Tyrannis

Archive: The Many Modifications Update

Originally Posted May 24, 2024

Okay, I swear I didn’t mean to have an update that is, quite literally, based on the Seven Deadly Sins and release it on the Monday after Pentecost, but things just happen.

I could make a joke about a “Day of Rest,” but I fell asleep before I came up with one.

So, let’s dig in, yeah?

What Are Modifiers?

Modifiers are, basically, a set of sixteen different gameplay modifiers that affect different aspects, from how Draws are calculated, to game length, to the number of AI Units spawned, and another dozen different changes that’ll add a new spin on gameplay.

Think of them as like the Skulls from Halo 3, where they change gameplay. Some make your life easier, while others make it a whole lot harder.

That’s the kind of mechanic I want to bring into Tyrannis, as well as its upcoming Campaign.

What Do The Modifiers Do?

Wrath

  • AI Aggression is set to 10.
  • AI Offensiveness is set to 10.

Pride

  • Rebel Support/Turn is reduced by 50%.

Sloth

  • +1 Turn Penalty when Rebels attack their own territory.

Greed

  • Player Income is reduced by 25%.

Lust

  • All draws go to the Merc Players.

Gluttony

  • All costs are increased by 50% across the board.

Envy

  • Mercenary players start with twice as many Units.

Despair

  • Mercenary players start with twice as many Bases.

Hope

  • Bases have -50% Health.

Humility

  • Player Recruitment is 1 Turn faster (minimum of 1 Turn).

Purity

  • Bases receive double the damage they would normally receive.

Temperance

  • +1 Turn Penalty when Mercenaries attack their own territory.

Diligence

  • Property damage is repaired twice as quickly.

Kindness

  • Rebel Perk Threshold is reduced by 20%.

Charity

  • Unit upkeep is reduced by 50%.

Patience

  • Number of Turns is increased by 25%.

What Does This Have To Do With Campaign?

Now, this is still in the dev phase, so it’s subject to change, but the main idea for Tyrannis’ new Campaign mode is to have a rogue-lite style of gameplay where the gameplay becomes increasingly-difficult as the player progresses through the gauntlet of 41 maps of varying sizes with randomized challenges through the inclusion of Modifiers (and possibly both factions and players).

As the gameplay progresses, there will be more Modifiers that will add to the difficulty, but there will also be purchasable Modifiers that the player can use to make their lives just a little easier.

Now, Modifiers won’t be the only mechanic, but I’ll save the whole “This-Might-Be-The-First-Grand-Strategy-Game-With-A-Pacifist-Run” mechanic for another day, so I can really go in-depth about how it turns out an armed revolution that overthrows a tyrannical dictatorship is one thing, but reconstruction is another beast entirely.

And a Hell of a lot easier if you don’t burn down everything in your path.

Conclusion

This should do it for the Many Modifications Update. Campaign is coming along well, but work is picking up.

I’ll probably cut it close to the deadline, but I think I can pull it off.

Anyways, see you in the next update!

-Chris

Web: https://cghone.com

Discord: https://discord.gg/B5TEdTkEzk

YouTube: https://www.youtube.com/channel/UCLbVPvGDtZHfzrPhXkjhHOA

Tyrannis

Archive: The Rebel Hub Update

Originally Posted May 10, 2024

Well, I’m getting pretty good at actually updating this game. So, let’s have a quick rundown on what we have in this update.

Bug Fixes and Quality of Life Improvements

The big one here is a glitch where the Regions’d all be named the wrong thing, and that should be fixed now.

Looks like it was a glitch with the new content from Long Way Home’s update, but it’s all good now.

But one of the things I’m pretty happy to add is a few minor Quality of Life improvements when setting up a Skirmish.

It’s not much, but little things like having it default to one human player vs. one AI player and having a set amount of Turns definitely makes it less of a pain to set up games.

Rebel Hub

The Rebel Hub’s the new Structure you can build to help your Rebels move around the map a whole lot faster. Kinda like how the Mercs use Bases to get around quickly.

To build a Rebel Hub, you need to be playing as a Rebel, have full control of the Region you want to build it in, $200k in cash on you, and enough patience to wait 5 Turns.

Once the Rebel Hub is built, you can use it to travel to any other Rebel Hub on the map in a single Turn.

Conclusion

And that does it for the Rebel Hub Update. The new campaign’s coming along, and it should be on track, assuming I don’t have too much work at my new job making video games…

…As opposed to my current job, of making video games.

-Chris

Web: https://cghone.com

Discord: https://discord.gg/B5TEdTkEzk

YouTube: https://www.youtube.com/channel/UCLbVPvGDtZHfzrPhXkjhHOA

Tyrannis

Archive: The Long Way Home Update

Originally Posted April 18, 2024

Two updates in a short period of time? I think I’m getting the hang of this game development thing.

In all seriousness, there’s a whole lot of content to go over today, so let’s get started.

Bug Fixes

Here are the bugs I fixed while working on the new maps for the update:

  • The debug trigger linked to 0 on the Number Pad has been removed, so players won’t accidentally destroy hours of progress while playing Reconquista.
  • Region names during the selection process should no longer be bugged in the menu. So no more weird names that put Georgia in South America.
  • The city of Lima on the map “Peru” has been removed due to difficulties drawing the graphics for it.

New Maps

The big part of this free update is the addition of eight new maps to play on. Everything from Texas to California to New England to the Midwest.

Since America is, well, America, these maps can have up to 30 Regions for you to liberate.

Here’s a quick preview of these new maps:

Texas

California

Cascadia

Sky Country

The Midwest

Canada

New England

The Capital (Mid Atlantic States)

A New Campaign Mode

Yeah, I mean it.

One of the big reasons I’m making this a major update is to announce the new campaign mode for Tyrannis, called “The Revolution.” In it, players will be tasked with freeing the Americas, as in all of the Americas, from dictatorial control.

We’re talking, 27 Areas for you to liberate from pole to frozen pole.

Now, I can’t say too much, but it’s going to be a unique campaign that combines roguelike mechanics with turn-based grand strategy gameplay in what might, quite possibly, be the first of its kind.

Pricing Adjustments

As much as I hate to do it, I’ll be increasing Tyrannis’ price from $5.00 to $10.00 upon the launch of “The Revolution” Update.

While I know price increases aren’t the most popular thing, I think the addition of nine new maps this year, plus the new rogue-lite campaign, are enough to justify the increase.

That, and I got scammed out of about $100 by a company claiming to be the people I needed to pay to renew my Sole Proprietorship requirements with.

But for what it’s worth, I’ll only increase the price once the new campaign is added, so you probably have until June to buy it at the lower price.

Conclusion

Anyways, that’ll do it for this new update. Tyrannis’ new campaign, “The Revolution,” will hopefully be out by June, at the latest.

-Chris

Web: https://cghone.com

Discord: https://discord.gg/B5TEdTkEzk

YouTube: https://www.youtube.com/channel/UCLbVPvGDtZHfzrPhXkjhHOA

Tyrannis

Archive: Spring Update: The South

Originally Posted March 8, 2024

Hey, long time no see!

Anyways, aside from some graphical glitches being fixed, Tyrannis now has a new map.

The South has 26 Regions and 216 Territories to liberate across Florida, Georgia, Alabama, Mississippi, Tennessee, North Carolina, and South Carolina.

With my new job, I’ll be a bit busier, but there’ll be new updates every few month or so with a new map!

Oh, and Tyrannis’ll be on sale for 20% off during the Steam Spring Sale.

-Chris

Web: https://cghone.com

Discord: https://discord.gg/B5TEdTkEzk

YouTube: https://www.youtube.com/channel/UCLbVPvGDtZHfzrPhXkjhHOA

Tyrannis

Archive: (Not actually the) Final Update (And Sequel Launch)

Originally Posted on June 28, 2023

It’s been a while, hasn’t it?

Yeah, that happens when you develop an entire game with a new storyline, campaign, and features, but we’ll get to that later.

Well, except for the fixes.

The Fixes

Fresh Coat of Paint

Back around the end of 2022, I was basically reworking the entire UI for Tyrannis. Sure, it looked fine, but the glow just seemed too much, if that makes sense.

Unfortunately, fixing the Steam assets was something that had been on the backburner these last few months, but it should match the new UI.

Bug Fixes

The major one we have is the Enemy Unit Count in the State Info box.

Normally, any state with 20% Rebel Support or higher would show the exact number of mercenary units in the state.

Due to an oversight, the State Info box for a state wouldn’t show the exact units because the code was missing. That has been fixed.

Then there’s the Player Intro at the center of the screen. The wrong sprite was used to show the player info, and that led to the sprite from the Faction Creator being used. That has also been fixed.

Also, the debug keybinds have been removed.

A Sequel To Tyrannis

Okay, time to address the elephant in the room.

Tyrannis has a sequel, and you can buy it on Steam right now.

Yup, that’s why I’ve been MIA for a while. Been devving a whole new game.

Built on the foundation of Tyrannis’ gameplay, Tyrannis: Co-Prosperity offers:

  • 40 Maps. Take the fight to the Kirihara Group, the world’s largest zaibatsu across East Asia, from Manila to Bangkok to Tokyo!
  • A brand new campaign with multiple endings. Not only will you have to fight the Kirihara Group’s Security Force across East Asia, but you’ll have to wage a war in the shadows to root out their infiltrators.
  • Expanded Faction Creator.
  • Conquering enemy-held districts will provide loot that can be used in the brand-new campaign mode for Skirmish and Campaign Integration.

Conclusion

Anyways, this concludes what might be Tyrannis’ final update.

It’s been a Hell of a ride, and I want to thank you for playing the first game I have ever developed.

See you in East Asia!
-Chris Lawrence
Literally Everyone at cGh ONE

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