We spent the end of 2019 into the beginning of 2020 updating the visuals for CrysCo’s user interface. And now we can finally share the results with you!
Expedition End View
The new expedition end view allows players who have completed an expedition to see the details of their journey. This feature shows:
A snapshot taken during each battle in your journey
The number of turns it took to finish
What objectives were completed to finish a scenario during an expedition
A series of updates to the inventory system took place over the last few months. Here is a quick overview:
New item icons have been created for carried items
Items in a wagon inventory now have a size, which places emphasis on managing wagon inventory throughout an expedition
To facilitate item management, when a player loots items that cannot fit into their inventory, they are presented with the option to rearrange their carried items— by either using or discarding currently held items in an overflow view
Transitions Just Got Smooth
Loading screens and moving from scene to scene have been tweaked to flow more logically from task to task
New loading icons and loading screen layout make things generally more pleasurable to experience
On the Horizon
We are moving closer and closer to a beta release–so close we can almost taste it! 👅
Some of the things that still need to be done/are in process now include tweaks to the item management system, as well as additional UI/UX overhauls that we hope will be on par with these recent updates–or even better! 🤞😬
Over the past few weeks we’ve focused on simplifying overcomplicated gameplay mechanics, adding in new camera controls, and polishing many of the major user interactions.
If you haven’t already joined the official Crystal Companies Discord server, and want a free Steam key, today is the last day that the !key command will work. With only a few weeks left before we kick off our Kickstarter campaign, we will be transitioning into a new phase for Crystal Companies and the Boreal Games team. Thank you to all that have participated in this testing program!
We changed the way conquer points are achieved and lost. Previously, conquer points were permanent, and if you achieved four conquer points you would automatically win. In most cases where a player would go for the conquer victory, there didn’t tend to be much map conquering going on. A player would typically find a conquer point generator and then turtle up there until the skirmish was won.
To promote exploration and urgency to conquer the battlefield, we have changed how conquer points are won and lost. Now, upon building a structure at a buildsite, you will be awarded one conquer point. If your built structure is destroyed, you will lose one conquer point. If a player controls all build sites on the map for a full turn, they win by conquer.
The camera can now be rotated 360 degrees on the yaw axis and between 40 to 80 degrees on the pitch axis.
The camera is now part of a cinematic control system where cameras can seamlessly transition from one to another.
Camera rotation can now be reset by hitting the ‘C’ key.
Increased condition duration of Woodfolk Harrower‘s Harmonize trigger from 2 to 3 turns.
Fixed Zligen Mega Coil‘s and Deeproot Lifetree‘s abilities so that the targeting on them works correctly.
Fixed Direvine‘s Territorial trigger to deal damage instead of heal.
Changed Restored Menhir to no longer generate conquer points.
Fixed an issue on Gunpowder Keg where it could not be interacted with to activate its Explode ability.
Bug Fixes and Polish
Fixed several lingering issues related to the resource simplification update, including deck analytics, power ranking, and ability text parsing.
Fixed bugs relating to accepting and undoing movement.
Fixed connectivity issues relating to sending certain message improperly, which caused weaker connections to disconnect.
Fixed issue with the enlarged and entranced conditions not updating attributes on client.
As we continue to prepare a Kickstarter campaign for Crystal Companies (mid March), we have worked to simplify confusing game mechanics, enhanced battlefield aesthetics, and added in cool new character models.
We reduced the number of types of resources from five to two in order to simplify CC’s resource system and to allow more creativity in deck building.
Imperial Notes are generated by support operations, cards, and other generators built on the battlefield. Notes are the more general resource that most cards cost.
Crystal is much rarer than notes and typically only attained by collecting it from crystal formations. More powerful cards typically cost crystal and notes.
By simplifying the number of resources, we have effectively removed the restrictions from resource factions. We are focusing more on building synergies through card effects instead of restricting pigeonholing players into using cards that cost a particular resource type.
What previously would give/cost 1 “faction” resource now gives/costs 25 Imperial Notes.
Each faction-specific support operation now generates Imperial Notes instead of its now deprecated faction resource. In order to make each support operation align with a faction, their upgrade forms now have an ability that synergizes with its corresponding faction.
Zligen Mega-Coil now has an activated ability that deals 2 damage to an enemy in range.
Deeproot Lifetree now gives +2 health to each adjacent ally at the beginning of your turn.
Hochraun Garrison now has an activated ability to spawn a Hochraun Soldier.
Drake Isle Apothecary now has an activated ability to purchase a potion for 25 notes.
A battlefield’s biome now informs many aspects of map generation including the land formations, water bodies, flora, fauna, and lighting.
Weather now is generated based on current temperature, biome, and wind intensity.
Fixed many issues with pathfinding so that paths to each economical area are balanced for both players.
Alomian Character Models
Each Alomian, Drake Isle, Helmscross, Fleetfire, and Outlander character now has a custom 3D model.
Added Zligen Dynamo: 4 attack 3 health 5 movement construct with Zeal, Ephemeral, and a Transmute trigger to increase ephemeral.
Changed the unit spawned by Calpytra’s Transmute trigger from a Zligen Construct to a Zligen Dynamo.
Reduced range of Kokumo’s Bladegale ability from 3 to 1. Reduced max damage dealt from 4 to 3.
Updated Helmscross Brawler so that he is dealt 1 damage on combat damage and is given 1 stack of vulnerability.
Decreased the range of Ryden’s Deploy Static Field Generator ability from 3 to 2.
Removed damage effect Static Field Generator‘s on its trap trigger. Removed condition from its death trigger explosion.
Bug Fixes and Polish
Fixed many issues with adding and removing conditions/attributes.
Fixed issues with certain abilities not changing the correct attributes.
Fixed an issue where the tutorial would not save progress properly and thus not allow players to move past the first scenario.
We are currently in the middle of several projects, so this month’s update is largely a preview of things coming soon. We are working on preparing a Kickstarter campaign for mid-March, implementing a reward system and economy, and making significant improvements to the map generation system.
The shallows terrain effect no longer has an increased movement cost.
Added a new terrain type called road, which has default movement cost regardless of change in elevation.
We added a new section of the start screen where items can be viewed and opened. This is primarily for testing purposes, since we are still developing how exactly we are implementing the economy, but we plan on connecting rewards/inventory very soon.
What you can expect is that you will be rewarded for playing Crystal Companies and that every item will be achievable through playing.
The items that will be achievable in the earliest release are the following:
Imperial Contract Pack: a pack of cards.
Imperial Notes: the general currency of Crystal Companies.
Map Generation Backend
We’ve been working on expanding the map generation system in order to 1) better connect players to CrysCo’s lore and world, and 2) to create fun maps to battle on.
Most of the updates to the map generation system deal with translating and modifying real-world systems so that the battlefields emulate, at least in part, real life but also reflect CrysCo’s unique and fantastical world.
Eco-regions, biomes, geology, climate, geomorphology, and many more are components that we have been researching and translating.
Increased Quinnlus‘ health from 5 to 6. Changed card type to structure and gave him the Siege sub-card type. Replaced his Transmute trigger effect (+1 attack/health) with cooldown all abilities by 1 turn. Increased the cooldown of his two activated abilities from 1 to 3.
Increased Zligen Sprite‘s Ephemeral duration from 1 to 2 turns.
Increased the condition duration of Growth Potion from 1 to 3 turns.
Increased the condition duration of Groven Piper‘s Tranquil Melody ability from 1 to 2.
Changed Grove Sentry‘s Harmonize effect to give +health instead of +movement.
Increased the max damage of Drake Isle Mutineer‘s Chuck Cherry Bomb ability from 1 to 2. Damage now ignores elevation.
Removed Zeal from Alomian Brigand and Alomian Outlaw.
Changed Brimstone Mortar so that when it attacks it AOE burns around the target attacked position.
Bug Fixes and Polish
Added a fast-forward icon to the dialogue manager so that players are aware that they can skip teletyping.
Created a simple user reporting window for users to send bug reports through unity cloud.
Upgraded Unity to 2018.3.
Fixed a gameplay bug where conditions would be cleansed/compounded on the AI GAIA player turn.
Fixed condition duration count on several condition effects.
Fixed issues with particle systems not removing correctly.
Fixed issues with attacking where rotations weren’t calculated correctly.
Fixed issues with moving/undoing movement syncing with server.
This past month we focused mainly on polishing user experience and tackling performance issues. We also added in deck analytics and updated lots of cards.
Conditions now compound and refresh at the beginning of each turn. That is, a condition that lasts 2 turns will last from the current turn through the next turn. If that condition were a damage-dealing condition (e.g. burn), the conditioned unit would be dealt damage twice, once each turn.
Added analytics to the deck view display that show the following:
Card type distribution
Average card cost
Average card raw power
Overall power rank of deck
The deck analytics can be accessed in the deck edit view under the name of the deck.
Reduced Zligen Turbine‘s attack from 2 to 1 and gave it a minimum attack range.
Changed Supply Balloon’s Supply Drop ability to target one structure instead of all structures in range.
Removed Dim Lightning Construct.
Changed the unit spawned by Imperial Invoker from a Dim Lightning Construct to a Zligen Sprite. Reduced intensity of its Transmute from 3 to 2.
Reduced Artillery Turret‘s LOS from 6 to 5.
Increased health of Zligen Construct from 3 to 4.
Reduced the cost of Staticize from 3I to 2I.
Reduced health of Calpytra from 5 to 4. Reduced cost from 4C6I to 3C4I
Reduced attack and health of Prodip from 5 to 4 and from 7 to 5 respectively. Reduced cost from 3C8I to 2C5I. Reduced intensity of its Transmute from 2 to 1 but added increased attack range as a boon that’s given.
Gave Quinnlus a 2 turn condition duration on his Transmute.
Reduced attack of Zligen Sprite from 4 to 3 and removed its protected attribute.
Changed Imperial Mason‘s Barricade ability to spawn 2 Palisade walls instead of 1 Barricade wall.
Increased the condition duration of Imperial Messenger‘s Transmute ability from 1 to 2.
Changed Imperial Warder‘s Conjure Magic Wall ability to spawn 1 Magic Wall instead of two Dim Magic Walls.
Added an uncollectible structure card called Static Field Generator that stuns everything in range as a trap and explodes on death to stun and deal 1 damage.
Changed Corporal Ryden:
Removed Stun Blade.
Added an activated ability to spawn 2 Static Field Generators.
Removed Dominion trigger.
Changed name of Energy Mine to Zligen Charge. Changed its trap ability to an activated ability.
Added uncollectible structure/plant card called Maneater Flower:
5 attack, 7 health, 0 movement, 3 LOS.
Deals 3 damage to one random enemy as it morphs.
When it’s dealt damage, knock back all adjacent enemy creatures.
Added Maneater Trap:
Has a trap trigger that morphs itself into a Maneater Flower
Direvine and Sanctuary Bower are now spawned from spells.
Changed Direvine to be invisible.
Gave Ironroot 1 armor.
Changed Dekiri Flower to Shoot Seed on trap and has a 1-attack attack move. Removed poison on Territorial and added invisibility.
Gave Resistance Tunneler Zeal and decreased its Burrow range from 3 to 2.
Spirit (Light Blue)
Reduced Ascendant Seraph’s ephemeral duration from 2 to 1
Reduced the movement/los of Seplaem Corpusant from 5 to 4.
Reduced the health of Hochraun Page from 2 to 1
Reduced the health of Hochraun Phalanx from 4 to 3
Reduced the condition duration of Old North Bowman’s Inspired ability from 2 to 1
Reduced the condition duration of Old North Rider‘s Inspired trigger from 2 to 1.
Reduced the intensity of Zeal from 3 to 2.
Changed name of Soldier to Hochraun Soldier.
Increased attack of Hochraun Squire from 1 to 2.
Reduced cost of Cataclysm from 7S4C to 5S3C.
Changed Windsteppe Assailant’s Enter the Fray to a reactive Blade Momentum trigger.
Reduced the cost of Ruby Atoll Dancer from 1C3W to 1C2W and the cost of its Refresh ability from 2W to 1W
Gave Windsteppe Elite‘s Blade Momentum trigger +movement in addition to multistrike.
Changed Reload to target creatures only.
Changed Gunpowder Charge:
Renamed to Gunpowder Keg.
No longer a trap but a visible structure.
Added an interact ability to explode.
Removed its trap ability.
Now can be placed anywhere in line of sight.
Reduced Frontier Rockslinger‘s attack from 4 to 3, attack range from 4 to 3, health from 10 to 6, and los from 4 to 3.
Reduced Frontier Fortress’ attack from 5 to 4, attack range from 5 to 4, health from 12 to 8, and los from 5 to 4.
Bug Fixes and Polish
Added tooltips for many pieces of the UI that explain functionality.
Simplified the hex info panel with name of terrain and elevation.
Added card movement sounds.
Updated the help and settings panel to align with current UI style.
Updated the tooltip to align with current UI style.
Redesigned the skirmish preview screen to show the battlefield being created.
Updated the radial menu to align with current UI style.
Added functionality to view card collection without loading a deck.
Polished map generation for creating fairer map areas.
Tweaked parts of the skirmish report so that player scores better reflect battle performance.
Fixed issues with gamma on images.
Fixed many performance issues with fog of war, deck editing, card movement, hex highlighting, and battlefield loading.
Fixed many grammatical errors with the ability text parser.