Mage Milestones and Merchant Marvels: What's New
Author: Jason@RodentGames,
published 1 year ago,
[h3]Promotions[/h3]
Hey everyone! Just as you've given me invaluable feedback on other aspects of the game, the next was Promotions. What came up a few times was needing to understand why and what value it was to promote a mage other than they're unhappy if you don't. To fix this and add more player agency, I've updated the promotion system to display a new tab to give details and options. The new tab, as you can see below, will show the new skills that will unlock for the tier, allow you to increase any skill they know each promotion, and give you an idea of how their happiness will be impacted.
[img]https://clan.cloudflare.steamstatic.com/images//44225778/4ff3d8d87f15b46f87c5ea3c72f3c44a6ee5a92d.png[/img]
[h3]Traveling Merchant[/h3]
One thing I've wanted to add since I came up with this game ~5 years ago was a merchant who shows up to buy your crafted goods. I've finally sat down to make up the new art and worked out how I wanted him to play along with the other ways you make gold. The idea here is to have the Portal Room always be a consistent way to make gold at the cost of a mage's time. Students are the way to make gold but have their own needs, and the Merchant is only sometimes available but will quickly let you get gold when he's near. A tripod of gold goodness is the aim!
[img]https://clan.cloudflare.steamstatic.com/images//44225778/a1fc8411607d9dc44d38996f74357cfb5d87716b.png[/img]
[h3]Students[/h3]
A balancing item was on my list in these last two weeks to tackle. Students have needed more love to make them fit into the tower and become useful. The trouble has been the speed at which they increase their potential/skills and gain experience. The Classroom was always meant to fit that role, costing you a mage to teach, but it needed to be more impactful. This has been updated to provide three times the benefit of experience and skill gain, as well as experience to the teacher. This comes at a cost, as the students will become much more unhappy if you don't promote them up the ranks.
[img]https://clan.cloudflare.steamstatic.com/images//44225778/16906967f97af65e3f5ee9f1e3b5fd8586f65e69.png[/img]
To continue with the changes I made previously to keep the tutorial light, I've gone in a new direction; for anything "tutorial," I'm trying to add as many pop-ups as needed. The first of these are all around the students, and as you get your first student, build your Classroom, or increase your students to the limit, Marvin will come help explain.
Other little changes:
- Skip night will allow you to skip when all mages are asleep and ignore students
- Added a new Potential page to the Glossary
- Added new hover tooltips when the student count has reached the cap and when past the cap, warning the player
- Updated the student count colours to orange/warning colour when at the cap and red/error colour when above
- Updated how impactful the thoughts can be with a tower holding too many students
I'm super excited about these new features. They're still in the testing phase and not yet in the live build, but it'll make managing your tower even more engaging.
Thanks for following along,
Jason
[img]https://clan.cloudflare.steamstatic.com/images//44225778/275f272a46ed5cbbe67e9ee0c5924b8b045ae0cb.png[/img]