0.5.4 - General improvements
This update improves the game in a wide array of areas like audio, visuals, performance, QOL, balance, bug fixes etc.
Updated sound
All the sounds created for the game has now been moved over to FMOD. This gives us better control over various parameters like pitch and volume, as well as some additional in-engine audio effects. It also makes it easier to work with spatialisation and 3D sounds. It's still early on when it comes to implementing sound effects and music in FMOD, and we expect that there's still a lot of room for improvements. Nonetheless, we've made some improvements in this build, and we're looking forward to hear your feedback on this.
Updated music
As part of integrating our project with FMOD, we've started to create a music system that takes bits and pieces of the original gameplay track, and spaces them out and randomises them. We have composed additional bits as well to fill out the sound track further. More testing remains, but the goal is to provide a nice musical backdrop to the gameplay, while giving the player some breaks in the music as well. By randomising the music, it should make sure that the same bits don’t get played over and over again, in addition to spreading them out fairly evenly.
Moving forward, we will explore dynamic music systems as well, in order to have the music respond to the game state, like if you are in battle or not, if you are starving or not, and so on.
Updated buildings art
All buildings are (at least that's what we have attempted to achieve) more in line with the ancient civilization that it's meant to represent: Babylon during the Middle and Late Bronze Ages. The general style and level of detail has been leveled up.
Unit changes
Heavy Axeman replaces Axeman, and Light Axeman replaces Light Spearman. These units come with new looks and animations, and they're inspired by weapons recorded from the era of Old Babylonia. Swordsman has been given a visual update, with skin pads, bracelet and different helmet. Javelinman now correctly is shown carrying small shield. We've also made several balance changes.
Updated food production art
The modern clean-cut Berry Bush has been replaced by Fruit Tree. The fruit tree is inspired by pomegranate, which was native in the game's setting. Farm crops no longer look like mini berry bushes, but are inspired by another native food plant, chickpea.
Windowed display mode
This was a community request. You can now switch between fullscreen and windowed display modes in settings in main menu and in-game settings.
Zoom in and out button
This was another community request. You can now zoom out further by finding the zoom button above and to the right of the mini map.
Other QOL improvements
These were also community requests. You can hold SHIFT to add or remove individual units from current selected group of units, toggle through and select multiple idle villagers, or deselect units from multiple selected units panel. Also, villagers automatically find other buildings that are under construction after finishing constructing a building.
Performance optimisations
We have optimised for when large groups want to pass each other, leading to more stable frame-rates in these cases.
Analytics opt-in
We enabled analytics that you must opt in or out of at first game init. We also added enable, disable and delete data (for Windows and macOS users only, since on Linux personified data gets deleted straight away automatically) buttons in settings.
Analytics will greatly help us get an understanding of our player base and what we need to work on.
Updated menus
All menus have been updated, with slightly updated looks, settings, how to play pages, and new social media buttons.
Bug fixes
As always, we're working hard on fixing bugs, since we want the game to feel close to 100% playable, even if the game is still in early development.
Change log 0.5.4
General
- Units in large groups who attempt to pass each other are less likely to cause lag spikes
- Updated several unit descriptions (it was for example not obvious that Heavy Spearman always ignores 1 ranged attack damage)
- Tree in ui icon now matches tree art in environment
- Moving camera speed with mouse wheel is now affected by scroll speed settings
- Updated equipment descriptions to reflect new units and general balance changes
- Minor visual changes to all menus
- Added connect with us at social media buttons to main menu
- New main menu background image
- Updated How to Play pages
- Equipment buttons in Furnace follows grid-based hotkey scheme
- Technology button now blinks to remind you to pick a new technology to research
- Fixed Tribe unit shadow
Art
- New art for all buildings
- New art for Farm
- New art for Fruit Tree (renamed from Berry Bush)
- Changed Light Spearman to Light Axeman (new art and animations)
- Changed Axeman to Heavy Axeman (new art and animations)
- Updated Swordsman art and animations
- New villager pick berry animations
- Minor updates to villager farming animations
Quality of life
- You can now add and remove single units from selected units group by holding SHIFT + LEFT MOUSE BUTTON (added info about this in How To Play pages)
- Holding shift whilst toggling idle villagers will also add these units to selected unit group
- Holding shift while clicking a unit in multiple units selected panel will now remove unit from selected units
- Villagers will automatically try to find other buildings that are not constructed within vision range after finishing construction of a building
- Added zoom in and out button
- Right Ctrl can also be used to create control group
- Added tooltips for map toggle zoom and idle villager buttons above minimap
- Can right-click idle villager button to select idle villager without moving camera
- Added windowed display mode in settings in main menu and in-game
Sound and music
- Volume balancing for various sounds
- Added pitch and volume randomisation to sounds like wood chopping, mining and building
- Implemented a randomised music system
- Treated the original gameplay track to work with the randomised music system
- Composed additional music to fit in the randomised music system
- New sound effects for placing and finishing construction of civilian and military buildings
- Selecting Village Center plays Village Center sound
Analytics
- Re-enabled analytics
- Forced opt-in/opt-out at first game init
- Enabled or disable analytics in settings
- Delete all analytics data about you in settings (for Windows and macOS users)
Balance
- Light Axeman deals 6 damage (from 5)
- Light Axeman is now equipped with axe (from spear)
- Light Axeman is now equipped with a small shield (from none)
- Light Axeman costs 15 food and 5 wood to train (from 10 food and 5 wood)
- Heavy Axeman is no longer equipped with small shield
- Bowman costs 35 food and 15 wood to train (from 25 food and 15 wood)
Bug fixes
- Fixed a bug that caused enemy units to move on top of and never attack each other
- Fixed a bug that could prevent controller panel tooltip from being hidden
- Villager on resume villager production button has correct team color
- Heavy Spearman attack damages enemy unit at correct frame
- Slinger releases projectile at correct frame
- Pause screen works again by pressing 'P'
- Javelinman has small shield in animations and ui icons
- Portrait left to unit production progress bar no longer acts like a button without being a button
- It now works properly to select a single unit from list of selected unit
- Can no longer hotkey buttons when game is paused
- Made several other changes and fixes to pausing game by pressing 'P'
- Multiple units buttons now show correct team colors after recently having selected an enemy unit
- Minimap rectangle scales correctly to different resolutions
- All unit shadows have pixel perfect positions
- Bowman in Watchtower no longer looks like it has Composite Bow when it doesn't
- Fixed a bug that could happen when commanding attack move that would cause units to move to position of bottom of map instead
Files
Get The Fertile Crescent
The Fertile Crescent
Real Time Strategy game set during the Bronze Age in the Ancient Near East.
Status | In development |
Author | LincRead |
Genre | Strategy |
Tags | 2D, ancient, bronze-age, Isometric, Multiplayer, Pixel Art, Real time strategy, Unity |
Languages | English |
More posts
- TFC is exiting Early Access into 1.0 on SteamJun 04, 2024
- TFC: The Fertile Crescent is EA on Steam!Mar 30, 2022
- Game Trailer!Dec 08, 2021
- Steam Multiplayer Demo and Tournament!Nov 16, 2021
- 0.6.8.5 - Video Development Blog, Balance and Bug fixesNov 08, 2021
- 0.6.8.4d - Minor maintenanceOct 10, 2021
- 0.6.8.4b - Minor maintenanceSep 30, 2021
- Steam page announcement (with link!)Sep 21, 2021
- 0.6.8.4 - Reworked wall and watchtowerSep 13, 2021
- The future of TFC: The Fertile CrescentAug 30, 2021
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