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Development Blog - Late January

1/24/2014

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Wow. For the first time, we have some COMPLETED items to add to the development update!

Alpha is still coming... in the next 1-2 months... or so. 

Sim Hero Bug Fixes / Additions:

Completed:
- BUILDING: Guard tower/wall upgrades
- BUILDING: War Hall, including specialization in either: Archers, Infantry or Cavalry.
- BUILDING: Training Hall upgrades
- BUILDING: Bank upgrades
- BUILDING: Chapel upgrades
- BUILDING: Wood Elf embassy upgrades (added "Forest Archer" class)

Changes:
- Bow attack speed increased (faster)
- Added Crossbow as a weapon type. Added Crossbowman class. 
- Added "Mounts" & Lances as a loot type. Added the Horseman class.
- Added the Legionnaire class.
- Added "Disrupt" to some skills. This will dismount mounted foes and has a chance to remove many beneficial effects. Changed the MERC's base skill to do this.
- Added all planned main keep visual upgrades. Have a few diplomacy/marraige items to add yet before I call it "finished".


Fixes:
- Added ATK speed to the Status-Properties screen
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Development Blog - Mid January

1/11/2014

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Many Fixes & Changes:

Changes:

- Added State: Charmed

- Changed title graphic

- Added some story elements

- Added the ability to trade finished goods at each neighbor castle... provided you are not enemies.

- Added neighbor invasions to the Event rotation... if you are at state: Enemy. These wars are the toughest Event wars in the game, so that's incentive enough to not make any enemies!

- Improved the Interface Skin

- Added the "Castle Peril" event type from the kickstarter stretch goal. Will keep adding "peril types" as we move thru Alpha & Beta. Right now, there are 2 different ones which can happen: Rebels or Goblin Raiders.

- Added in more of the content designed / named by Kickstarter backers.

- JP gain increased slightly. JP bonuses given for defeating bosses.

- Game can be lost if the main character dies or any castle resource is lowered when already at !Low!. Will work on a more informative game over screen as we move along (ie: a Roguelike gameover screen with some stats)

- Set the max level to 20 for any given class for this pass of the game. Expansions will increase this.

- Training now costs 500 JP. But the gold cost on the papers has been reduced.

- Added another level 5 dungeon to the beginning of the game: Orc Camp

- Added Wound curing items to the loot rotation

- Added little side-events which can happen around the world here and there. More to come.

- Added T2 Mage Tower & Elementalist Badge/Class

- Upgrading the Recruitment Hall will increase the amount of XP gained at the training dummy.


Fixes:

- For "immediate battles", coffins are now properly showing right away for party deaths.

- Fixed a problem where the First Event (after the Goblin Camp is beat) would be set to "None"

- A neighbor king will no longer conduct "normal" diplomacy while they have a crisis going on.

- Fixed all Heavy armors to resist wounds in their various body location areas. Slightly lowered their DEF values. (this was a planned change once the Wound system was stable)

- Toned down the difficulty for "Court" battles (especially in the overland) for the beginning of the game. 

- Toned down the difficulty of the Level 1 dungeons. Still working to balance the Healing changes made and this should be the last of it!

- Fixed the "event resolution" dialog for a "Resource" crisis event type.

- Plains Orcs now correctly begin the game at "Neutral" instead of "Enemy"

- Correctly charging the 500G to build the Work Site.

- Increased the gold coming in from dungeons

- Tweaked difficulty (down) on: Forest Cave, Old Well, Western Watchtower

- Fixed training papers - you no longer lose them when failing to train someone. 

- No longer giving loot or gold rewards for wiped parties.

- Fixed Marksman badge
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Development Blog - Early January

1/1/2014

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Just a little update on the things we've been working on to move towards Alpha. All of the below changes will be live in the Alpha version of the game (once it's ready). For now, the demo version will remain "as is". All Kickstarter and Paypal contributors of $10 or more will get an invite to the Alpha build.

In addition to many "under the hood" type fixes / additions, some specific items of note:


- Garden of Heroes added.

- Necropolis added. (requires a new game start for the undead heroes to be available)

- Bank / Trading Post added.

- added helper text to the throne to tell you if you've succeeded on the current event yet or not.

- Changed the Rogue to be more powerful when Hidden. Many skills now deal more damage when Hidden. Rogue now gets the skill "Hide" at Level 1. And, in most fights, they try to hide right from the start.

- AI for healing has finally been fixed! All skills that heal have been changed to properly be single-target skills (and TP/MP costs lowered and/or effect values increased, cooldowns removed). Some specific skills remained "party" heals. Generally, a hero with a single-target healing ability will target the most damaged ally.

- All healing abilities now are tied with an Element (Holy, Water, Earth, etc), with one exception: "TRUE" healing. If a hero resists Holy, and they are healed by a Holy skill, then they receive less healing. True healing is never reduced by elemental resistances (it is "outside" the normal elemental system). This was always planned, but never implemented because the healing AI has been broken for so long. Plan your parties carefully!

- Cleaned-up many abilities for minor tweaks in most cases, major bugs in other cases. Also cleaned up some items in the same way.
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