Overview (alpha, very crude!), noble houses.
Overview (alpha, very crude!), noble houses.
Version 1.23 released
This version focuses on gamepad and keyboard support improvements. Also, several spelling/localization fixes. In addition, one small adjustment, now flags for castles and forts on the minimap are identical to those shown on the 3D view.
– [gfx] Minimap shows proper flags colors for all castles and forts.
– [interface] Added gamepad section to Options/Controls (now there are separate Keyboard and Gamepad controls screens).
– [interface] Option/Controls an option to swap strafe and left/right movement gamepad mappings.
– [interface] Scroller can now also be operated via all up/down movement keys (not just up/down arrows but all remapped movement keys whatever your current mapping might be).
– [interface] Scrolling on Quests screen available via gamepad.
– [interface] Hint Cursor: Tooltips on Quest screen now available by holding CTRL (keyboard) or RT (gamepad).
– [interface] Hint Cursor: Tooltips on Achievements screen now available by holding CTRL (keyboard) or RT (gamepad).
– [interface] Gamepad hints for Stats/Inventory/Quests/Achievements buttons (displayed when holding RT button).
– [interface] Notification popup if you play with a gamepad connected (only if gamepad is enabled via experimental features).
– [interface] Map now properly shows names of locations when using gamepad.
– [fix] Localization not displayed for Teleport events.
– [fix] Localization missing in one part of the Magic efficiency tooltip.
– [fix] Localization DE (two tiny fixes).
– [fix] Fixed spelling of Necklace of Paralysis and Brothers of the Knife plaque missing one word.
Note: Nintendo Switch version will be updated to v1.23 within a few hours.
Version 1.46 released
This update is about small finetuning or some mechanics, nothing game changing but more like making things go more smoothly, intuitive and logical. Also traditional bug fixes.
– [balance] Cities penalty made more granular (depending on how many cities are missing compared to population, before it was iterated by -10% now by -5% each step).
– [misc] When Parasites go into hibernation they will start to disband ground troops on the planets they abandon. Also they will no longer disband flotillas while those are in combat.
– [misc] Any race invading Parasites world while it’s being abandoned by the Parasites due to hibernation will get instant 100% ground invasion progress.
– [interface] Create Emperor screen now shows a clarification that the traits affects both starting officials as well as officials recruited later.
– [interface][expansion#1] Listed AE pts cost for Satellites and Terraforming in a tooltip. Also listed the number of Satellites launched and number of Terraformed planets in the galaxy.
– [fix] Governors were not prioritizing cities enough in same cases. Now they look directly at the penalty and will try to fix & prevent it.
– [fix] Some rare audience effects applied incorrectly.
– [fix] A very rare bug where stormtroopers were stuck for several turns while invading a planet at the same turn when Parasites went into hibernation and decided to abandon this particular planet (yup, pretty rare).
One thing I really like about Stellar Monarch is the amount of planets. It really feels like a wast interstellar empire. You feel like you are ruling the stars. But the drawback is that, well, apart from Terra, the player simply does not remember any other planet by name after the empire reach a certain size…
So, my idea for the sequel is to make several grades of planets. From the most critical ones the player knows by name to the most remote unimportant rocks not worthy of the imperial attention at all.
Three grades of imperial planets (Colonies, Core Worlds, Megalopolises):
The Empire can have any number of Colonies. Those are not that important and typically distant from the center of the Empire, have no industry, a low population and are basically used to extend the territory and provide food and resources to more industrialized planets. Next come Core Worlds, those are industrialized worlds with decent population that are clumped together around Terra. Finally, there are Megalopolises, the centers of administration, science, culture and manufacturing. The Empire will have up to 5-8 of Megalopolises and losing one is an unthinkable disaster which causes a massive Prestige loss.
Deciding the status of a planet is purely an administrative decision made by the player, but with certain restrictions. For example, a Core World must be adjacent to another Core Word (so those will tend to clump around Terra), Megalopolis must be also a Core World and can’t be on Barren/Toxic, etc. The decision is final and the status can not be revoked, losing a planet does not change its status.
The economy is based around Cities, it’s the most important economic asset. Cities process minerals to produce ships, pay taxes, etc. Basically, cities determine the wealth of the Empire. Well, technically those require also minerals and workforce but can still function quite well even with considerable shortages of those.
Each planet, depending on its type (Desert, Jungle, Terran, etc), can have a certain number of Cities (more hospitable planets tend to have more city slots). But Core Words have double number of allowed cities and Megalopolises have a whooping flat +50 City slots.
In a typical game like 50-70% of Cities would be on the few Megalopolises, 20-40% on Core Worlds and 10% or less on the hundreds of Colonies.
Efficiency of cities output rules:
Not only the number of cities counts, but also the efficiency bonus to the output of cities. It’s affected by the workforce availability, planet’s hospitability, technology and several other factors.
There are also various administrative rules. For example: Core Worlds get +50% but also -10% per adjacent non Core World (which promotes clumping those together), Megalopolis gets a flat +100% bonus (so not only Megalopolises have more cities but also those cities are much more efficient than those elsewhere), a planet adjacent to a Megalopolis gets +25%, Colonies get -50%.
Basically, it makes cities the most efficient near the administrative center of the Empire.
Minerals & Resources:
At that point you might ask, what’s the point in Colonies then? Those have barely any cities and population… So, here comes resources. Your population needs to eat and your industry needs minerals. Each planet provides those basic resources and typically provide those at 100% efficiency. So a distant minerals rich lava world or several faraway farmland colonies are quite useful to the Empire. Not to mention if those also contain rare resources.
But you are not forced to have lots of colonies. It’s definitely useful, but there are ways to get without those. You can expand horizontally if you choose too, for a price. You could simply replace the need for a high food/minerals input by mineral refining and food processing technologies which would drastically reduce the consumption of those. You can also engage in trade deals, tributes, etc with other civilized races (but only with civilized ones, if you stand by watching as those are consumed by The Hive or other without lending them a helping hand those planets will be taken over by xeno races and render useless for trade) which allows you to grab a percentage of their basic resources input.
Additional rules and gameplay effects:
Progress report (2020, Tech Demo and Pre-alpha):
A quick summary what has been done so far.
First, during the Tech Demo stage I took the old code of Stellar Monarch and chopped it removing a lot of things I didn’t like (especially the combat code which was removed 100%), next I redesigned the interface, especially to allow more space (at the expense of starmap view, which to be honest, is not needed when you are examining your Court for example), also I upped a bit the minimum resolution (dropped support for 1024×768 since basically no one uses it anymore). All those changes gave me more space to work with. Next I redesigned planets (now planets come in 3 grades: colonies, core worlds and megalopolises) and tested how it all would look on the map, next introduced noble houses fiefs and again checked how it would look on the starmap.
Once I evaluated all this I decided to give it a green light and proceed to the Pre-alpha stage. In that stage I aimed to forge out all the core mechanics, how those work and how those interconnect together. The new court, noble houses, economy system, warfare, etc. Just focusing on the big things and ignoring details. Some of those were coded as a barebone functionality and some were designed on paper. Also, basic art assets were done. I would say, most of the design problems were solved, and I now have a general idea how to implement the “meat” of the game.
Therefore, I proceeded to the Alpha stage. Which will be for now an internal stage with very minimal testers involved. Eventually, ending with a Closed Alpha test and then going into public Beta as an Early Access.
Disclaimer: This is a development diary describing plans and intentions. The final implementation might differ or even be discarded (especially after taking into account player’s feedback).
Stellar Monarch (including the DLC), Automobile Tycoon, Legends of Amberland: The Forgotten Crown now are available on itch.io online store.
The day has come, the Steam page for Stellar Monarch 2 has been set up. You can Wishlist the game now!
The game is a sequel to Stellar Monarch and the core premise is you are the emperor and do stuff from the heights of your imperial throne. In short, instead of building farms or factories on planets you deal with the court, imperial officials, noble houses, assassins, admirals, etc.
The game will undergo a traditional development cycle of mine. If you participated in the early days of my other project you should know what to expect, it will be handled quite similarly. First an early access with me being quite active on the steam forums fishing for ideas, feedback, comments. Then release and afterwards quite a long period of smaller improvements and of course fixes as needed. Maybe an expansion or two later (much later, also no promises here, my focus is on making the base game fully playable and finished and only after it’s done I would be thinking what’s next).
The game is scheduled to enter Early Access somewhere in 2021.
It’s time to announce my next project, it will be a sequel to Stellar Monarch. I have been thinking about it for a longer while, about the things I would love to change if I were to start from scratch. About things that could have been better. So, I have made a prototype and it looks solid enough to give it a green light. Stellar Monarch 2 is now officially in production.
Why a sequel?
There is this dilemma of a designer, should one improve & change the existing game or make a sequel? Or how much a game should be changed after a release? My philosophy is that I make games for players. And players, even fans of the same genre, might have different tastes, so not everything will equally cater to everyone. Trivial and everyone agrees… but not everyone acts on it. Too many times, as a player, I have seen a game I liked changed, or adjusted in the middle of the life cycle, in a way that would make the game no longer fun for me. It’s always so sad when a developers make a great game I liked and then change it to the extend that it no longer appeals to me. Maybe even it was objectively better or catered to more universal tastes, but for me, as a player, it’s always a disaster.
So, I have decided to make a sequel. This would allow me to change everything I like, without worrying about the expectations regarding the existing game. If you liked the the old mechanics better you can still play it, Stellar Monarch is not going anywhere and it will be patched as needed for the years to come. Now, with the creative freedom of making a completely new game, I can redesign everything, reevaluate every mechanic, throw out everything I can find a better replacement for and keep & polish the best parts of the old game.
Differences between Stellar Monarch 2 and Stellar Monarch 1
Basically, the feel of the game will be retained, you will still feel as the Emperor not a logistics officer. But most of the mechanics will be replaced, redone, adjusted or polished.
Design philosophy adjustments:
What will change in the game:
What will probably not change:
When the game will be out?
I think in the next month or so I will put a Steam page so you can wishlist the game. Then I will continue working on the pre-alpha. Maybe around summer I will be able to start with Early Access, but no guarantees here. A full release should be ready several months afterwards.
To be notified about the availability of the game on Steam go to:
https://store.steampowered.com/developer/SilverLemurGames and click “Follow”.
Steam should send you an email upon all major milestones then.
Version 1.22 released
Some of you were raising a concern regarding wizards usefulness compared to other classes. I was deliberating on it for quite a while and evaluated this as a valid concern. So, here it is a Wizards rebalance! Basically, all offensive spells for all classes were boosted in efficiency, but in a non linear way, since, according to your feedback, the early gameplay spells balance is fine and only the mid-late gameplay needed adjustments. In addition friendly houses were adjusted to be less powerful (but still useful). This version also contains fixes, small interface improvements and experimental gamepad support (as an optional, disabled by default, experimental feature). Of yes, one more thing, sound effects are handled slightly different now. Previously when all party members were hit by a fireball the sound was played 7 times (once per hit party member), which was grand, epic and loud… well, too loud maybe, especially when on headphones. Now when the party is hit by a fireball the sound is played only once, which should be much gentler on your eardrums.
– [feature] Experimental option to enable gamepad support. It’s crude and might be incomplete but should be usable. Go to Options to enable it.
– [balance] Offensive spells boosted. Depending on the spell level, early spells work the same, then got boosted by +10%, +25%, +50% and +100%. So, early spells are more or less the same while late spells get massive boost in damage output.
– [balance] Due to a popular concern that friendly houses are too powerful, those now function like fountains and restore only HPs.
– [balance] I was brooding for a while if that’s a bug or a feature and decided to change it. Now when you remove any MP granting item it immediately reduces your MP to the new maximum amount. So, now it works like in most RPGs which also should be more intuitive.
– [misc] Spells & effects vs all characters/enemies now trigger a single sound instead of multiple sound effects. This prevents “sound clutter” especially noticeable when using headphones.
– [interface] Party coordinate display is hidden when minihelp is active (looks nicer).
– [interface] Small beautification of Magic screen.
– [fix] Hotkey keybindings not saving after selecting Restore Default.
– [fix] Keybinding was still waiting for key input after closing the keybinding screen before finishing entering new keybinding.
– [fix] End game button (Game Over/Victory screen) can now be activated via keyboard (like rest of the GUI).
– [fix] Other small fixes.
Version 1.21.1 released
This is a boring version containing mostly fixes and… well, the missing 5th Master! The thing is I simply forgotten to put him in the game and since he was non critical to the storyline no one noticed until I implemented achievements which required finding all masters. Then I faced a decision if I should simply change the achievement or add the missing Master. The consensus among players I enquired was that they would rather see him added. So, here it it, the missing Master of Willpower! Note that he can be found using any old save and it does not interfere in your gameplay in progress in any way, you can also simply ignore him if you wish.
One more thing, some of you were complaining about Wizards balance. So, after a long deliberation I decided to tackle the issue since the concerns raised by you seemed reasonable. But it requires testing. There is a secret way (listed below) to enable this test rebalance if you wish (preferably if you hop on our Discord and share your opinion on the rebalance afterwards) but it’s not recommended for regular players. Most likely those changes will go live in the next version.
– [misc] Added missing Master of Willpower (the 5th Master). Fully compatible with your older saves, you can just find him now. Check forum for the exact location if you just want to complete the online achievement.
– [misc] Started Wizards rebalance, it will be an official feature in the next version. Now you can enable the experimental version of it by going to Options then clicking “Wizards rebalance 122”. Check “Wizards rebalance” topic for details.
– [interface] Tooltip CTRL support for selected magic and item (on all screens). Useful for people who play using keyboard alone.
– [fix] Keyboard remapping was sometimes crashing the game.
– [fix] Magic shop was incorrectly applying a gold cost to some items (the bug was introduced by a price difficulty fix in v1.15).
Version 1.21 released
This version introduces what some of you waited for a very long time. Yes, the long promised Steam/GOG achievements have finally arrived! Total 13 of those. Also, I think that from now on all my games would come with online achievements implemented on day 1 (full release, not Early Access), not guaranteed by very likely.
– [misc] Added 13 online achievements. One can be unlocked on Hard or Insane difficulty only. Two are more hardcore and require more effort to unlock. The remaining ten are pretty casual. Note that some of the achievements can be unlocked retroactively using your old save (but not all of them), check the “Steam achievements” topic for fro more details.
– [misc] Updated localization files.
Oh, yes, one more thing. In the next month/s I should be ready to announce my next project! If you want to be notified click “Follow” button on the developer’s page https://store.steampowered.com/developer/SilverLemurGames (Steam should then send you an email on any of my upcoming games). Alternatively, you can join our Discord (the best place for the most hardcore fans to hang around).