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Name

 Defend the Highlands: World Tour 

 

Developer

 Kilted Camel 

 

Publisher

 KISS ltd 

 

Tags

 Strategy 

 

Singleplayer 

Release

 2018-01-26 

 

Steam

 9,99€ 6,99£ 9,99$ / 0 % 

 

News

 10 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 0 

 

Steam Rating

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Steam store

 https://store.steampowered.com/app/527320 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

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Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

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Median playtime (last 2 weeks)

 0 

Public Linux depots

 Defend the Highlands: World Tour Linux [1.82 G] 




LINUX STREAMERS (0)




Patch 4 Notes

How are you lads and lassies doin? I just got done uploading the latest bonnie wee patch. Here's what it does:


  • Can now click on minimap to move the camera to any point in the map.
  • Towers will no longer try to shoot through other towers.
  • Projectiles of gun armed units will no longer collide with the cover object they are hiding behind (same as non-gun projectiles) to prevent situations where units uselessly just shoot their cover object.
  • Fondue hose can no longer shoot through walls or other towers. This should make it more situational and make the whisky bar more useful as a close range defence by comparison.
  • Changed Donald Bradman's projectile deflection to hit in an arc rather than aiming directly at enemies, and increased his range.
  • Fixed a bug where projectiles that Donald Bradman deflected couldn't damage the unit that originally threw them.
  • Antialiasing now works on loading screen when SMAA is selected in quality settings.
  • Julius Caesar's shield no longer disappears when he uses a flying carpet.
  • Adjusted oat field layout of Beach level to make it more difficult.
  • Fixed bug where stationary Scotsmen would rotate to face their previous target after being given a move order.
  • Units can now use the benches in the Vatican Garden graveyard as cover.
  • On oat fields on uneven ground, each individual oat plant now conforms to terrain instead of all being at the same height with some floating above ground.
  • Units will no longer try to fire through the rocks on Mt. Vesuvius map.
  • Fixed a navmesh mistake that allowed units to walk through one of the lava rivers on Mt. Vesuvius map.
  • Units can no longer fire through the small gaps between buildings on Cairo map.
  • Reduced difficulty of Deep South map.
  • Preachers can no longer revive other preachers, to prevent cases where you end up with a ridiculous number of preachers on the map.


[ 2017-09-22 09:56:05 CET ] [ Original post ]

Patch 4 Notes

How are you lads and lassies doin? I just got done uploading the latest bonnie wee patch. Here's what it does:


  • Can now click on minimap to move the camera to any point in the map.
  • Towers will no longer try to shoot through other towers.
  • Projectiles of gun armed units will no longer collide with the cover object they are hiding behind (same as non-gun projectiles) to prevent situations where units uselessly just shoot their cover object.
  • Fondue hose can no longer shoot through walls or other towers. This should make it more situational and make the whisky bar more useful as a close range defence by comparison.
  • Changed Donald Bradman's projectile deflection to hit in an arc rather than aiming directly at enemies, and increased his range.
  • Fixed a bug where projectiles that Donald Bradman deflected couldn't damage the unit that originally threw them.
  • Antialiasing now works on loading screen when SMAA is selected in quality settings.
  • Julius Caesar's shield no longer disappears when he uses a flying carpet.
  • Adjusted oat field layout of Beach level to make it more difficult.
  • Fixed bug where stationary Scotsmen would rotate to face their previous target after being given a move order.
  • Units can now use the benches in the Vatican Garden graveyard as cover.
  • On oat fields on uneven ground, each individual oat plant now conforms to terrain instead of all being at the same height with some floating above ground.
  • Units will no longer try to fire through the rocks on Mt. Vesuvius map.
  • Fixed a navmesh mistake that allowed units to walk through one of the lava rivers on Mt. Vesuvius map.
  • Units can no longer fire through the small gaps between buildings on Cairo map.
  • Reduced difficulty of Deep South map.
  • Preachers can no longer revive other preachers, to prevent cases where you end up with a ridiculous number of preachers on the map.


[ 2017-09-22 09:56:05 CET ] [ Original post ]

Patch August 21

We have released another patch today, with the following changes:


  • Reduced overall difficulty level slightly.
  • Enemy is now more weak, and for slightly longer after each attack wave.
  • Reduced difficulty level of the following maps: Mt. Vesuvius, Aswan Dam, Great Barrier Reef, Aussie Outback, Mt. Fuji
  • Added a margin around each unit in which clicking will cause the unit to be selected, or attacked, making it easier to click-select or order attacks on distant or small units.
  • Fixed bug where ordering a unit to harvest oats from a field where a previous Scotsman had died would sometimes cause the dead body to move away from the farm a few metres.
  • Fixed syncing of porridge cannon kills stat with the Steam Cloud, so the porridge cannon kills achievement can now be attained without having to get all 100 kills in one sitting.
  • Fixed issue of Ned Kelly not spawning on Aussie Outback level.
  • Fixed lag and audio glitches that sometimes occurred during battle loss commentary.
  • Fixed issue where Khufu's projectile sometimes wouldn't spawn when he played his attack animation.
  • Raised the height at which Khufu's projectile spawns, so it is less likely to hit the cover object he is using.
  • Fixed muzzle flash and smoke for Napoleon and Abraham Lincoln, so it no longer rotates with the character as if still connected to the gun.
  • Repositioned gun in Mafia characters' hand so it points in the correct direction.
  • Fixed an error that caused a performance impact when using the Deep Fryer.
  • Fixed navigation issues on Mt Vesuvius that sometimes caused units to have difficulty pathing around haggis factory or get stuck in the bottom enemy spawn area.
  • It is no longer possible to place towers outside of the gameplay area.
  • Clicking to place a tower when the cursor is pointing at the sky will no longer cause the tower to be placed at the last point where the cursor was pointing at the ground.


Thanks to everyone who's contacted us with feedback or reported bugs. We greatly appreciate it.


[ 2017-08-21 06:58:38 CET ] [ Original post ]

Patch August 21

We have released another patch today, with the following changes:


  • Reduced overall difficulty level slightly.
  • Enemy is now more weak, and for slightly longer after each attack wave.
  • Reduced difficulty level of the following maps: Mt. Vesuvius, Aswan Dam, Great Barrier Reef, Aussie Outback, Mt. Fuji
  • Added a margin around each unit in which clicking will cause the unit to be selected, or attacked, making it easier to click-select or order attacks on distant or small units.
  • Fixed bug where ordering a unit to harvest oats from a field where a previous Scotsman had died would sometimes cause the dead body to move away from the farm a few metres.
  • Fixed syncing of porridge cannon kills stat with the Steam Cloud, so the porridge cannon kills achievement can now be attained without having to get all 100 kills in one sitting.
  • Fixed issue of Ned Kelly not spawning on Aussie Outback level.
  • Fixed lag and audio glitches that sometimes occurred during battle loss commentary.
  • Fixed issue where Khufu's projectile sometimes wouldn't spawn when he played his attack animation.
  • Raised the height at which Khufu's projectile spawns, so it is less likely to hit the cover object he is using.
  • Fixed muzzle flash and smoke for Napoleon and Abraham Lincoln, so it no longer rotates with the character as if still connected to the gun.
  • Repositioned gun in Mafia characters' hand so it points in the correct direction.
  • Fixed an error that caused a performance impact when using the Deep Fryer.
  • Fixed navigation issues on Mt Vesuvius that sometimes caused units to have difficulty pathing around haggis factory or get stuck in the bottom enemy spawn area.
  • It is no longer possible to place towers outside of the gameplay area.
  • Clicking to place a tower when the cursor is pointing at the sky will no longer cause the tower to be placed at the last point where the cursor was pointing at the ground.


Thanks to everyone who's contacted us with feedback or reported bugs. We greatly appreciate it.


[ 2017-08-21 06:58:38 CET ] [ Original post ]

Co-Op Multiplayer Released

Scottish clans are fiercely independent, priding themselves on their individuality and self sufficiency. For the most part they like to go about their business without the interference of other clans, and in turn, they don't meddle in the affairs of their neighbors. There comes a time however, where clans have to come together to fight a common enemy, and to protect the nation of Scotland. In times of war, Scottish clans invoke an ancient code that joins them together as brothers in arms. This code is known by the ancient Celtic words: “Co-op Multiplayer.”

As Alfredo travels the world on his mission of liberation, it becomes clear to him that he will need to invoke this code. That is why as of today, players of Defend the Highlands: World Tour will be able to join forces with their friends in the newly released Co-op Multiplayer game mode.

Working together will introduce a whole new element of strategy to the game. While two heads may be able to think twice as fast, it will also require coordination and teamwork, so communication is essential. Players share resources, but have exclusive control over their own Scotsmen, so will need to be able to respond to the dynamically changing game environment to support each other when needed.

For an independent Scotsman, this may be a challenge, but it's a challenge that any true Scotsman can rise to. And thus, we now invoke the ancient Scottish code of Co-op Multiplayer. For Scotland!


[ 2017-07-22 01:23:00 CET ] [ Original post ]

Co-Op Multiplayer Released

Scottish clans are fiercely independent, priding themselves on their individuality and self sufficiency. For the most part they like to go about their business without the interference of other clans, and in turn, they don't meddle in the affairs of their neighbors. There comes a time however, where clans have to come together to fight a common enemy, and to protect the nation of Scotland. In times of war, Scottish clans invoke an ancient code that joins them together as brothers in arms. This code is known by the ancient Celtic words: Co-op Multiplayer.

As Alfredo travels the world on his mission of liberation, it becomes clear to him that he will need to invoke this code. That is why as of today, players of Defend the Highlands: World Tour will be able to join forces with their friends in the newly released Co-op Multiplayer game mode.

Working together will introduce a whole new element of strategy to the game. While two heads may be able to think twice as fast, it will also require coordination and teamwork, so communication is essential. Players share resources, but have exclusive control over their own Scotsmen, so will need to be able to respond to the dynamically changing game environment to support each other when needed.

For an independent Scotsman, this may be a challenge, but it's a challenge that any true Scotsman can rise to. And thus, we now invoke the ancient Scottish code of Co-op Multiplayer. For Scotland!


[ 2017-07-22 01:23:00 CET ] [ Original post ]

Multiplayer Update

Greetings fellow Scotsmen and Scotswomen. Here's one for you: What could be more fun than guzzling whisky, throwing porridge and blowing up haggis?

It's a tricky one for sure, but the answer of course is guzzling whisky, throwing porridge and blowing up haggis with friends.



Until now, it's been a dream for many a Scot, but soon, that dream will become a reality. We've been hard at work on the co-op multiplayer game mode, and can announce that multiplayer will be available on July 22.

Co-op multiplayer matches will work in much the same manner as a regular skirmish game, so any true Scotsman should feel right at home. The only difference is that there will be Scotsmen of two different clans taking the field together, represented by two different tartan color schemes. Working together, the two clans will share their porridge stockpile and money, but independently control their troops.

Using the chat window, players can discuss and plan strategies that would make William Wallace proud. Perhaps one player will man the frontline while the other manages the economy and the long ranged combat, or perhaps each player will focus on a separate flank. That's up to you to decide.



Matches can be browsed, joined or hosted in the multiplayer lobby, and can be open, or password protected, in case you want to make sure only true Scotsmen can join. Both standard and last stand game modes are supported, so whether you're after a carefully orchestrated defence, or an all out slaughter fest, you'll find what you're looking for.

So if any of you need an excuse to get your friends playing, here it is (as if you'd need an excuse). Incidentally, the game's 15% off until July 6, so don't wait.


[ 2017-06-27 01:32:59 CET ] [ Original post ]

Multiplayer Update

Greetings fellow Scotsmen and Scotswomen. Here's one for you: What could be more fun than guzzling whisky, throwing porridge and blowing up haggis?

It's a tricky one for sure, but the answer of course is guzzling whisky, throwing porridge and blowing up haggis with friends.



Until now, it's been a dream for many a Scot, but soon, that dream will become a reality. We've been hard at work on the co-op multiplayer game mode, and can announce that multiplayer will be available on July 12.

Co-op multiplayer matches will work in much the same manner as a regular skirmish game, so any true Scotsman should feel right at home. The only difference is that there will be Scotsmen of two different clans taking the field together, represented by two different tartan color schemes. Working together, the two clans will share their porridge stockpile and money, but independently control their troops.

Using the chat window, players can discuss and plan strategies that would make William Wallace proud. Perhaps one player will man the frontline while the other manages the economy and the long ranged combat, or perhaps each player will focus on a separate flank. That's up to you to decide.



Matches can be browsed, joined or hosted in the multiplayer lobby, and can be open, or password protected, in case you want to make sure only true Scotsmen can join. Both standard and last stand game modes are supported, so whether you're after a carefully orchestrated defence, or an all out slaughter fest, you'll find what you're looking for.

So if any of you need an excuse to get your friends playing, here it is (as if you'd need an excuse). Incidentally, the game's 15% off until July 6, so don't wait.


[ 2017-06-27 01:32:59 CET ] [ Original post ]

Patch 1

The first patch for Defend the Highlands: World Tour has just been released, with the following changes:


  • In campaign, you will now earn some money for upgrades, even if you lose the level (amount earned is proportional to how many enemies you killed).
  • Fixed issue where ranged enemies would sometimes get stuck if they ran into a tower.
  • Fixed issue where friendly units behind barricades would attack the barricade if ordered to attack an enemy that was out of range.
  • Fixed enemies occasionally getting stuck in a loop of constantly playing their taunt audio clip.
  • Fixed navmesh issue on French Alps level that caused difficulty in pathfinding around the sides of the Haggis Factory.
  • Reduced frequency of some enemy audio clips.
  • Fixed incorrect counting on melee kills.
  • Donald Bradman's kills are now being counted towards his kill count stat and achievement.
  • Fixed issue where new Scotsmen wouldn't move to the rally point if no enemies were present on the map when they spawned.
  • Improved navmesh cutting for haggis catapults, to prevent Scotsmen getting stuck on them.
  • Haggis catapults now check for obstructions when choosing their target, so they shouldn't fire into walls now.
  • Haggis catapults now favour choosing targets that are in tight groups over individuals, to make better use of their splash damage.
  • Starting units no longer run on the spot for a second when they spawn.


I'm making good progress on the co-op multiplayer mode, so it shouldn't be too long before that will be available too.

As always, if you run into any bugs, or have any suggestions on improving the game, please post them in the community forum or use the contact form at http://kiltedcamel.com/contact/


[ 2017-06-01 07:49:25 CET ] [ Original post ]

Patch 1

The first patch for Defend the Highlands: World Tour has just been released, with the following changes:


  • In campaign, you will now earn some money for upgrades, even if you lose the level (amount earned is proportional to how many enemies you killed).
  • Fixed issue where ranged enemies would sometimes get stuck if they ran into a tower.
  • Fixed issue where friendly units behind barricades would attack the barricade if ordered to attack an enemy that was out of range.
  • Fixed enemies occasionally getting stuck in a loop of constantly playing their taunt audio clip.
  • Fixed navmesh issue on French Alps level that caused difficulty in pathfinding around the sides of the Haggis Factory.
  • Reduced frequency of some enemy audio clips.
  • Fixed incorrect counting on melee kills.
  • Donald Bradman's kills are now being counted towards his kill count stat and achievement.
  • Fixed issue where new Scotsmen wouldn't move to the rally point if no enemies were present on the map when they spawned.
  • Improved navmesh cutting for haggis catapults, to prevent Scotsmen getting stuck on them.
  • Haggis catapults now check for obstructions when choosing their target, so they shouldn't fire into walls now.
  • Haggis catapults now favour choosing targets that are in tight groups over individuals, to make better use of their splash damage.
  • Starting units no longer run on the spot for a second when they spawn.


I'm making good progress on the co-op multiplayer mode, so it shouldn't be too long before that will be available too.

As always, if you run into any bugs, or have any suggestions on improving the game, please post them in the community forum or use the contact form at http://kiltedcamel.com/contact/


[ 2017-06-01 07:49:25 CET ] [ Original post ]