Click here for help on accessing the Unstable branch! Introducing the most ambitious balance change in a long time; the brand new corruption and spawning system! Many players have complained the corruption system wasn't quite working as they wanted it to. So, this re-balance is entirely based on community feedback trying to fix many of the issues you guys complained about. The old corruption system just wasn't up to snuff, it was either too hard (if you let the corruption grow on its own), or too easy (if you exploited it). As a result, this patch introduces a complete and total rewrite of the entire spawning and corruption system. Also, the world/global corruption level system was quite simply a bad game design, and has also been completely removed from the game. This patch technically will not break your save data, but be ready for a totally different experience next time you load the game. Those of you who like to "pin" the corruption may die very quickly, I suggest giving the corruption some breathing room as fast as humanly possible, if you can. If you don't pin the corruption the spawn rates will likely be very high for a few days, but smooth out as the corruption claims the land it should have had. In addition to the sweeping corruption and spawn system changes, I've also rebalanced the trash system a bit, fixed several bugs and completely redesigned the resource bar! Let me know in the comments what you think of all the changes. Especially the new game balance. Too easy, too hard, just right? Just please note, your old save's balance may be totally out of whack, so please reframe from reporting balance issues until you start a new region! :)
InDev 33 Unstable 3b *HOT FIX* Change Log
Bug Fixes
- Fixed a bug that could sometimes cause villagers to try to wander outside the village to pickup a resources.
InDev 33 Unstable 3 Change Log
Corruption and Spawning Rewrite
- Corruption and spawning power is now based on the current day and how much space in the region the corruption desires and cannot have because you've blocked it, rather than the old system where spawn rates were determined by the overall size of the corruption. This means that if you allow the corruption to cover half the map, the spawn rates will be lower than if you box them in a corner.
- Corruption's desired amount of land is based on the current day and total amount of buildings the corruption has built.
- Corruption resistance stats no longer exist, rather, the corruption now always avoids being near your village no matter the resistance level. It will just never enter your village, and it will very quickly recede if you try to expand into it.
- Reduced rate corruption tiles eat away at resources.
- Completely removed all global/world corruption mechanics from the game.
- A new corruption threat bar has been added above the influence bar. This bar determines the additional spawn rate increase from the baseline for the current day. The bar will increase as the corruption becomes "boxed in" and desires more land than you will allow it to have. The higher the bar, the harder the game will be.
- Corruption tiles that get pushed back may spawn monsters, regardless of time of day.
- The entire spawn rate curve has been smoothed out, and there should no longer be any significant "surprise difficulty increases", unless you purposely try to box in the corruption and make the corruption threat level skyrocket.
- Slightly reduced the rate Trashy Slime spawn.
- Increased the rate trash in the corruption decays.
- Trashy Slime no longer spawn from trash of on the corruption.
- Rebalanced several areas where trash is generated, increasing or decreasing the rate as needed.
- Water purifiers can now generate trash.
- Decreased the spawn rate of suspiciousy trash.
- Non-trashy trash or trashy trash cubes can now decay into trashy trash over a very long period of time. (eg; Woody trash will decay into trashy trash.)
- You can no longer build/dismantle trashy cube buildings to get rid of trash.
- Boosted Cube-E golem strength and reduced dexterity.
- Trashy slimes no longer spawn in peaceful mode.
- Processors now have speed boosts.
- The resource bar has been completely redesigned, and can now be customized.
- A new resource list panel has been added, inside the panel you can see the resource counts of every resource in the village, this is also where you customize the resources listed on the new resource bar.
- In both the new resource list panel and new resource bar, you can now see the total remaining storage space for that resource.
- Improved the builder's clearing AI so they will prioritize clearing terrain blocking construction.
- Removed the day length multiplier from the custom mode settings.
- Increased the amount of nomads that can spawn, when they do.
- Golems can no longer enter the corruption for any reason.
- Cube-E, Labor, and Courier golems now provide god XP and goal progressions when completing tasks.
- Labor golems now live a little longer.
- Fixed several missing text strings from the trash system.
- Fixed problem panel attacking building count from counting the wrong data.
- Water Bottlers no longer place trash in the bottler.
- Farm's farming speed reduction bonus is now properly applied to farmers.
- Crystal Golem Combobulators are now considered a way point for golems.
- Fixed some particle over-generation issues when you increase game speed.
- Cullis gates now overloads properly.
- Fixed a few minor GUI errors.
- Process Trashy Cubes goal now works correctly.
[ 2019-04-20 21:09:07 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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