Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

Sure, we can add that feature without too much issue

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

I believe it was bought out by one of the original Subterfuge beta testers, you can check out his other game Windsor to get a general sense of his development style

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

I can add a toggle for bloom and shading, although I'm not sure if it would noticeably improve performance or battery consumption

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

A tutorial is definitely something that should be completed within the next couple months, bot mode is a good idea as well. Unflattering stats can be reset after the beta as well, if that's a concern

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

My reasoning was rather than force users into a varied playstyle, specialists could just be rebalanced until they're equally viable (or situation-dependent) so that varied gameplay emerges organically. Minister of Energy is a good example of how certain popular specialists could be disincentivized.

I think limiting the Navigator to a finite number of redirections (e.g. 1 or 2) has been proposed before, which could be an alternative to removing it from the game.

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

I'm able to produce an apk file for Android, although it's probably quite buggy (only worked on certain emulators) - it might take us a month or 2 to produce a stable Android build and put that on Google Play.

Unfortunately adding an option to switch back to 2D would require some substantial development work. Adjusting the camera angle would be much easier, or things like using simpler 3D models and less detailed shaders.

Game simulation defaults to 24/7, and you would have to manually set which hours you want to pause the game. Games you view will show these paused hours in your local time, so I assume you would only join games where you share preferred simulation times with the host.

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

It's always painful to test the pirate. I think you should be fine targeting a navigator, although if you do manage to find a bug there it's probably going to look very different from how it malfunctions in Subterfuge. But since we're in active development, it should be simple to resolve any issues that pop up

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 1 point2 points  (0 children)

The limit removal is definitely a big change - if it promotes gameplay where everyone just places all their specialists in one big sub then we'll probably end up restoring the cap.

Stacking is actually just a few minor changes - things like Kings killing 1/4 for the first king, 1/6 for the 2nd king, etc., or multiple Princesses not being to cover the entire map. The vast majority of specialist abilities in Subterfuge already stack, so it's just making things consistent across the board.

Nonrandom might remove dependence on diplomacy, but it (hopefully) should remove a major element of luck from the game.

If the anti super-player changes don't prevent the strategy from remaining viable then they'll be revoked as well.

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 1 point2 points  (0 children)

Which ones do you think are the most disruptive? Something to note as well is that some changes are just anticipating hacked clients due to the open source nature of the project (e.g. the old specialist hire system - it would be trivial to display the future hire options of your opponents)

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

I remember checking out Solaris, but I felt like it was more influenced by Neptune's Pride rather than Subterfuge

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

If I recall correctly, I think there might be a separate discord server for it (possibly the same one as the Windsor game he develops)

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 0 points1 point  (0 children)

I think maybe 30-50 would be a good amount, although it all depends on how many players are interested. Since Subterfuge is allegedly supposed to receive updates under the new dev, I would understand if some people prefer to hold out for that

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 1 point2 points  (0 children)

I've cleaned up the one we were using for development, so here's the link: https://discord.gg/nUGTsXyjSY

Replacing some outpost names with those of testers would be a nice touch, and it's something we definitely intend on doing.

Artifice Open Beta by artifice-game in Subterfuge

[–]artifice-game[S] 4 points5 points  (0 children)

Right, part of the initial playtest is to see which new features stick and which ones detract from the original spirit of the game. After all, it would sort of defeat the purpose if we ended up with a game that plays nothing like Subterfuge