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Name

 Retro-Pixel Castles 

 

Developer

 Raymond Doerr 

 

Publisher

 SixtyGig Games 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

Release

 2019-10-14 

 

Steam

 6,24€ 5,69£ 7,49$ / 50 % 

 

News

 175 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 48 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/328080 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 200,000 .. 500,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 310  

Average playtime (last 2 weeks)

 1 

Median playtime (forever)

 391 

Median playtime (last 2 weeks)

 1 



LINUX STREAMERS (0)




Build InDev 26 Unstable 5 Released

Click here for help on accessing the Unstable branch!

InDev 26 Unstable 5 is here! This patch is a bit light on content, but it makes up for it with absolutely huge gains in performance! This is easily one of the fastest running Rise to Ruins builds ever released, with huge gains I think you'll all love.

This is also one of the last builds before releasing InDev 26 Stable. So please, test the hell out of it! :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 26 Unstable 5 Change Log

Towers


  • New Tower: The Static Tower. Does low damage to all monsters in range, consuming more energy the more monsters that are nearby.
  • New Tower: Phantom Dart Tower. A small 1x1 sized early game tower, that does very low level magic damage, and can easily be built by day one or two.
  • Reduced the firing rate of Spray Towers.
  • Reduced the firing rate and damage of Ballista Towers.
  • Added a ring around the banish tower when it is reloaded and ready to fire.


Miscellaneous Changes

  • Monsters can now slowly repair their home spawners if they are damaged.
  • Golems can repair their own combobulators.
  • Dissolve spell slightly nerfed when used on corpses.
  • Added sound effects for all the spells in the game.
  • Tweaked a few spell effects to match the new sounds.
  • Storm spell has been buffed a bit.
  • Removed resources on the ground from movement cost calculations.
  • Tool tips and other overlays no longer pop up under the interface when you scroll over them.


Optimizing and Big Fixes

  • Sweeping optimizations have been done across the entire game, offering an after of a 4x to 6x boost in base performance mid-late game for most machines.
  • Fixed a water fill level bug when using earthquake or the grab tool on water sources that would cause the water to drain sooner than it should.
  • Fixed an issue with fill phases not working correctly on buildings that only store energy.
  • Fixed year display counter in custom and nightmare mode.
  • Fixed Cullis Gate tileset from loading incorrectly.
  • Fixed issue with weather not stopping in the map editor.
  • Water now connects correctly while raining if you're digging holes at the same time while the rain is filling them.


InDev 26 Unstable 4 Change Log

Game Modes

  • New Game Mode: Custom. This mode lets you set a whole manner of difficulty settings, allowing you to create a game mode to fit your play style.
  • New Game Mode: Nightmare. This mode is insanely, over the top difficult. Designed specifically for masochistic veteran players. There's no spawn delay, the spawn rates are higher, monsters are pre-spawned and full moons are less frequent.
  • New Game Mode: Peaceful. While this mode carries the same name as the old removed Peaceful Mode (that was retooled into Traditional Mode), this mode is truly peaceful, with no monster spawns what so ever.
  • Traditional mode is now a bit harder, but is still fairly easy.


Miscellaneous Changes

  • "Level up" sound is slightly quieter.
  • Can now move the map father out along the outer edges.
  • Equipment storage can now store water bottles.
  • Water Bottler building now provides refining speed bonuses.
  • Rain particles are now slightly larger.
  • The hidden "interfaceScale" setting in settings.properties can now be set to fractional values, like 1.2, 1.3, etc.


Bug Fixes

  • Arrow keys now work on the world map.
  • Fixed an issue with almost out of range Attract Towers stealing items from each other.
  • Fixed a possible extremely rare crash in a situation where you happen to load a game while it's raining before all of the sounds have completed loading.
  • Fixed a bug where if a villager died from blight and was brought back as a zombie, their previous job's total worker count would erroneously be reduced by 1.
  • Typing "Reset" into the Doom World input box no longer moves around the map or activates other hotkeys.
  • Fixed a minor bug where the last used game mode from one profile would be set in the next, if you changed profiles after playing and have not restarted the game.
  • Fixed a rare crash on load if an elemental bolt was en route to hit a monster that was killed and completely removed from the game before it arrived.
  • Elemental bolt splash damage is now working correctly.
  • Fixed missiles pointing the wrong direction when firing at buildings.


InDev 26 Unstable 3 Change Log

Towers

  • New Tower: The Spray Tower, a slightly more powerful variant to the Bullet Tower, very inaccurate, but has high rate of fire.
  • New Tower: The Recombobulator. Will heal nearby golems. Does not work on the Holy Golem.
  • New Tower: The Attract Tower. Will pull nearby equipable items to it. Useful for fetching item drops out of a monster heavy area.
  • New Tower: The Banish Tower. A very expensive, short range tower that will banish an enemy that gets near it.
  • All towers can now be paused, allowing you to stop certain towers from firing all together.
  • Completely rewrote the entire missile system's firing mechanics from scratch, creating a more dynamic tower system for future content.
  • Rewrote the Ballista Tower's damage and firing mechanics. It now fires at the farthest target, and will stop when it hits it, but will pierce anything along the way.
  • Decreased energy requirements for the max upgraded Bow Tower.
  • Adjusted elemental bolt physics a bit to look more magical.
  • Crystal motivator completely rewritten into the tower code.
  • Crystal motivator now costs energy to fire, and only fires at harvested crystal tiles.


Sound Effects

  • Nearly all of the original sound effects have been replaced or changed.
  • Ambient background sound based on the size of your village has been added.
  • Tons of new sound effects for all the towers, combat, harvesting and much more have been added.
  • Game world sound is now quieter the more zoomed out you are.


Optimizing and Big Fixes

  • Fixed some lightning generation positioning issues when new lightning is created.
  • Completely rewrote the map tileset loader, reducing memory usage and optimizing code flow.
  • Fixed an issue where sometimes a Twitch user's name in your stream could pop up twice.
  • Sound loading is now multithreaded.


Miscellaneous Changes

  • Essence Collector's first build phase no longer requires cut stone, allowing you to build it much earlier in the game.
  • Golem combobulators now require an Essence Collector to function.
  • Added a new Earthquake spell to the game, that will damage any mobs or buildings nearby, but can generate new rock in the epicenter of the quake.
  • Particles can now vary in sizes.
  • Many particle, projectile and spell effects have been adjusted.
  • Changed restore hunger to restore needs button in sandbox mode, healing thirst, hunger, energy and balancing body temperatures.
  • Can now fire missiles in sandbox mode until the miscellaneous tab.
  • Holy Golem now does magic damage.
  • Added some particles to the console banners.
  • Increased spawn rates slightly.
  • Villagers can now trade food, water and bandages if they need them.
  • The console banner messages now have some particle effects.
  • Lightning Rod range reduced.
  • Lightning Rod range now appears when it is selected.


InDev 26 Unstable 2 Change Log

Buildings and Towers

  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.


Twitch Integration

  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.


Optimizing and Big Fixes

  • Fixed a typo in the blight death message.
  • Optimized out some unused data in the map tile loader, speeding up tile data searching and lowering memory usage slightly.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.


Miscellaneous Changes

  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map in-game with the arrow keys, as well as WASD.


InDev 26 Unstable 1 Change Log

Tower Upgrades and Damage Types

  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.


Optimizing and Big Fixes

  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.


Spawn Rebalancing

  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.


Miscellaneous Changes

  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.


Known Issues that will be resolved before the stable build

  • Tips are not updated.


[ 2017-06-01 04:40:11 CET ] [ Original post ]