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World of Castles
Hammer Games Developer
Hammer Games Publisher
2017-09-15 Release
Tags
Game News Posts: 36
🎹🖱️Keyboard + Mouse
Mostly Negative (147 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux [5.97 G]
Patch 0.0.03F- Ducktape for your castles

Greetings fellow lords! In recent patches, we have reworked some core codes, which lead to worse game stability, some visible or hidden crashes. Simple there was a lot of dark magic. So Spanish Inquisition ordered a game purification.

Key Patch updates:


We bring fixed many crashes and other errors. Or scene dynamic batching for lesser draw calls on your GPU. Merged with combat branch (accessible for those who have dev key)

Changes Made:


- Statics classes reworked, fixing known crashes and miscalculations - Scene draw calls reduced (combined trees shadows, and distant trees) - terrain tessellation values corrected. - Added new inventory category - rounded towers with bastions - added some missing blocks in multiple categories - load crash of huge castles fixed (it did not load huge castles) - terraforming speed 4x - terraforming update terrain collider and LODs after 5s of stop editing terrain - sheat/hide sword and 3 attacks & 3 defends available in walk mode - combat main menu & duels for dev-key users - delete key - hard block removal (removes blocks with broken statics)

What does this mean?


Statics classes reworked:


The main feature of this patch. Once an error occurs in the game it stops working properly (showing other objects, freezing, saving weird blocks, disappear, making blocks unable to remove etc.) And after last few patches, this was a place for many errors. So expect game should crash far less often.

Scene draw calls reduced:


this should send 60% less separated new scene objects to be painted on GPU. Although we see a huge jump in engine editor performance, we did not notice much improvement in the built game. Probably it is very dependant on your GPU.

terrain tessellation values corrected:


There was an inverted value by mistake. So if you set the best quality, you got potato results and vice versa.

load crash of huge castles fixed:


If you built a huge castle, you could see next time you run the game that some parts of your castle are missing... This was caused by wrong data type index, which could hold up to like 6 000 blocks. With this patch, you should be able to load your broken castles correctly, if you did not overwrite save.

hard delete:


As there were plenty ways how to break statics leading to unremovable blocks, we have added a new kay available during EA. If you point the cursor on the broken block and press delete button it will delete block regardless of statics.This is not recommended to use as a default way to remove blocks with correct statics as it might break statics of surrounding blocks or make them fly.

combat main menu & duels:


In this patch, it remains locked for most of the players. The reason is simple, we are still not satisfied with the result and we need more to work around fight system. Focus more on animations and make it more enjoyable. Also, we want to make it more accessible for our close advisers, testers etc. This could affect the loading time of the main menu. As a side effect, you can use a sword in walk mode. You can sheat sword by click mouse button and hide it with "H". Left mouse button is related to attacks, right to defends. If you move the mouse when holding a mouse button you point a sword into 3 directions.


[ 2018-03-26 17:46:10 CET ] [ Original post ]

Patch 0.0.03F- Ducktape for your castles

Greetings fellow lords! In recent patches, we have reworked some core codes, which lead to worse game stability, some visible or hidden crashes. Simple there was a lot of dark magic. So Spanish Inquisition ordered a game purification.

Key Patch updates:


We bring fixed many crashes and other errors. Or scene dynamic batching for lesser draw calls on your GPU. Merged with combat branch (accessible for those who have dev key)

Changes Made:


- Statics classes reworked, fixing known crashes and miscalculations - Scene draw calls reduced (combined trees shadows, and distant trees) - terrain tessellation values corrected. - Added new inventory category - rounded towers with bastions - added some missing blocks in multiple categories - load crash of huge castles fixed (it did not load huge castles) - terraforming speed 4x - terraforming update terrain collider and LODs after 5s of stop editing terrain - sheat/hide sword and 3 attacks & 3 defends available in walk mode - combat main menu & duels for dev-key users - delete key - hard block removal (removes blocks with broken statics)

What does this mean?


Statics classes reworked:


The main feature of this patch. Once an error occurs in the game it stops working properly (showing other objects, freezing, saving weird blocks, disappear, making blocks unable to remove etc.) And after last few patches, this was a place for many errors. So expect game should crash far less often.

Scene draw calls reduced:


this should send 60% less separated new scene objects to be painted on GPU. Although we see a huge jump in engine editor performance, we did not notice much improvement in the built game. Probably it is very dependant on your GPU.

terrain tessellation values corrected:


There was an inverted value by mistake. So if you set the best quality, you got potato results and vice versa.

load crash of huge castles fixed:


If you built a huge castle, you could see next time you run the game that some parts of your castle are missing... This was caused by wrong data type index, which could hold up to like 6 000 blocks. With this patch, you should be able to load your broken castles correctly, if you did not overwrite save.

hard delete:


As there were plenty ways how to break statics leading to unremovable blocks, we have added a new kay available during EA. If you point the cursor on the broken block and press delete button it will delete block regardless of statics.This is not recommended to use as a default way to remove blocks with correct statics as it might break statics of surrounding blocks or make them fly.

combat main menu & duels:


In this patch, it remains locked for most of the players. The reason is simple, we are still not satisfied with the result and we need more to work around fight system. Focus more on animations and make it more enjoyable. Also, we want to make it more accessible for our close advisers, testers etc. This could affect the loading time of the main menu. As a side effect, you can use a sword in walk mode. You can sheat sword by click mouse button and hide it with "H". Left mouse button is related to attacks, right to defends. If you move the mouse when holding a mouse button you point a sword into 3 directions.


[ 2018-03-26 17:46:10 CET ] [ Original post ]

BASIC ELEMENTS OF THE GAME

Building your own castle


At the beginning you’ll have a small pool of starting blocks to build your very first castle. Develop your skills in combat to earn money and experience. Money will purchase more blocks to expand your castle. Experience levels you up, opening up new block types and other building opportunities. A higher level also earns you more fame, which indicates how many blocks and items you can use to build your castle. The more fame you have, the bigger and more elegant a castle you can build. Every piece has a specific use: ballistas for defence, beds for soldiers, and plants and art to improve the morality of the castle’s occupants. As the castle’s king, it’s your duty to provide the perfect balance of defence, occupancy, and morality. From this, what will begin as a small keep will evolve into a sprawling fortification with towers, steeples, and secrets.
  • Build your very own castle with no limit but your imagination and prestige
  • Build a castle from scratch or choose from prebuilt castles that you can modify or defend
  • Build according to realistic defence and physics
  • Use extensive terraforming to improve environmental defence or aesthetics of the castle
  • Tiny details to improve the look or functionality of the castle
  • Realistic physics: if you knock out the base of a tower, the entire structure will fall
  • Choose from over 200 block types
  • Customize your own flag
  • Customize your marshal and army loadout for defence and for offence

Combat


When fighting other players, the game’s balancing system ensures you and your opponent have similar levels, prestige, and fame. As the siege commences, the attacker deploys their marshals to the field while the defender sets up their marshals inside the castles at appropriate defence sites. As an attacker, take advantage of trebuchets and other siege equipment. As a defender, utilize your battlements and other historically accurate defence techniques. Command your marshals in battle or take first person control and engage in the fight yourself. As an attacker, eliminate the defending army or take the throne within a given time limit to win. As a defender, ensure you survive the time limit or kill off all the attackers. Battles are not just one-on-one: invite friends to help defend your castle too.
  • First person and top down combat depending on how you want to fight
  • Destruction of the castle is not permanent. Damage automatically repairs after combat
  • Dying in battle happens. You can still fight as you’ll switch to another marshal
  • Commanders deliver real-time reports of ongoing battles
  • Battles contain hundreds of units
  • Combat is realistic
  • Take control of various historically accurate siege weapons
  • Capture the throne or kill off all enemies to win an assault
  • Singleplayer combat options

Campaign


From time to time we’ll publish short campaigns based on storytelling and role-playing. Some will teach players about intricate game mechanics and others will be inspired by true historical events. Campaign victories reward players with useful blocks, units, items, and other relics to improve their own castle. From the beginning, new players will have access to the tutorial campaign and one or two additional campaigns.
  • Adds engaging story elements to the game
  • Campaigns will be regularly updated, hopefully two new ones per year
  • Campaigns offer unique rewards for your castle to show off your achievements
  • Campaigns will consist of 4-7 missions

Development

This game is still in development. Initial Early Access release may not have all these entire feature initially implemented but we will continue adding them over time. Follow Early Access release notes to keep informed about updates and additions.

MINIMAL SETUP
  • Processor: i5-3570K / FX-8350Memory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 750 / amd 270x
  • Storage: 10 GB available space
RECOMMENDED SETUP
  • Processor: i7 - 4790 / ryzen 5 1500xMemory: 16 GB RAM
  • Memory: 16 GB RAM
  • Graphics: Nvidia GTX 1050 ti / amd rx 470
  • Storage: 10 GB available space

GAMEBILLET

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MacGamestore

[ 4245 ]

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