and proximity.

The Romans will visit once per year in January, and every other visit will oscillate between making a request of some kind and then following up on it. So for example the emperor might ask for a large sum of treasure as tribute, note you have 24-ish turns to scrape it together, and then be on his way. As the year passes you can actually be attempting to muster this gift for him, build an army to defend yourself, or simply ignore him and hope for the best. There will also be rewards for playing along, so the right approach will depend on the game situation. Some of the details will ultimately be worked out during playtesting, but the design is basically ready to go and I'm in the process of programming everything now.

I also have further plans for the Romans, including having them grow weaker over time, and incorporating them more fully into the diplomacy system, which will all be tackled later this year as I work on future updates.


Screens

v1.2 will also see the addition of a basic Clan Management Screen, which should help keep track of clans that aren't in your settlement. This will initially be pretty simple, but I’ll be adding functionality over time.

(Speaking of screens, the Caravan Screen has also seen received done much-needed improvement with v1.1, although I still have plans to make it easier to buy and sell resources at some point in the future.)


Plans for v1.3+


I'll be providing more details regarding future updates later this year but v1.3 and beyond will be mainly focused on improving the AI and diplomacy. As noted the behavior and mechanics of the Romans will also be fleshed out further, balance will be improved, and of course more bugs will be squashed. I’ll be working on AtG full-time through the end of the year at least, so there’s still a lot more good stuff to come. If you're curious as to what's going on with the game make sure to check out the unstable branch in Steam, as I typically update it every Friday except when I’m on vacation.

That’s it for now. If you have any questions about the game, what’s being worked on, or what’s coming up don’t hesitate to ask!

- Jon



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v1.1 Patch Notes

2019 May 31

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MAJOR FEATURES


- NOTE ... Save compatibility has been broken with this update. Old save games will no longer load. You can use the 'unstable_old' beta branch to finish an ongoing game before upgrading to this version.

- Food is no longer stored as turns, but is a normal stockpiled resource like all others. Surplus food production no longer spoils. Players now start the game with only 5 turns of food, which will disappear quickly!

- Starvation now results in the Mood of all Clans dropping by 1 per turn. All other penalties associated with starvation have been removed. If more than half of a player's Clans are Resentful when the turn ends the player will lose the game.

- Increased clan family food cost from 0.2 to 0.3. This makes keeping everyone fed a fair bit tougher. You also now start with 10 food instead of 5. Each subsequent Family now joins a Clan in 10% less time than the previous one. Families now provide a Clan with a Combat Power bonus, but no Resource Production bonus, as this ended up breaking the game's economy and food balance.

- Significantly rebalanced the cost and output of most Structures and several resource refinement Professions.

- Rewrote logic for clan desires, which makes their start softer, makes 'milder' desires more likely, and adds a chance of desires fading away.

- Rebuilt the core logic for the caravan resource availability system. The distribution of resources and the rate at which 'specials' are available should now be much better paced and balanced.

- It's no longer possible to level up clans by spending Parchment, as this being possible skewed the economic pacing of the game too much. It is still possible to switch a clan to a different discipline.



GAMEPLAY TWEAKS


- Caravan now has its own stockpile of Treasure, and will only buy resources from the player up to that price.

- Increased cost of upgrading the caravan.

- Sell price for resources at the caravan is now fixed at 75% of the buy price. The sell values in XML are now ignored.

- Number of caravan specials is now based on a percent of the total resources for sale, rather than a fixed count.

- Reduced production of the Trading Depot (from 20 Treasure per turn to 15).

- Rebalanced several economic Professions and their upgrades. Added a few new 'synergy' professions, which are all generally less powerful now.

- Reduced Morale recovery to 10 per turn (previously 20).

- Increased vision range of all units.

- Increased Cloth cost of raising the popcap.

- Increased Structure cost to 50 Timber or Stone Blocks.

- Greatly increased the benefit provided by Warrior Profession Armor upgrades.

- Clans no longer automatically level up to their Profession's level.

- Clans now show up a bit more often.

- Reduced chance of the 'Find a Warm Place' clan desire.

- Noble clans no longer produce Fame.

- Increased XP required to gain a Level in a Discipline. This means it will generally take longer to train Clans in the midgame.

- Increased rate at which new Clans arrive.

- Increased Cloth cost of increasing the Popcap.

- Skipping the Settlement's turn now produces 1 Treasure and 1 Fame per resident Clan (previously always 5 Treasure).

- Stone Structure Apprentices now produce as much as the base version of the Structure. Adding an Apprentice slot now costs 20 Boards and 10 Parchment.

- Paths now increase movement speed by 3x.

- Caravan price balancing. More to come.

- All Plant and Mineral Resource Deposits now last for 24 turns (previously it was a mix between 24 and 18).

- 'Resentful' Clan Mood is no longer permanent.

- Free food goody hut result now provides 10 Food (previously 5).

- Increased cost of Tinkerer to 30 Tools (previously 20).

- Watchtower Apprentices now cost 20 Weapons (previously 5) and produce 20 Fame per turn (previously 5).

- Cooper now provides 4x food (previously 2.5x) and costs 3 Boards per turn (previously 2).

- Armor upgrades for Warrior Professions now provide a larger bonus.

- Farmer upgrades now apply to Apiaries as well.

- Increased production and cost of Woodcarver and Stonecarver.

- Increased cost of founding kingdom to 50 Parchment (was 25) and Fame per turn for doing so to 20 (was 15).



MINOR BUGS FIXED


- Fixed rare crash in Goal AI.

- Fixed crash where AI kill bandit camp operation would have a 'null' camp.

- Fix for borders not visually updating after capturing structures.

- Fix for crash when loading a save file when a 'new faction unlocked' notification was up.

- Digger now immediately exhausts Deposits after degrading, similar to other foragers.

- Minor text fixes.



MISC


- Resource stockpile now shows the current number of turns of food left, now that it's no longer automatically stored AS turns.

- Brought back 'STARVATION' label in the resource stockpile panel.

- Caravan Screen: re-ordered price and quantity labels, and softened gold-colored buttons for specials.
Last edited by Jon Shafer; 31 May, 2019 @ 12:15pm
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Showing 1-15 of 68 comments
(* ^ ω ^) 24 Jan, 2019 @ 8:47am 
:)
Ron Mexico 24 Jan, 2019 @ 9:24am 
This roadmap is really nice, but this honestly looks like the roadmap for a game that isn't done yet. Will return to see the reviews/progress at that time before purchase.
Jon Shafer  [developer] 24 Jan, 2019 @ 9:55am 
No problem Walter, I understand. I promise I'll be sticking with this game for the long haul. :)

- Jon
Ruzen 24 Jan, 2019 @ 10:34am 
Nice communication :tropicanstar:
Finandir 24 Jan, 2019 @ 11:43am 
Thanks for the detailed notes, Jon. I've been with you since the Kickstarter and was glad to see you return to developing the game. I was very impressed that you took the time to detail your struggles and how you have worked through them.

Thank you for continuing to stick with this. I look forward to seeing the progress over time. It looks kind of like the classic Civ roadmap - release a good game and then continue to make it better with updates. I suspect people that buy it a year or two from now will be really impressed with what they see. Those of us that jump in from the beginning will probably have fun but be impatient that it isn't mid-September-ish already. :)
Pod 24 Jan, 2019 @ 11:53am 
Originally posted by Walter Sobchak:
This roadmap is really nice, but this honestly looks like the roadmap for a game that isn't done yet. Will return to see the reviews/progress at that time before purchase.

Which raises the question: Jon, how come you chose to go for a 1.0 release, rather than a `0.8 + Early Access`?
Medway 24 Jan, 2019 @ 12:16pm 
Thanks for the list. Look forward to the updates.
Scarab-Phoenix 24 Jan, 2019 @ 12:22pm 
Originally posted by Jon Shafer:
Support for fan translations (if enough interest)
Wouldn't you like to have good translations though? Fan translations are often poorly written, inconsistent, don't have necessary quality control and proofreading, and last unfinished for years. They are free of course, but may potentially scare players off rather than make them want to buy the game.
As a native speaker and experienced translator I would gladly offer my services if you would like to have a proper Russian localization. If you are willing to talk about it I could send you my CV.
bluescreen 24 Jan, 2019 @ 12:53pm 
Originally posted by Pod:
Originally posted by Walter Sobchak:
This roadmap is really nice, but this honestly looks like the roadmap for a game that isn't done yet. Will return to see the reviews/progress at that time before purchase.

Which raises the question: Jon, how come you chose to go for a 1.0 release, rather than a `0.8 + Early Access`?
2nd this. just refunded. will have a 2nd look in 5+ month. too bad
bodnotbod 24 Jan, 2019 @ 1:26pm 
I notice there is a bug for horses listed. I have a pen around some horse. I have 8 horse. The number I own never changes. Is this expected behaviour? Perhaps there's a later tech to breed them?
Jon Shafer  [developer] 24 Jan, 2019 @ 2:46pm 
Originally posted by Pod:
Which raises the question: Jon, how come you chose to go for a 1.0 release, rather than a `0.8 + Early Access`?

To be honest it's because I felt it was fun enough to be a v1.0. It's not as polished as it could be but no strategy game really is at 1.0, and I've had a ton of fun playing AtG. The testing team was small and the feedback I was receiving was generally (though obviously not universally) positive. As a developer you have to pull the trigger at some point. Everyone's bar for what is and is not complete is different of course, and if other people don't feel it's ready then I can respect that and won't begrudge them for requesting a refund or waiting to buy the game until later.


Originally posted by Scarab-Phoenix:
Wouldn't you like to have good translations though? Fan translations are often poorly written, inconsistent, don't have necessary quality control and proofreading, and last unfinished for years. They are free of course, but may potentially scare players off rather than make them want to buy the game.
As a native speaker and experienced translator I would gladly offer my services if you would like to have a proper Russian localization. If you are willing to talk about it I could send you my CV.

Thanks for the offer! I'll look into the possibility of professional translations when I reach the point where I'm able to look at the system again. First things first though is the tackling stuff above.


Originally posted by bodnotbod:
I notice there is a bug for horses listed. I have a pen around some horse. I have 8 horse. The number I own never changes. Is this expected behaviour? Perhaps there's a later tech to breed them?

By default the number of animals in your stockpile won't go up, unless you've constructed the pasture out of stone blocks. So, probably not a bug in this case.

- Jon
AngelEyes 24 Jan, 2019 @ 3:19pm 
I'm going to try to wait for a bit of post launch clean-up but this is the post I've been waiting for. I know it's your baby Jon I have full confidence :steamhappy:
bodnotbod 24 Jan, 2019 @ 9:15pm 
I think I've hit a game breaking bug: somehow my clans went to 19 while my limit was 18. Now the bit where the button should be to increase my clan limit by spending ten cloth (yes, I do have the cloth, I have 39 cloth) is in red with "- - ". I got one of my clans killed hoping that with the clan numbers now being at the clan limit, maybe that would fix things. It hasn't. Perhaps of interest, the pop-up says my fame will not change this turn. But, further down, it says I am accruing fame (+4 base, +30.75 from other sources).

Thank you for the previous reply regarding horses: now that I'm further into the game I agree with you that that was not a bug :)
Last edited by bodnotbod; 24 Jan, 2019 @ 9:16pm
Frege 25 Jan, 2019 @ 12:44am 
@Jon Shafer Hey man, just wanted to say your game looks like a really interesting iteration of a 4x game. Will buy it as soon as i got spare money. But you did yourself no favor with releasing it without early access. With early access marking you would face a clearly positive feedback, and you would have sold more with positiv review score. (at least thats what anekdotal evidence of other developers suggest.
Dont take the criticism to close, i know the development wasnt easy so far. But i think it wasnt a good idea to release it in non early access fashion.

hope you can solve the issues and get the success you deserve. the game is a gem but a gem that needs to be cut
Last edited by Frege; 25 Jan, 2019 @ 4:42am
Pod 25 Jan, 2019 @ 1:15am 
Originally posted by Jon Shafer:
To be honest it's because I felt it was fun enough to be a v1.0. It's not as polished as it could be but no strategy game really is at 1.0, and I've had a ton of fun playing AtG.

Well, if you think you're ready for it, then that's good enough for a v1.0, though I don't think the negative reviews the game has already gotten would agree with that. One benefit of the EA programme is on reviews, as when you're in EA the reviews are clearly marked as being so. I'm just hoping that the initial slump in reviews doesn't effect you in the long run.

Thankfully, however, Steam now has "Recent Reviews" vs "All Reviews", which should help you as the game moves forward and improves.

I'll definitely be picking up the game at some point, but will let it grow a bit more before playing -- just like I would with an EA title. ;)

Good luck! :)


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Date Posted: 24 Jan, 2019 @ 8:30am
Posts: 68