This release is on Win/Mac/Linux. This also means that Mac/Linux will pick up the changes from the previous release which hadn't been released on Mac/Linux yet. We re-wrote a significant bit of how our AI engine works. Now instead of the AI looking for an action, it looks at all of the possible combinations of actions that it could take on a turn, then scores which one puts it in the best position at the end of the turn. This makes a big difference, because without it, the AI didn't know (for example) that the best move would be to move a piece once, so that it could move it again with the second die, to get a guaranteed attack. I did a lot of the refactoring (then testing & rebalancing) on the LiveCoding.tv stream: https://www.livecoding.tv/seancolombo If you subscribe to the channel there, you'll get notifications when I'm streaming, so you could hop in and see some really neat behind-the-scenes stuff of how we make our games. For example: when I was tweaking the AI today, viewers got to see our Board Editor, the AI Tree Visualizer, and look in detail into how we score each possible board position. Anywho! Please get the latest update and let me know what you think of the AI (and your approximate win/loss ratios) if you have a chance :) that would be a huge help! Thanks for all of the support thus-far in Early Access.. we couldn't have done it without you!! :D
[ 2016-08-02 19:17:28 CET ] [ Original post ]
This release is on Win/Mac/Linux. This also means that Mac/Linux will pick up the changes from the previous release which hadn't been released on Mac/Linux yet. We re-wrote a significant bit of how our AI engine works. Now instead of the AI looking for an action, it looks at all of the possible combinations of actions that it could take on a turn, then scores which one puts it in the best position at the end of the turn. This makes a big difference, because without it, the AI didn't know (for example) that the best move would be to move a piece once, so that it could move it again with the second die, to get a guaranteed attack. I did a lot of the refactoring (then testing & rebalancing) on the LiveCoding.tv stream: https://www.livecoding.tv/seancolombo If you subscribe to the channel there, you'll get notifications when I'm streaming, so you could hop in and see some really neat behind-the-scenes stuff of how we make our games. For example: when I was tweaking the AI today, viewers got to see our Board Editor, the AI Tree Visualizer, and look in detail into how we score each possible board position. Anywho! Please get the latest update and let me know what you think of the AI (and your approximate win/loss ratios) if you have a chance :) that would be a huge help! Thanks for all of the support thus-far in Early Access.. we couldn't have done it without you!! :D
[ 2016-08-02 19:17:28 CET ] [ Original post ]
🕹️ Partial Controller Support
- Tatsu Linux Binaries [34.3 M]
- Tatsu Linux Content [306.18 M]
Japanese legend tells of a great battle between two mighty Dragon Lord armies, locked in combat on the peaks of Mount Hotaka, competing to win the hand of the Princess Kushinada, the last and most beautiful of eight sisters. A battle so ferocious, that the villagers fearing for their lives, acquire the help of a powerful Wizard, who casts a spell over the Dragon Lords to keep them imprisoned in a circle of combat and to be freed only at the battle's end. Their struggle continues to this very day, even though the Princess and their fateful story have long passed into legend.
Features:
- Play locally or online.
- Play against the Computer - AI with five difficulty levels.
- Includes "hot-seat"/"pass-n-play" mode for players with who want to share one mouse/keyboard or gamepad.
- Switch seamlessly between playing with mouse/keyboard and gamepad.
- Dozens of Steam Stats & Achievements.
- No added DRM and can run everything except the online play & Steam-specific bonuses (Steam Achievements, Steam Leaderboards, etc.), without any internet connection and/or without Steam installed.
- Asynchronous play - you can play even when your opponent is offline.
- OS: glibc 2.15+. 32/64-bit
- Processor: 1 gHzMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: OpenGL 2.1+ w/ GL_ARB_framebuffer_object
- Storage: 300 MB available space
- OS: glibc 2.15+. 32/64-bit. S3TC texture support
- Processor: 2 gHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 3+
- Storage: 300 MB available space
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