And so is update 1.07 Cults of the Wastelands. The website will be updated sometime today with the download links but until then you can grab them here
If you are using the Color Blind mod be sure to update it here so that it is 1.07 compatible.
A big word of thanks to all the testers who helped me out.
Brief Designer Notes:
Close Air Support is something that indies are in a great position to do and it’s a real competitive advantage despite the small scale of the operations. In this new age of 900 lb. consoles, being able to evolve and expand a game slowly also plays to the PC’s strengths as a platform. Armageddon Empires is still the same core concept that it was back on release day in July 2007 but it’s a much better game now 8 months later. Cults of the Wastelands came about because of a convergence of factors. Let’s not kid ourselves. It’s a marketing ploy. Just like in Sea Lab 2021 when Sparks gives Stimutacs away for free that’s what I am doing with my demo. The promise of not only seeing Marduk when you buy the full version but Marduk and the Cults should be enough to push any fence sitters right over the edge and maybe even create some new addicts as well.
Beyond simple greed, there were some other factors involved as well. I originally had an idea of releasing free promo cards every couple of months. This had to be cut like so much else. I tinkered around with adding the capability to the existing architecture but when it became clear that it wasn’t going to be trivial I shelved it. I’m a collector myself who struggles with collection addiction. I’ve had some real victories going cold turkey off MMO’s, collectible this and trading that. But the endless possibilities of another expansion block are captivating and seducing. Even if that promo is a lame card/mini it’s still satisfying to add it to the collection. Does the man with the most toys at the end win? I don’t know but I liked the idea of adding something more to AE.
I also wanted to thank customers who had taken a chance and supported me. AE is a modest success because people take the time to talk about it to other people. Word of mouth is what has put me in a position to contemplate and start working on a second strategy game. Even the wonderful press coverage I have received is due in large part to reviewers and opinion makers talking about the game at their secret meetings in the Reviewer’s Guild. It has to be because my PR efforts have been pretty half-a**ed. In my defense, it’s not an easy task and I expected progress to be slow and measured so I’m not complaining. But the bottom line is that I want to send a message to supporters of Cryptic Comet that I appreciate the vote of confidence and you can expect good things like Cults of the Wastelands from me in the future.
V 1.07 Cults of the Wastelands Update – PC version 3/20/2008 (Mac is identical except for install directions)
This update should be applied to earlier versions 1.1a, 1.1b, 1.1c, 1.02, 1.03, 1.03a, 1.03b, 1.04,1.04a, 1.05, 1.05a, 1.05b, 1.06 and 1.06a. All previous save games are compatible.
Instructions: Double left click on the Zip file to unload the files to your Armageddon Empires folder where the game was installed. The default installation location is C:\Program Files\Cryptic Comet\ArmageddonEmpires. The default location for the update unzip program corresponds to the default installation program. Two files should be overwritten AIScripts.cxt and MainInterface.cxt. Windows Vista users may have to perform this operation by first unziping the files to a location like their desktop and then copying the files manually.
Cults of the Wastelands Mini Expansion Pack
A new toggle exists on the options/create game screens that activates or deactivates the new Cults of the Wastelands content
The first five new games started when the Cults of the Wasteland toggle is selected will offer a unique cult that attempts to accomplish a special cult agenda while active on the map.
After the first five games the option to selecte a specific or random cult is presented
The player must eliminate the cult as well as the other AI players to win the game. Eliminating the cult results in a 100 point bonus to the player’s score.
If all the AI players are eliminated and only the Cult remains, then each turn you will receive a base of 14 Action Points plus any modifiers you are currently owed. If you initiate a battle but do not delay the resolution until the end of the turn, the turn will finish and you will continue on to the next turn with a fresh 14 Action Point base plus modifiers.
Update Notes 1.07 Cults PC Version
Fixed bug where subgoal request for top goal’s target hex coordinate could return a void instead of a point
Fixed bug where Xenopods were trying to deploy egg from eggchamber and test for garrison already being full was not correctly implemented
Fixed Minefield bug where de-stealthing in minefield could cause error
Fixed bug where desperate measures goals to retake stronghold were not using correct siege or attack decision function
Fixed bug where desperate measures goals were not rating hero led armies high enough because the input factor of the combat power vs. AP cost ratio was being dragged down slightly by the hero.
Fixed bug where AI cycled between goals to deploy a collector to a hex and probe a hex for enemy activity in preparation to deploy a collector because the same army was being chosen for both goals
Fixed bug where stealthed hero controlled by human player could use AI facilities to create tactics cards
Fixed bug where Garrison could be destroyed even though defender kept control of hex after battle was finished
Fixed bug where Garrison was destroyed but goal did not fail when trying to move unit card from destroyed Garrison
Fixed bug where when AI had zero of all resources in stockpiles a divide by zero error could occur for certain heuristic algorithms
Fixed bug where multiple infantry supports on same infantry card would cause error when transitioning to next battle
Fixed bug where canceling Air Assault could returned more Action Points than had been expended
Fixed bug where +4 Espionage Bonus from Viral Homonculi was not being applied correctly
Fixed hotkey bug where using hotkey on AI responding dialogue could fail to clear modal lock and cause buttons to be disabled
Fixed hotkey bug where multiple capture kill attempts after a battle could occur on same hero
Fixed bug where unit cards with the steadfast special ability could be targeted by confusion attacks
Fixed bug where changing map size during the start game phase did not disable the start game button when no opponents were selected
Fixed bug where deploy costs for created or discovered cards did not match the printed cost
Fixed bug where facility could be destroyed by HARM attack and aircraft would proceed to attack it without recognizing that it had already been destroyed
Fixed bug where AI could try and move back row unit forward even when no space was available
Fixed bug where if both sides had all units committed because of assaults, the program flow resulted in an error instead of just proceeding to a new round
Fixed very hard to find bug where during AI vs. AI battles the wrong army could be retreated during multi army battles causing an error
Fixed bug where AI would not rate God Soldier or EVO unit high enough for Tactical Nuke use.
UI Additions and Changes:
New toggle on options screen gives AI players starting resource cache to expedite early game growth strategies
Implemented hex coordinate identification pop up when player left clicks on hex on map when no interface menus are visible
All tile resource locations are now displayed when inspecting a map at the end of a game
Added AP cost to deploy card to card description info in Deck Builder
Armies besieged and acting as the defender in a battle get an additional defense die (+1) to each unit card in the army
Armies that are attempting to lay siege to an outpost/stronghold hex but are attacked by the defending armies in a breakout/lift siege attack DO NOT get the terrain bonus for the hex in which they are located