Version 16: Masque of the Red Death
Version 16! Implying the existence of version 15, which was an internal-only bugfix build we used to get the Steam version working.
The primary update change here is the Masque of the Red Death, lifted wholly from an Edgar Alan Poe short story. It's a spirit of disease, able to spread a lethal plague which, once started, spreads on its own, devastating human populations and military forces. It has two main strategies associated with it. Firstly the disease itself, which can weaken a nation before you launch a military attack, or even eradicate smaller-population settlements (such as those in the far north or south where the starting population is low). Secondly the political implications. It has the ability to give anonymously single dose of the cure to the nobles, forcing them to vote on it.
As per a user suggestion, (shout out to nyotas), the nobles can now be corrupt, which changes how they vote. It makes them very selfish and self-obsessed, and voting on disease responses will bring out the worst in them. They will vote to protect themselves, rather than vote to help the nation, and will grow angry if the other nobles don't support them. The disease brings hard decisions to vote on, such as whether to quarantine or whether to treat the already sick, and corrupt nobles won't consider the good of the nation, only the good of themselves. This is especially true in the case of a single-use cure, which can easily start a civil war, if deployed well. The merchant can now cause corruption, funding decadent lifestyles and holding lavish parties which cause even the most honorable ruler to fall into sin. Ideally in the future, the Inquisitor (if we decide to add them), can also play off corrupt nobles.
Various other changes are also introduced. Deep Ones get a new painting, and now cause infiltration, making them very useful for coastal cities, but a bit weak otherwise, so a good second choice to support any plan. Winter's Scythe gets a new ability allowing them to attack entire bloodlines, so anyone of the same House (same heraldic background and last name) can be harmed, providing they live north enough. UI polishing and improvements, the society screen now allows you to select a noble in Hierarchy view to partially hide the others, so you can see stuff even if it gets cluttered. Nations should be a bit smaller, to avoid blobbing giant empires. All agents can now change their identities, to remove exile. Enemy agents are bit more personal, and you'll find yourself with specific characters who hate individual agents of yours, and follow them around the map. Societies also have a history popup, so you can quickly see why a nation is so huge, and how the last election went. Character UI improved with an election predictor, so you can at-a-glance see how likely any given character is to get elected, and how much of the vote they'll get, to aid in political planning.
All in all, a bunch of stuff should be brushed up.
Game should also be in development mode, so better error messages should be produced, if you get this bug which seems to be turning up. We can't reproduce it on our machines, and we believe it has to do with Unity not liking certain hardware, but we don't know what the deal is yet, so don't have a solution. Hopefully if we can get some error messages back we can know more.
Anyway, hope you enjoy
Files
Get Shadows Behind The Throne 2
Shadows Behind The Throne 2
A grand strategy game, revolving around political intrigue and ancient evils
Status | In development |
Authors | BobbyTwoHands, wquist |
Genre | Strategy, Simulation |
Tags | 2D, Dark Fantasy, GitHub, grand-strategy, Hex Based, Horror, Open Source, Singleplayer, Turn-based Strategy |
Languages | English |
More posts
- A New BeginningJul 25, 2021
- Version 19: EventsMay 02, 2021
- Version 18: Community Led DevelopmentMar 21, 2021
- Version 17: A new EndFeb 23, 2021
- V17 Beta, Discussion about End-GameFeb 15, 2021
- Version 16: Bugfix and VideoFeb 03, 2021
- Version 14: IndividualityDec 31, 2020
- Protagonists and AntagonistsDec 26, 2020
- Version 13: Faces of the EnemyDec 07, 2020
Comments
Log in with itch.io to leave a comment.
Awesome work as always, keen to give it a run!
OOOOOOOH! TY! I'll see if i can make time to play it tomorrow.
btw, was thinking about the "too many threats to keep track of" problem and got an idea, put hard limits on stuff: nobles in a duchy only care about their duchy and will only vote if it's a national issue, the dukes / duchesses care about their duchies the most but will still help allies in voting, inquisitors are state sanctioned so should only be allowed in no mans land and their own nation unless the 2 nation's rulers are friends, they should become slowly become shadowed if their liege is shadowed; have something like a newspaper which gives some 'gossip' every month and tells the player the most important events ie an empire going offensive, a new king / queen, maybe a comment on their personalities (warmonger , defender of the peace etc),
make threats localized and able to be permanently neutralized so the player can decide to focus on one area, 'conquer' it and then with some maintenance be able to go on to other areas, thoughts?
Hopefully you haven't downloaded it yet, as I had to real quick push out a version 16.1, due to bugs in the merchants. Should all be fixed now.
I agree that the inquisitor should only stick to their own nation, to avoid some inquisitor from across the map turning up and upsetting your dark empire. Wouldn't make much sense, since they wouldn't have any legal authority, and could lead to very tedious work for the player, checking every nation every turn to make sure they aren't getting an inquisitor.
Localised situations (threats and victories) are reasonable, I agree. I think it's at least somewhat done, with the dark empire being at least free of concerns about evidence or inquisitors. The climate change should also be handled, since it reduces parts of the map to just snow, which you can then ignore forever. Possibly it does need a bit more balancing, to make this a bit more reliable. We'll need to look more at the end-game, now that the core mechanics are in, and enough agents are implemented to give a good variety of options to the player in the beginning and mid-game. Ideally push towards some giant final battle between good and evil, where the player can bring their stuff all together, and the NPCs can try to form some kind of last stand against you.
Did download it, just redownloaded it ;D. About climate change, is there any magic in the world? I know we have our evil magic (power) but do normal mortals have it as well? If so, then maybe they can do rituals to push back against climate change. Maybe even allow the player to somehow disrupt them. As for the last stand thing, how about making a "conscript" mechanic, where the corrupt nobles will draft more peasants than their nobler counterparts, which allows them to field bigger armies but they suffer economically due to lesser manpower. Then give an ability to the player if he controls a dark empire to call all peasants to form a huge peasant army, which causes the enemy to do the same to combat our peasants. This then allows a huge long war to start during which the player can start sabotaging stuff through agents or powers.
Extra: 4 Peasants -> 1 Army Strength
Extra 2:this system would probably work better with a tile system so maybe it's not fully applicable to your node system
Previously the mortals did have access to magic, but at some terrible cost (which was never explained in lore). If things were very bad, they could become lightbringers, which were immune to darkness, and had cities which remained warm regardless of climate change. That was Shadows 1, it's not yet in Shadows 2 because late-game balance requires the start of the game to be established first, to figure out the different ways the player can reach the late game. Hopefully we can now start looking at that part of the game.
Could be looking at the possibility of giving the NPCs a way to defeat the player, as well as maybe a turn limit. Will need to look into it, especially using automated testing to get a good idea of the statistical distributions we'll be looking at for the end game.
We tried industrial stuff, with long term vs short term economic decisions, but couldn't get the balance to work very well, I'm afraid. It wasn't considered a priority, so we never released it into a main build. Possibly one day, but for now there are other more important things to deal with.