The Castle Update has arrived! A new upgradable camp (replacing the Village Center) has been added to the game. The new camp can be slowly upgraded into a towering castle! This update also brings in a new building limiting system, nomads, wind, a new job type, new music, a completely overhauled tile loading system, and quite a few AI tweaks. Check out the fairly extensive change log below for more details! This update is actually the first part of a grand plan to add upgrade phases to many of the existing buildings. InDev 24 has technically already been started, and will expand on the new upgrade system mechanics, adding upgradable harvesting, manufacturing and refining buildings. So let me know down in the comments what you think of the new system! You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 23 Change Log
Upgrade System
- Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
- Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!) and the new Ancillary.
- In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.
- You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) or build an Ancillary to gain additional building slots.
- Wall do not count to your building limit, but fire pits do!
- All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)
- The Ancillary provides additional building slots for your village, as well as a new worker type called an "Organizer".
- Organizers can store or deliver any resource in the game, but can not build, harvest or do any other work.
- You can only build a set amount of Ancillaries, based on how upgraded your Castle is.
- Ancillaries can store any resource in the game.
- Each Ancillary can be upgraded 4 times, each upgrade providing additional building slots, storage space, and organizer job slots.
- Nomads are a new mob that will sometimes visit your region. When they do, they'll attempt to fight their way to your village, and if they survive, they'll join!
- You can increase your chances of nomads visiting by building a large village with a strong defense and plenty of housing.
- Nomads spawn between levels 4 and 6, and are usually well equipped.
- Nomads tend to spawn in large groups, and those groups get larger as the days pass.
- Fixed a crash after reloading if a mob is en route to pickup a resource that either decayed or was consumed before the mob arrived.
- Fixed a crash when trying to find a more suitable home, but the home no longer exists when the villager arrives.
- Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
- Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
- Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
- Fixed a bug that would sometimes cause sound effects to not play when they should.
- Fixed a bug that would sometimes return the wrong aggro/line of sight results.
- Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.
- Fixed rain looping sound effect.
- Overall monster spawn creation rates have been cut roughly in half.
- All spawners now have twice as many hit points.
- Spawners take twice as long to build.
- Spawners no longer use an RNG, but rather charge up over time until they have enough energy to spawn.
- Fire spreading on objects has been nerfed significantly.
- Wind has been added, including a "High Wind" weather pattern that will slow down your villagers, but also help reduce the overall average temperature.
- Changed the Lumber Shack artwork somewhat.
- Only up to 5 mobs at a time can attack another mob. This is to prevent massive swarming of single targets and reduce path finding lag caused by large amounts of golems.
- Golem Combobulators have been completely rewritten and rebalanced, and they now use the same new charge up system the spawners do, but require energy to charge.
- Raw food has been nerfed slightly, raw food only provides 3 uses instead of 4 (for 30% total rather than 40%)
- Rations now provide only 3 uses instead of 6, but provide 15% food per use instead of 10% (For a total of 45% rather than 60%).
- It now takes longer for villagers to consume food.
- A notification banner is now displayed when a villager grows up.
- Banner message are now no longer in all-caps.
- Reduced overall reproduction rates for villagers. This is to balance out the new Nomad system bringing in a secondary source of new villagers.
- Added three new songs; Finder, Farewell and Feather.
- Updated the help/loading tips.
- The camp (Formally Village Center) can now store any resource in the game.
- The camp (Formally Village Center) can now be destroyed.
- Fixed a crash issue if the camp (Formally Village Center) is destroyed/removed with walls in range of the village.
- Fixed credit theme, now it correctly plays Main Theme Piano again.
- Updated Bibiki's name in the credits.
- All living things generate essence when destroyed.
- Essence can now be "sucked into" the mouse, increasing the influence bar.
- Influence regeneration is no longer tied to village happiness.
- You now start with your influence bar 1/4th full.
- The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
- Villagers break away from being confused faster.
- Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
- Particles in the air now have a slight shadow behind them.
- Increased scale of the splash screen.
- Villagers can now be knocked out if something is dropped on their head.
- Rarely, villagers will be knocked out when you drop them.
- Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
- Radiance pools no longer consume energy stored unless they're in-use.
- Flipped the "take from" and "send to" limbo spell button icons in the GUI.
- Essence now emits from decaying corpses slowly.
- Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
- Decreased overall load times.
- Slightly improved range map generation performance.
- The Dissolve spell particle effects have been reduced.
[ 2016-11-15 18:21:32 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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