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Build InDev 24 Unstable 4 Released
Upgrade and Village Efficiency System
Upgrade and Village Efficiency System
Upgrade and Village Efficiency System
Upgrade and Village Efficiency System
[ 2017-01-12 04:25:51 CET ] [ Original post ]
Click here for help on accessing the Unstable branch! Here it is, hopefully the last Unstable patch before our long time coming next stable release! This patch brings in the last of the building upgrades for this patch cycle, as well as a bunch of bug fixes, and minor adjustments. There's still a few loose ends to tie up, but the meat of InDev 24 has been completed. So test the hell out of this one! You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 24 Unstable 4 Change Log
Upgrade and Village Efficiency System
- Added the new upgrades for the Armorsmithy, Toolsmithy and Forge.
- When upgraded, the Armorsmithy, Toolsmithy and Forge increase their respected worker counts, storage space and work speeds.
- Reorganized the work priority for refining a bit, making it a bit more efficient.
- Armorsmithy and toolsmithy can no longer store iron ore.
- Fixed a crash when you use the grab spell off of the map.
- Fixed spawn rate adjustments when right clicking in sandbox mode.
- Fixed a bug that could cause erroneous pickup and work coordinates in many of the AI functions.
- You can no longer use the dismantle button in the GUI on an object that is not in range of the village. (Like monster spawners.)
- Fixed a bug that wouldn't allow you to upgrade or dismantle roads if the way maker shack was being upgraded or build.
- Fixed an issue with resource management AI causing villagers to redistribute resources in the camp incorrectly. This caused a "supply line loop" where the organizers would take resources to a building, and the workers assigned to that building would just take it right back.
InDev 24 Unstable 3 Change Log
Upgrade and Village Efficiency System
- Added the new upgrades for the Bowyer, Rock Tumbler and Way Maker Shack.
- When upgraded, the Bowyer, Rock Tumbler and Way Maker Shack increase their respected worker counts, storage space and work speeds.
- Improved building, repairing, road repairing, critical repairing and dismantling, road delivery and medic AI performance.
- Improved memory usage and access time to sort and collect mobs for the AI and ranged detection mechanics game wide.
- Greatly optimized the building search algorithm, improving late-late performance in high building count scenarios.
- Removed the working block when a villager is starving.
- Nomads can never spawn in groups larger than 10.
- Changed mentions of Retro-Pixel Castles to Rise to Ruins in the game code.
- Tweaked the refine/manufacture resource AI to be a bit more responsive.
- Monsters can now no longer spawn a level that is greater than the current day. (For example, you can't get a level 5 skeleton on day 2.)
- Villagers are now more willing to eat when hungry.
- Doubled the durability of all tools, and triples the durability of armor.
- Updated the pre-load splash image.
- Fixed credits theme (again!).
- The GUI now displays the camp overlay properly if your camp is destroyed mid-game, and you try to rebuild it when your maximum building slots fall under your total building count.
InDev 24 Unstable 2 Change Log
Upgrade and Village Efficiency System
- Added the new upgrades for the Lumber Mill, Crystillery and Stone Cuttery.
- When upgraded, the Lumber Mill, Crystillery and Stone Cuttery increase their respected worker counts, storage space and work speeds.
- Removed the 1 worker per building refining cap.
- Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
- Workers can now store resources in buildings while they're mid-upgrade.
- Screenshake can now be disabled in the settings menu.
- Weather is no longer enabled on the main menu.
- Game officially renamed to "Rise to Ruins".
- Fixed a bunch of typos in the help system.
- Fixed a bug that would cause the game to try to "draw" roads on void tiles.
- Improved the AI performance of harvesting tasks. (Was also included in InDev 23c)
- Optimized the particle rendering system. (Was also included in InDev 23c)
- Updated the tutorial link. (Was also included in InDev 23c)
- Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
- Fixed a bug that prevented the "harvest crystals" hotkey from working when the camp/castle was under construction. (Was also included in InDev 23c)
- The grab building, pause building and dismantle building hotkeys now work correctly in play mode. (Was also included in InDev 23c)
- Fixed a bug that would cause wind particles to not decay if they collided with the topography. (Was also included in InDev 23c)
InDev 24 Unstable 1 Change Log
Upgrade and Village Efficiency System
- A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
- The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
- The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
- Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
- Wind, rain and snow will now reduce all work speeds by 20%
- A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
- Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
- Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.
- Monster spawn points that get in range of the village no longer count towards the village's building count.
- Harvesting buildings have had their initial build costs reduced.
- New song, Sunset, as been added!
- Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
- Updated the Kitchen's description.
- Small "Work Progress" bars now float above villager's heads when they are working.
- The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
- Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
- A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.
Known Issues that will be resolved before the stable build
- None!
[ 2017-01-12 04:25:51 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
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