All posts tagged with "silicoids"

Afflictions, Jobs, Religion

I took a vacation last week. It was really, really weird. So here is a list of things we are working on this week around the office:

(This is what happens when Nicholas takes a vacation.)

This is what happens when Nicholas takes a vacation.

This is not part of the list, but it's cool.

This is not part of the list, but isn’t it cool?

Afflictions. Previously, we have a notion of “you get shot a bunch, you die.” This does not really convey the interesting damage model we were after. At the same time, we do not wish to start modelling individual colonist teeth like certain other games we know. The solution is afflictions, which I suspect has been inspired by our in-office game of Dominions 4. As units are damaged, they may receive afflictions. These afflictions may affect characters by giving them (currently) an equivalent to negative traits.

How do we fix these? Well, for now you don’t have a Physician or Doctor, so the local barber is what you’ve got. Or not so much what you’ve got, but, rather, the first stage of The Plan.

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