Okay it's finally here, my design and technical summary of the new Garrisons introduced for Beta 12, as released for X1. Inside you can read about how new content is mixed in, and about clock tweaks, balance considerations, and the inclusion of events.
I'll be continuing my first X1 Garrison stream tomorrow with part 3 (Twitch, archives), and should probably do another Garrison-focused run after that for non-RIF purposes, since 2.0 Garrisons aren't just for riffers, folks!
I originally mentioned that the next step would be work on the main other content for Beta 12 (UFD), then probably pre-release that as one entire other chunk before the final public build, but now I've got a new idea based on how plans have been shaping up--we may need to insert an experimental build in here...
There is more than one concept for how to handle one of the new map's benefits, and one of them is decidedly crazier than the others, which makes it that much more enticing, but at the same time I'm not even sure if it'll work, so I'm thinking of implementing it first and releasing it as a standalone test of that technology. I guess there are two steps here: Can I successfully build it at all, architecturally speaking, and once built, will it actually be okay balance wise. But even if it doesn't seem to work out early on, as long as it's playable I'll put out a copy...
I'll of course provide more details later, but the general idea is to see whether we can have some parts with... evolving stats. As you can imagine, this is not something the game was built for, but with some creative coding, and obeying certain limitations, I think it could be possible!