Click here for help on accessing the Unstable branch! InDev 27 Unstable 2 has been released. This patch introduces the first part of one of the most commonly requested features; Gates! You can now build wood gates that allow villagers to cross, but not monsters. More gate types will be added before InDev 27 Stable is released, but for now, enjoy the wood variants! This patch also completely rewrote monster pathfinding. If in the event a maze is too long, monsters will start considering attacking your walls or gates, even if an open path into your village exists. The thicker the walls (Hint: Double Thick walls!) the more likely they'll go for your maze entrance instead. This patch is chalk full of huge code changes to the pathfinding system to complement the new multithreading, gates and monster movement restrictions. So be sure to keep an eye out for any bugs! You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 27 Unstable 2 Change Log
Gates
- A new gate system has been added, introducing the first type of gate. The Wooden Gate. Gates allow villagers, nomads and golems to travel through them, but not monsters. This allows you to make "safe exits" in your village that circumvent your defenses.
- Fixed Ice Spray tower damage.
- Fixed some erroneous names in the mob list.
- Pathfinding is now multithreaded, boosting late game performance by offloading much of the pathfinding code to another dedicated thread.
- Fixed some response time issues with Twitch integration when Twitch's servers are running slow.
- Fixed some comparator/sorting bugs.
- Fixed a guard crash that triggers on load when it can't find a way point.
- Mouse wheel scrolling works in the map editor now.
- In the event a path into your village is extremely long, monsters will now consider attacking nearby walls or gates to get in.
- Fire Elementals can no longer cross water.
- Ghosts and Spectures can now walk through walls and small objects.
- Outpost build costs have been reduced slightly.
- Spectures have been made slightly less resistant to physical damage.
- New Song: Winter is Nigh.
- Nomad spawning no longer checks if they can reach the village on their own. But now requires a larger movement area.
- Slimes are no longer hostile in the daytime.
- Refiners and manufacturers can no longer assist building projects.
InDev 27 Unstable 1b HOTFIX Change Log
Miscellaneous Changes
- You can no longer send golems to Limbo.
- Adjusted some wall artwork for the wood wall.
- Fixed a bug causing villagers to hardly ever chat, resulting in less of them pairing up and mating.
InDev 27 Unstable 1 Change Log
Guards and Barracks
- New Job: Guards. They will patrol around your village, front lines or the perimeter depending on the time of day and try to work in groups to remove any threats in and around the village. Guards will also automatically "post" themselves at the new Outposts or the Barracks, providing a lookout that will call over more guards if danger arrives.
- Villagers can now "Call the guards" when they are attacked, causing up to the 5 nearest guards to be called over for every one monster in the area.
- New Building: Barracks. This building provides guards, and stores a large amount of equipment for them to use. The Barracks will also gain a small bow tower when upgraded to maximum. In a future update, guards will also be able to use the barracks as a home.
- New Building: Outpost. Adds a small amount of guard slots, and has some storage for equipment. The maximum upgraded version also gains a small bow tower.
- Fixed a stack overflow error with range map desirability that would cause the desirability to "roll over" on itself, returning back to 0.
- Fixed a few miscellaneous GUI typos.
- Removed some benchmark code from the object overlay system.
- In the rare event a mob is hit by another friendly mob or tower, it will not attack back.
- Fixed missing Abandoned Recombobulator Tower GUI icon.
- Cleaned up some resource placement code, preventing resources from being placed "in air" more than once at the same time.
- A new trading AI branch has been added to all villagers, that will allow them to trade directly with one another to get the correct tools, weapons, armor, food or anything else they may require.
- The Cullis Gate has been completely rewritten. You can now drop mobs and resources into it (Including monsters!), sacrificing them for essence. But if you're not careful they can overload and explode into a massive earthquake.
- "Take From Limbo" and "Send To Limbo" costs reduced.
- The inventory slots have been changed, now mobs can have a new shield slot (Currently unused), and the two item slots have been replaced with 3 dedicated slots of a recovery item, a food item and a water item.
- Thirst no longer goes down when it is raining.
- Reduced the construction costs of all walls.
- Adjusted how buildings gain hit points, so weaker builders are stronger, and stronger buildings are weaker.
- Villagers no longer look for bandages or potions when hurt, but rather try to always keep one on hand.
- Lightning now scares villagers.
Known Issues that will be resolved before the stable build
- Tips are not updated.
- Sometimes guards posted to a job will take their time before they quit.
[ 2017-07-23 17:58:04 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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