Posted February 13, 2025 by Sisyphean Games
Now that the game is functioning pretty well we moved on to improving some of the system designs that we should needed more work. This build brings major changes to the Wellness system, minor changes to the Crisis system, adds new planet effects that can rarely appear on new planets you earn during the game, and has several other smaller changes and fixes.
Next up we are looking at some changes to improve the Defense system, adding T3 buildings, and trying to finalize the faction selection screen!
Please let us know if you notice any bugs or have any suggestions on how to improve the game.
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For the wellness system not only did we change the visuals but we also changed how the system works, added a new bonus or two, and modified some of the existing bonuses.
One of the big changes is to decay. Before, each reward would just increase the decay permanently but now it is based on the current wellness level. This way players can take a bit more risk with how much they devote to earning wellness and can more freely switch their focus to another system as they wont be stuck with a high decay value.
Another change is that bonuses that cant be lost such (Building unlocks) are now smaller and wont drain like the main bonuses do. This should make it clearer that you wont lose access to any buildings if the wellness level drops and it also makes it easier to regain progress in the tree as you wont have to fill them again to get back to the higher rewards.
The last major change was that now if you have decay built up gaining new wellness wont clear it out. This makes it a bit more punishing if you let the wellness drop too low as every time you will get closer to gaining more crisis points.
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Speaking of Crisis we made some minor changes to that system as well. Crises now slowly resolve over time even if you don't put points into them. However now each crisis that occurs decreases how much it takes to trigger the next one (Min of 5). After the first couple they wont clear fast enough to just wait them out but if one isn't causing you too much trouble you can focus on others and deal with them first while it ticks down.
As another minor change we also updated the code so that when randomly selecting a new crisis the system wont choose the last one you cleared out.
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Planet effects are a new addition to the game. Before planets would be generated with a mix of points, slots, and resources. Now they can also get special effects. These are shown down below the planet along with any strategic resources the planet has. There is one for each of the 5 main point types which doubles that value of that type on the planet and there are two that reduce the build cost on that planet by either 1 or 2 production.
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Changes:
Fixes: