About time to give some news!

Lots of things have been going on in the last months, though most of it remains invisible, and i havnt much eye candy to show.

First, i completed the 3rd big update on the networking engine of Ymir.
This is a verylong task and although invisible , its critical for the game development. This new system is now complete, but now i need to review and update the whole code to use it instead of the old one, which will also take ages.
This new level 3 network provides big improvements :
- More stable
- Centralizing all networking operations in only a few functions, making debugging and maintenance easier as well as implementing new features
- Improved bandwidth usage with optimized and compressed data transfers
- A data subscription and patch system allows to stay updated on a piece of data without having to redownload it all. This will limit bandwidth usage further more and improve loading tiems. What it means is that for exemple you wont have to re-download the whole building list of your city every time you go back to the worldmap, because your game will stay synced with the server even when you leave the region. This auto update system beeing centralized , it works for all the types of data, replacing a case-by-case basis system where each data had its own set of functions.

Secondly, though its still WIP , i have started implementing the events system, mailing system , treaties and trade routes.
Treaties include many options like trade agreements, tributes, right of passage, alliances… They also include automatic breaking closes that can be specified when creating the treaty : for instance, making one of the players pay a gold penalty in case he breaks the treaty, or triggering war automatically. Treaties are proposed via the mailing system, and become effective once agreed by the 2 players.
Screenshots of the UI will come when i’m done repairing the game by updating it to the level 3 network.
Setting up this whole new set of features is also a big task, and because they’re all related with each other, they can’t be done one by one. There is still a lot of work to be done before its ready.

And last but not least, i am aware that at this current workrate, this game won’t be finised until 2030… Though its too soon to say anything right now, i’m now seriously planning to change this situation and considering my options. If it does happen, the game should be playable within a year after it becomes effective.

Video presentation of Ymir!

Check out this video presentation of Ymir and share it to promote this game if you liked it.
After 2 years of quiet development, now has come the time to wake the Pig Leader that lies within each one of us, and to advertise this as much as possible to gather everyone who might be interested in this game!

Its been a while and here a few news since the alpha 1 game closed !
Since the test game ended, i’ve been working a lot based on the different feedbacks i got. I solved most of the loading bugs and worked on a lot of different optimisations. Therefore the loading times of have been improved substantially.
I’m now in the middle of an important code work about the isometric coordinates system and the path finding. It allows terrain ( and later on , walls+ buildings ) to be considered by units and it also improved frame rate ingame.

Alpha closed

After 2 weeks the game is now closed.

Most of the testers reached the end of what could be tested for now ingame.
This test has been really useful, and it has given me a lot of informations about problems in the game itself as well as bug reports.
I am however a bit disappointed as a failed to complete the military patch before testers reached the ‘end’ of the game, therefore it will have to be tested later on.
This test has revealed how much things are missing from the game, and there’s still a lot of work ahead.
Technically, there was no issues due to the server load, which is the big good news of this test. The current objective of a hundred players per server now seems more feasible.

Thanks to all the testers!

One week into the Alpha + new version 0.503 released

It’s  been one week since the closed alpha started with about 20 players.
There is a lot of bugs and missing gameplay in the game itself, but the server seems to handle quite well this new load and no major or load-realated bugs seemed to appear (which is quite encouraging for the official goal of a 100 players per server ).
The feedback and bug repports of users has proved itself to be very useful, and a lot of potential exploits need to be taken care of.

The game frequentation is quite satisfying and although i dont have stats yet, i beleive this game has already entertained the testers for tens of hours since the beginning of this test with an average of 6 to 8 people permanently online during the week ends.

Today i am releasing a new version (v0.503), including a lot of new management stats to increase the challenge of the game and limit infinite expantionnism.
The game now includes Capital cities, Culture, Administration, Waste and Loyalty. Although not fully implemented yet, those bring a lot more complexity to the game.
Waste represents corruption and thieft in your kingdom. Waste takes a percent of all your tax incomes and appears when you have a negative Administration in a region.
Administration has an arbitrary production of 100 for now ( later on you’ll control it with civics and buildings ). Its lowered by the total population of the region, the distance to the capital and the total number of regions controlled by the player.
Culture is produced by population, depending on their Intelligence. It is divided in 2 categories : local culture and state culture. Local culture represents a divergent and region-specific culture different from the one of your kingdom, eventually lowering its loyalty to you. The farther from your capital, the higher % of produced culture goes as local.
Though not implemented yet, low loyalty regions will potentially rebel and become independent ( anarchic ) , becoming a potential spawn for another player.
Loyalty is mainly defined by culture, but it is also influenced by the military forces present in the region. The total population and any garrison ( local formation ) counts as a force loyal to the region ( lowers loyalty, increasing risk of rebellion ) . Any regular formation ( an army made of professionnal paid soldiers ) is loyal to the player and increased the loyalty of any region where they stay.

Right now, military acts are not allowed ingame because of missing gameplay making the defense unbalanced.
The next update will probably include all the gameplay required to allow balanced but basic military actions, with full support of local garrisons.

v0.503 The anti-expantionnism update

– Regions with 0 population will disappear.
– There is now capital cities
– Implementing Administration
     * default production
     * lowered by number of regions
     * lowered by distance to capital
– Implementing Culture
     * defined by population and intelligence
     * devided in 2 types : local culture and state culture. Local culture lowers loyalty.
– Implementing Loyalty
     * decreased by local culture
     * decreased by garnisons ( local formations )
     * increased by state armires ( regular formations )
– Implementing Waste ( Represents corruption and thief , reduces tax incomes )
     * increased by negative administration
– Wealth production by buildings had been multiplied by 3.
– All storage’s capacity has been multiplied by 2 except the free storage ground.
– Level 4 Farms consume 3 workers instead of 4.
– Lots of producing buildings now require upkeep.
– Changed construction price of Fisherpig buidings.
– 1 pottery now satifies need of 15 porcos instead of 10.
– 1 cloth now satisfies need of 18 porcos instead of 15.
– Bronze and Iron tools production is slower
– More worforce is needed to create 1 stone bloc
– A tile of stone and clay is less productive. Stone makers and clay camps have a wider range.

– Capital cities displayed on the world map
– Capital cities are the only ones showing a banner at maximum distance on the world map
– Neutral and NPC factions’s banners are no longer shown at maximum distance on the world map
– New tabs in the Region menu : growth, economy, culture, administration, loyalty
– Unified icons to represent ” Wealth ” . Reorganised a few other icons.

– Fixed some exploits where players could use a few buttons of regions and units they didnt own.
– Fixed clay pits beeing 2×2 instead of 3×3 tiles.
– Fixed quarry using wrong sprite.
– Fixed Olive orchards using wrong type of field.
– Local formations no longer cost upkeep.