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Small General Improvements Update
- Improved targetting system so that if a target unit is behind a walled in area and can't be reached the unit chasing it will find another target instead of just potentially standing there forever - If a unit is blocked for a while chasing a target behind a big group of units it will reconsider and find another target if it finds any closer
- While holding SHIFT to set waypoints the mouse cursor will now show cursor changes similarly to when not holding SHIFT - Ranged units distance to buildings take into account that buildings have different sizes, so a ranged unit like the slinger don't have to move so close to a large building as a Palace as before, and it will be able to attack Wonder with ranged attack - Increased the distance of buildings of same type to select on double-clicking building by 100%
- Offensive Armies on higher difficulty levels will stay longer in fights before fleeing against larger armies - Reduced threat level for Watchtowers so that AIs will make a bigger effort fighting them before fleeing - Battering Rams will no longer count as part of the defensive force and will not be used as part of defensive operations - Fixed a problem that prevented the Skirmish AI from researching all the technologies it should research - Substantially reduced how much AI counts Scout unit as a threat - Battering ram has 24 vision range (it was 16, which caused it not to find nearby walls to attack in some scenarios)
- Horde strength increases slightly more for each wave on higher difficulty levels - When reaching the last wave the game over screen on defeat will show correctly that the last wave was reached
- Heavy Axeman has 8 base move speed (from 7) - Slinger vision range is 24 (from 26)
- Gazelle flock has 8-10 animals (from 6-8) - Boars will no longer spawn next to any player starting locations
- Assyrian technology Trade Colonies now works as it should for farming gathering rate - When a clay pit is constructed, villagers who were initially tasked to construct the clay pit but were then commanded elsewhere before it was fully constructed, will no longer move back to it to dig clay when clay pit construction is completed by other villagers - Fixed wrong pixels in Egyptian Gate under construction sprites - Clicking production buttons (like produce equipment) has no effect after game has ended - When selecting single building from control group the rally point position for that building will show correctly - It is possible to select enemy units behind your walls to see their information
[ 2023-07-13 03:03:13 CET ] [ Original post ]
This update addresses some of the feedback we received after releasing the Factions Update.
It will be the Tournament Build for the upcoming 1vs1 Civilizations Wars tournament, which you can read more about here. Of course, if any game-breaking bugs appear, we will address these, but there will be no more balance changes before the tournament.
Improved unit AI targetting
- Improved targetting system so that if a target unit is behind a walled in area and can't be reached the unit chasing it will find another target instead of just potentially standing there forever - If a unit is blocked for a while chasing a target behind a big group of units it will reconsider and find another target if it finds any closer
General improvements
- While holding SHIFT to set waypoints the mouse cursor will now show cursor changes similarly to when not holding SHIFT - Ranged units distance to buildings take into account that buildings have different sizes, so a ranged unit like the slinger don't have to move so close to a large building as a Palace as before, and it will be able to attack Wonder with ranged attack - Increased the distance of buildings of same type to select on double-clicking building by 100%
Skirmish AI
- Offensive Armies on higher difficulty levels will stay longer in fights before fleeing against larger armies - Reduced threat level for Watchtowers so that AIs will make a bigger effort fighting them before fleeing - Battering Rams will no longer count as part of the defensive force and will not be used as part of defensive operations - Fixed a problem that prevented the Skirmish AI from researching all the technologies it should research - Substantially reduced how much AI counts Scout unit as a threat - Battering ram has 24 vision range (it was 16, which caused it not to find nearby walls to attack in some scenarios)
Horde Mode
- Horde strength increases slightly more for each wave on higher difficulty levels - When reaching the last wave the game over screen on defeat will show correctly that the last wave was reached
Unit Balance changes
- Heavy Axeman has 8 base move speed (from 7) - Slinger vision range is 24 (from 26)
Other Balance Changes
- Gazelle flock has 8-10 animals (from 6-8) - Boars will no longer spawn next to any player starting locations
Bug fixes
- Assyrian technology Trade Colonies now works as it should for farming gathering rate - When a clay pit is constructed, villagers who were initially tasked to construct the clay pit but were then commanded elsewhere before it was fully constructed, will no longer move back to it to dig clay when clay pit construction is completed by other villagers - Fixed wrong pixels in Egyptian Gate under construction sprites - Clicking production buttons (like produce equipment) has no effect after game has ended - When selecting single building from control group the rally point position for that building will show correctly - It is possible to select enemy units behind your walls to see their information
[ 2023-07-13 03:03:13 CET ] [ Original post ]
TFC: The Fertile Crescent
Wield Interactive
Developer
The Knights of Unity
Publisher
2022-03-29
Release
Game News Posts:
68
🎹🖱️Keyboard + Mouse
Very Positive
(238 reviews)
Public Linux Depots:
- TFC Linux RELEASE [268.95 M]
TFC is a classic base-building RTS inspired by the struggles of growth, advancement, and conquest in the cradle of civilization. Establish your village near fertile lands, and balance your food surplus against the size of your civilian and military might, as you build your village.
Food is responsible for more than just feeding your troops. It determines the rate your population grows, and how quickly you can gain Knowledge Points. Keeping your village fed will ensure your prosperous expansion, but allowing your farms to be compromised can bring even the strongest economies to their knees.
Inspired by the real history of the Near East Bronze Age era, TFC utilizes classic RTS elements while offering a unique perspective for the genre. Taking technological limitations and advancements into account, players will need to carefully consider how to spend their precious Knowledge Points, as they explore the Village Improvements that are designed to enable players to quickly counter an opponent’s strategy.
Strategic Options From The Beginning
Heavily inspired by the giants of the genre, TFC looks to expand on the mechanics of its contemporaries in interesting ways, giving players multiple strategic actions to explore from the very beginning of a match. There are multiple paths to victory, and players can quickly adapt their strategy to respond to enemy actions. How well players leverage this freedom will determine whether they experience glorious victory, or crushing defeat.
Consequential Fertility Mechanic
Food is the foundation of every successful village. Locate fertile ground and build your village around it to ensure that there is enough to sustain your growing population. Balancing your food surplus against your villagers and growing military is important, and protecting your farms is critical if you want to keep your village alive. Likewise there’s no better way to demoralize your opponents’ populations than by destroying their farms, and decimating their economy.
Advance Your Village
Increase the strength of your village as you explore Village Improvements. TFC features a collection of powerful improvements that allow commanders to spend points to quickly react to their enemy’s advancements, or perhaps create a window of opportunity to strike. With various ways to boost your economy and military, your strategic options are always clear to understand, and easy to implement.
Play Online With Up To 4 Players
An AI can be quite the challenge, but nothing can replace a real player. Available at launch, battle it out with up to three other commanders in order to prove who is the best at managing their village, army and food supplies. Challenge your friends or complete strangers, and visit our Discord to find new rivals. May the most prosperous village win, or perhaps the smarter commander? Everything is in your hands!
MINIMAL SETUP
- OS: Ubuntu 10 or later
- Processor: Intel Dual Core or AMD equivalentMemory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 200 MB available space
- Memory: 2 GB RAMNetwork: Broadband Internet connectionStorage: 200 MB available space
- Storage: 200 MB available space
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