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InDev 30b - The Optimizing and Balance Update - Released!
Big Fixes
Corruption System
[ 2018-05-04 19:12:05 CET ] [ Original post ]
This is one of the largest optimizing patches ever released for Rise to Ruins, featuring massive performance gains mid-late game. If you're one of the lower speced or extreme late-game users, you're going to love this update! This patch also introduces a large number of balance tweaks based on your feedback of InDev 30. So be sure to look over the change log. :) Let me know down in the comments how your performance is, as well as suggest additional balance changes!
InDev 30c *HOT FIX* Change Log
Big Fixes
- Large fire pits no longer give corruption resistance.
- Fixed lightning targeting issues causing them to "miss" lightning rods occasionally.
- Implemented possible fix for medics posted lists returning invalid mobs that are no longer actually posted to clinics, causing crashes.
- Ghosts now properly do not appear the moment a mob who can spawn a ghost is killed.
- Guard flee mechanics adjusted, so they will stop running away as often.
- Reduced permanent corruption amounts per day in nightmare mode.
- Slightly increased corruption spread rates in nightmare mode.
- Reduced permanent corruption amounts per day in traditional mode.
InDev 30b Change Log
Corruption System
- Corruption can now push its way into low corruption resistance areas when it has been bottled up for a long time.
- You can now see the raw value of the corruption resistance tiles when using debug view.
- Monsters now have a 1 in 4 chance to not spawn at a building in the corruption, but rather a random coordinate inside the corruption.
- Lowered the search radius for picking up extra resources slightly.
- Gave guards a 50% buff to defense, and a 25% buff to damage.
- Amount a mob is lit on fire reduced 25%.
- Adjusted the aggressiveness of most mobs.
- Increased Laborer hire price by 50%
- Catjeet laborers spawn 3 times less often.
- Halved the blood slime spawn rate during a blood moon.
- Small blood slime can now spawn during a blood moon.
- Villagers now panic 30% more often during a blood moon.
- Only a maximum of 2 disasters can occur in the same day.
- Make/Maintain settings now work correctly for dirty water buckets.
- Optimized the ranged combat AI a bit.
- Fixed a bunch of minor typos throughout the game.
- Added some particle culling code to the particle system to keep particle counts from getting out of hand.
- Reduced the duration of blood particles.
- Optimized how resource values of buildings are stored, removing the actual resources from the game, optimizing various aspects of the code game wide.
- Completely rewrote how a majority of mob AI flags are stored in game, reducing save time and memory usage while reducing CPU usage when initially spawning.
- Fixed a bug in the projectile trajectory code that could cause an endless loop in some very rare scenarios.
- You can no longer select maximum upgraded roads to upgrade.
- Optimized the collision line of sight code in the collision module.
- Optimized some of the essence collection and distribution code.
- Fixed multi-threaded path finding, was not running correctly in the previous patch.
- Added a third dedicated core for lighting and range updates.
- Slightly optimized the lookup code for refining and harvesting data on objects.
- Optimized a lot of the object lookup code.
- Optimized object priority list sorting/grouping code.
- Did some experimental changes to the game loop timing to smooth frame rates in high-load scenarios. (Note, this can cause some rubber banding effects moving around the map if your system is extremely bogged down)
- Fixed a very rare crash bug when a villager tries to pickup more resources while the destination building becomes no longer available.
- Villagers will no longer remove banned resources from a building under construction, if the building requires those resources.
[ 2018-05-04 19:12:05 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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