▶
Build InDev 19 Unstable 2 Released
Spawn System
[ 2016-05-13 00:53:27 CET ] [ Original post ]
Click here for help on accessing the Unstable branch! InDev 19 Unstable 2 has just been released, this patch features a metric frickton of AI changes, game play improvements, interface improvements and an entirely rewritten spawn system. Be sure to run it through the ringer! Let me know down in the comments if you like the changes or have any problems, this patch fundamentally changes many of the game play mechanics and massively rebalances Survival and Peaceful mode. You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 19 Unstable 2 Change Log
Spawn System
- Monsters now will not start spawning until day 2. Giving the player one free day to build in peace.
- Monsters can now spawn anywhere on the map that has adequate space, that is not in range of the village.
- The monster's global spawn rate now never increases.
- The monsters can create their own small spawn points that will spawn monsters locally. Meaning that while the global spawn rate never increases the spawn points will generate their own monsters. As more spawn points are generated, more monsters will spawn on the map in those areas.
- Small Slimes can now spawn on their own.
- Paths now generate twice as fast and decay at half the speed.
- Increased the speed Way-Makers clear, repair and build roads.
- Increased overall road durability.
- Increased Way-Maker Shack workers to 12.
- Fixed a bug where overlapping collision maps wouldn't merge.
- Fixed a bug in the path finding, search and range building algorithms that was causing erroneous data on initial load.
- Fixed a bug that would sometimes cause all the monsters on the entire map to attack the village when a saved game was loaded.
- Fixed a crash when you would try to scroll off the map while in road upgrade mode.
- Fixed a crash if you attempted to select a map in the world map while the reset world function was running.
- Fixed a bug preventing dissolve form working on crystals.
- Fixed a bug causing monsters to ignore non-hostile buildings.
- Fixed a rare crash when a mob would try to walk to a 1x1 sized object that was only accessible by it's corners.
- Decreased hunger decay rate for villagers by 20%. (Meaning they'll need less food!)
- Mobs now have more intelligent object, resource and mob search selections, and will not path to nearby targets that they can see, but would require a very long path finding route to reach (Example: Other side of a low wall with a long path to get around).
- All harvested resource searching patterns now look for resources nearby, if none are found, they only check whats in range of the village. This prevents villagers from going on long hikes into unknown land to grab resources far out of reach.
- Rewrote how starvation search works, making it much more efficient.
- Builders now more intelligently decide when they need to harvest resources, preventing them from ignoring high priority buildings because the resources don't exist anywhere on the map, but others for lower priority buildings do.
- Villagers no longer repair abandoned buildings in range of the village.
- Monsters now focus on attacking buildings until they're attacked.
- Mobs now only wander to radiance pools within a pre-set distance.
- Completely removed the old AI Pack behavior system, and replaced it with a new more intelligent system.
- Way-Makers can no longer store resources.
- Slimes are less hostile overall.
- All monsters are less hostile in the day time.
- Slowed Fire Elementals down slightly.
- Added a breakway chance for hostile behavior if it's no longer their ideal attack time.
- Optimized the load speeds of the Depth, Collision and Shadow modules.
- Improved the memory usage of the shadow module.
- Increased movement cost of water and tar.
- Villagers no longer randomly spawn in unusable areas in Skirmish mode.
- New adult villagers now randomly generate between levels 1 and 3.
- New children (Not from parents) now generate between levels 1 and 2.
- Build requirements for the Mining Facility has been reduced from 64 logs and rocks to 42.
- Map "Leaf" has been removed from the game.
- Increased transition fade speed moving from the main menu state to the play state, map editor state, etc.
- Controls are now locked during transition fading.
- Farmland no longer completely dies (deletes itself) if it's been frozen or fried too long.
- Improved the art slightly when mobs are in water, tar or other terrain with depth.
- Increased the max occupants of all homes.
- Reduced the frequency of weather in all seasons.
- Increased Bow Tower damage from 10-20 to 20-30
- Increased tool tip pop up speed, font size and moved the tool tip location over to below the mouse.
- Added the resource requirement list on the object overlay when placing an object.
- Moved "Hold
to unselect" message to the mouse.
Known Issues that will be resolved before the stable build
- Storage buildings currently will not accept any refined resources (Ammo, stones, boards, etc)
[ 2016-05-13 00:53:27 CET ] [ Original post ]
Retro-Pixel Castles
Raymond Doerr
Developer
SixtyGig Games
Publisher
2019-10-14
Release
Game News Posts:
175
🎹🖱️Keyboard + Mouse
Very Positive
(7080 reviews)
The Game includes VR Support
Get Involved in Development
Follow @RaymondDoerr on TwitterGame Concept
Retro-Pixel Castles is at heart a godlike village simulator, but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Warcraft, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.Key Features
You can't win!The problem nearly all village simulators tend to face is you seem to eventually reach a point where you can't lose the game. You become so skilled at knowing exactly what to do and in exactly what order, the game loses all of it's appeal and you eventually run off to play something else. That's not the case with Retro-Pixel Castles, it aims to make a game you can't win. Every game day, the game gets progressively harder. In RPC you will eventually lose. The goal isn't to win, that's not possible, the goal is to see how long you can survive!
Build a village, and die trying!
A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible.
Several Game Modes
Currently, the game offers two main game modes. Survival and Peaceful, Survival is the game the way it was meant to be played, as a brutal survival style village sim. Peaceful on the other hand has nearly no monsters, and plays out much like a traditional village simulator with some godlike and RTS elements sprinkled on top. More game modes are planned like the upcoming Sandbox mode where you basically are given unlimited resources and access to play around with the engine.
Godlike Elements
Not only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, heal your villagers and speed up resource growth.
Unlock Content Through Gameplay (Coming soon!)
In RPC, you will find yourself in a harsh and unforgiving environment, constantly trying to find new ways to keep your little villagers alive for just a few more days. As you play, you'll unlock more content, like additional buildings, items and units you can use in your next attempt to see if you can survive even longer than the last!
Even though you can't beat this game, you most certainly can make progress in it! Every round you play you'll gain experience, unlocks, and other interesting goodies that will expand the game.
Tons of map set themes!
Every set of maps will follow a certain theme (Forest, Desert, Underground, etc). Most of the current screenshots only feature a few of these map sets. But many, many more are planned.
The Soundtrack!
A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old 1990s era PC gaming will love and remember!
DRM-FREE
SixtyGig Games is a DRM free independent game developer! Retro-Pixel Castles will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Retro-Pixel Castles you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one. All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Just tell your friends to support my DRM-Free philosophy and buy their own copy! Free Content Patches, no paid-DLC100% FREE CONTENT PATCHES/DLC!
I don't believe in paying for Downloaded Content. If you buy Retro-Pixel Castles you will have access to the entire game and all the content I'll ever create for this it, forever! I believe DLC is greedy, and you deserve to have the full gaming experience from day 1, right out of the (figurative) box!Have a say!
Your feedback is extremely important. You can reply here or head on over to the Official Website and help shape the direction of development! :)MINIMAL SETUP
- OS: Most 64 Bit Linux Distros (Must support Java)
- Processor: Intel i5 or equivalent (Dual Core with Hyper-Threading)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4400 or equivalent. 1280x720 resolution or higher.
- Storage: 1 GB available spaceAdditional Notes: OracleJDK or OpenJDK 8 Required (OpenJDK bundled with product)
- OS: Most 64 Bit Linux Distros (Must support Java)
- Processor: Intel i5 or equivalent (Quad Core)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Most Dedicated GPUs. 1G+ VRAM / OpenGL 1.3+
- Storage: 1 GB available space
GAMEBILLET
[ 6102 ]
GAMERSGATE
[ 764 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB