It's here! The next big Retro-Pixel Castles content patch, filled up with all sorts of new fun stuff to play with. The biggest highlights of this update are the road system, new spawn system and the new golems, but this patch is filled to the brim with a bunch of new stuff, including many AI improvements and bug fixes! Also, don't forget to check out the Screenshot Roundup event for InDev 19! I want to post your best screenshots on the official Steam store page! http://steamcommunity.com/games/328080/announcements/detail/833542562193113564 You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 19 Change Log
Roads There are now 5 tiers of roads, you can now build roads starting from tier 1 all the way up to 5. For example, if you wanted a tier 2 road, you'd first have to create a tier 1 road and build a tier 2 road on top. The roads will be built and maintained by new workers from a new building.
- Tier 1: Basic path. Villagers will automatically generate a basic paths in the ground in high traffic areas, offering a minor speed boost. The paths can also be built manually, for no resource cost, and function as the foundation to build roads on.
- Tier 2: Wood path. Costs 1 log resource per tile.
- Tier 3: Cobble and wood path. Costs 1 rock resource per tile.
- Tier 4: Board and cobble road. Costs 1 board resource per tile.
- Tier 5: Board and cut stone road. Costs 1 stone resource per tile.
- Note that because you need to have the previous road built in order to build the next tier, bringing terrain from nothing to tier 5 actually costs 1 log, 1 plank, 1 rock and 1 stone per tile.
- All road types will decay over time, requiring basic maintenance. The more traffic a road gets, the faster it will decay.
- A new Way-Maker Shack has been added to build and maintain the roads. The workers will automatically repair the roads as they start to decay, and facilitate any new road construction you assign.
- You can assign road work (to either construct, upgrade or dismantle) on the left hand work tab under the harvesting assignment buttons.
- The map editor now has a full complement of buttons and tools for placing and erasing roads.
- New Mobs; The Stone and Wood Golems. They will defend your village to their death, and if their Golem Combobulator is powered, will be resurrected or repaired when not in combat.
- New buildings; The Stone Golem Combobulator and Wood Golem Combobulator. These buildings will take in essence and resources, converting them into energy to create, resurrect or repair Golems defending your village.
- 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 or blocked by topography.
- 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.
- Added a new "headless" mob. An extremely weak mob that attacks in large groups.
- All monsters are less hostile in the day time.
- Small Slimes can now spawn on their own.
- Slimes are less hostile overall.
- Slowed Fire Elementals down slightly.
- Added a breakaway chance for hostile monster behavior if it's no longer their ideal attack time.
- Fire Elementals spawns now start at day 5, instead of day 3.
- Specture spawns now start at day 8, instead of 5.
- Changed Fire Elemental's level range from 1 to 7 to 4 to 7
- Builders can now harvest crystals.
- Improved combat targeting, now mobs will target the nearest mob that isn't being attacked first, if none exist, it'll help other mobs. This helps reduce the frequency a group of mobs will focus on only one target at a time, rather than the entire group.
- Most harvesting and clearing work is now assigned based on the closest location to the villager, rather than at random.
- Optimized the path finding and search algorithms, generally speeding up several areas of the game, mainly the AI.
- 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.
- Increased the time between pregnancy and coitus that actions can happen again.
- Female villagers can now only have a maximum of three children in their lifetime. This is to prevent "runaway birth rates" late game, but still keep the same birth rates early game.
- Villagers now interrupt working villagers to chat much less frequently.
- Workers will now store refined resources in storage buildings correctly.
- Decreased the amount of food that can be stored in homes, but increased the amount that can be stored in farms and farm storage.
- Fixed a crash that would sometimes cause the villagers and other mobs from being told there is a mob in range to interact with, when there actually wasn't. This effected multiple branches of the AI, like chatting, finding a mate, or finding a pack leader.
- Fixed a bug that would prevent a mob from finding something directly at its feet, sometimes causing some search algorithms to run too frequently and slow down the game.
- Fixed a bug that would corrupt a mob's AI on load, causing the game to crash.
- Fixed a bug where deleting an already previously loaded profile and creating a new one in the same slot would clone the settings from the old profile.
- 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 crash if you attempted to select a map in the world map while the reset world function was running.
- 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 its corners.
- Fixed a very rare save corruption when a tower was destroyed, but its projectiles were still active on the map when the game was last saved.
- Fixed a bug that allowed farmers to plant and harvest farmland in paused buildings.
- Fixed a bug that would sometimes cause object and mob bounding boxes to not be properly update, causing the player to be able to click on off screen objects and mobs.
- Fixed a bug causing essence collectors and radiance pools to stop collecting any essence over an extended period of time.
- Fixed a save corruption bug when a mob's AI was trying to interact with a removed/destroyed object at the moment of saving.
- Fixed grab tool accuracy when dropping resources on small objects.
- Fixed a minor bug that could sometimes cause mob damage to be zero.
- Fixed a bug that could sometimes trigger a severe storm instantly.
- New Tower: The Bullet Tower. Uses the same ammo as the Sling Tower, but can shoot over walls. A good close-range fast firing, low damage tower.
- Bow Tower now requires a small amount of crystals to build. (Note: Builders can now harvest crystals)
- Build requirements for the Mining Facility has been reduced from 64 logs and rocks to 42.
- Farmland no longer completely dies (deletes itself) if it has been frozen or fried too long.
- Increased the max occupants of all homes.
- Increased Bow Tower damage from 10-20 to 20-30
- Heroes, Guards and Guard buildings have been completely removed from the game. (Note: Replaced by the new Golem system)
- Slightly increased tower missile accuracy.
- The debug menu (F3) is now a little prettier.
- Minimap rendering process changed slightly to make topography more visible.
- 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.
- 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. - Corrected a typo in the "Overheat" tip.
- Added sparkles to the construction outlines.
- Added a "low energy" message to essence based buildings.
- When the game is paused, the GUI will now freeze in place rather than closing all the tabs.
- Buildings with multiple errors now align the warning text correctly.
- Added the game version to the top right of the GUI.
- New Map: Applemeadow.
- Cleaned up a lot of the mob movement cost code and velocity calculations
- Adjusted mob tile positioning so their feet is center of a tile rather than their body.
- The maps have been converted from a 8 layer system to a 7 layer system. The game will automatically convert old maps to the new system.
- Rewrote all of the tile set movement costs, giving costs to many tile sets on the map, like flowers, foods, stumps.
- Resources on the ground now increase movement costs on that tile.
- Added shadows to cactus, flowers, crystals and all foods.
- 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.
- Map "Leaf" has been removed from the game.
- Improved the art slightly when mobs are in water, tar or other terrain with depth.
- Reduced the frequency of weather in all seasons.
- All mobs are now worth slightly more essence when killed.
- Changed how stat points are given during level up.
- Fire Elementals now uses the new Golem's animation.
- Added some leftover fire ember looking particles to the fire blast particle effects.
- Radiance pools now heal more per tick, and can level monsters up to 3 levels above their level cap.
- Early construction can no longer be damaged before it receives any resources. (Mainly by lightning)
- Reduced the amount of rain particles by roughly 50%
- Reduced the amount of clouds during rain by 25%
- Decreased the spread rate of food, crystals and trees (but not the regrowth rate)
[ 2016-05-22 20:20:59 CET ] [ Original post ]
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! :)- 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
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