Access to the latest non-testing builds, anyone who donated so far will have access to the demo (before the public) even if they are not donating anymore.
Access to the latest non-testing builds, anyone who donated so far will have access to the demo (before the public) even if they are not donating anymore.
All bonuses the lower tiers have. Access to the wips channel on discord. Your name will be included in the start screen.
All bonuses the lower tiers have. Access to alpha/testing builds.
All bonuses the lower tiers have. Your vote will have more weight on polls.
All bonuses the lower tiers have. Your vote will have even more weight on polls.
All bonuses the lower tiers have. Your vote will have a lot more weight on polls.
All bonuses the lower tiers have. We will place a random event of your choice in the game. (The event will have to fit the game's theme and lore, consult us before purchasing)
PS: rest tiles don't require scouting, the icon will be shown as long as its in range of the player vision (thinking the vision should be 3 tiles)
So if you start battle with no mist, it will take at most 60 seconds for soft mist to appear, then another 60 for it to become hard mist.
I'm also pondering if enemies on the map (outside battle) should also be able to move every 15 seconds. This could maybe even work as a reinforcement mechanic, if you take too long, other enemies might catch up to you and join battle.
Here are some samples from the current map generator algorithm:
The behavior is very customizable, my goal is to have different regions of the game be made on different patterns. Regions like the grove would have very open areas (as shown on screenshots 3 & 4, while the cavern will be a lot more claustrophobic (like screenshot 2)