All posts tagged with "does lord palmerstoke even exist"

Choose Your Own Misadventure

First, a note from the Management: The monthly patch has been delayed due to some last-minute stability concerns but we’re working on it and will update you when we’ve got it sorted out. In the meantime we’ve asked Chris to hold the fort with a blog post about some cool stuff he’s been working on over the last month. Over to you Chris!

It’s time for another game balance post! Last time I wrote about immigration, but that’s not the only big game progression change in this month’s patch: we’ve also added Loadouts.

There's some kind of crazy map there too, but don't worry about that just yet.

There’s some kind of mysterious map there too, but don’t worry about that just yet.

For a rather long time we were extremely generous with the materials given to players when they launched a new colony; this was useful for testing hard-to-get-to midgame stuff, and hadn’t been given a serious balance pass since we implemented the idea of starting materials in the first place. However, just as with immigration, we’ve reached a point where it’s necessary to make players have to work for stuff so they can experience more actual gameplay. And that means not giving loads of high-quality materials at start.

With balance comes opportunity, and this was a real fun opportunity; We’ve always wanted players to be able to bring different stuff to their colony depending on their needs, and being that we were in the middle of balancing your starting materials anyway, what better opportunity to try out a bunch of different settings and see what people like? Thus, we set up a system that allows for different starting loadouts that can change values like:

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Character Events

I believe it was Rock Paper Shotgun who referred to our previous game, Dungeons of Dredmor, as “a randomly generated spinning roulette wheel of glory and death” (or something like that, anyhow.) Regardless, this is a good design philosophy and one that we can all agree upon. To this end, it is good to put some random events in games – they sparkle things up.

We also have said that one of the key driving forces in Clockwork Empires is your characters; it is very good for them to do various things, based on their personality, character traits, and moods. We want characters – and who they associate with, and who they are organized with – to start making a noticeable impact on the game beyond the incidental impact of being nearby other characters when they do something that may, or may not, affect other members of your settlement.

Dwarf Fortress handles this with Strange Moods; a Dwarf will lock themselves in a room and go insane – or, maybe, produce a strange artifact. Crusader Kings 2 handles this with various events happening, ranging from jousting tournaments to attempting to turn lead into gold.

To generalize this: we have random Character Events.

Well, the content is much more interesting, but that's not much of a choice. Now we also need to get rid of this enormous amount of wasted space.

For instance…

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