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Welcome to the "Patch" of the Ocean!
Yes, you heard us right, despite them only being in the game for a few months, we felt that Aqua Crops (and Aqua Farms) were ultimately unnecessary and clogging up the coastlines. Of course, without Aqua Crops in the water anymore, there should be more fish spawns overall, which is good because the Fishing Tech has, once again, become the first tech on the naval branch and also includes Ports. So, now you can start harvesting fish and getting on the water as early as possible again.
A common complaint with the Path of the Ocean update was the clunkiness of the new Markets compared with the power and flexibility of the old Custom Houses. So, weve streamlined them a lot and made them much more intuitive to use. Now, instead of getting stars based on the types of buildings next to them, theyll inherit the levels of all the Windmills, Sawmills, and Forges next to them, making +1 star per level. This should make it easier to use them and remove the need to get multiple T3 technologies. Weve also removed their interactions with Ports, so you dont have to keep your Markets next to a coast tile to get the most out of them. Weve also capped their level to 8, which means +8 stars maximum, which isnt too shabby if you place them right.
To make Bridges more useful, weve not only lowered their cost to 5 stars but have allowed you to place them to connecting land in the fog. But, if you cant see the land in the fog, then does that mean we have to tap every single tile to see if you can place a bridge? That doesnt sound fun. We dont think so, either, reader, so we have given each coastal tile a faint light-blue coastline that will stick out of the fog, telling you that there is land under that tile (without revealing the tile, itself). Now you can know where you can place a bridge, and dont have to play a guessing game.
So, we ran into an interesting interaction that we werent expecting - the single population you can get from finding a Lighthouse was unfairly tipping corner spawns to be very powerful, especially with tribes who can upgrade their Capitals on the first turn. Bardur is already strong, but they can be even more powerful with the starting population! We tried removing the free population from the Lighthouse, but then players wouldnt want to find them without the incentive, so were put into a predicament. We couldnt leave it but also couldnt remove the population, so we compromised. Now, all Lighthouses will be hidden in a fog tile, even if you have a corner spawn and should be able to see them from the start. Delaying the population for a turn or two seems to be the proper solution, and we look forward to hearing what you think.
We understood that Bombers were far too oppressive and very difficult to fight, so we looked into making some changes. We discussed a wide array of ways to nerf them and settled on something simple - Bomber damage has been reduced from 43. Their range and their splash ability help define them as a unit and allow them to perform their job, so reducing their damage should make them less oppressive and a little less appealing to build all the time. Well be keeping an eye on them and listening to your feedback.
Here are some other small changes that you should be aware of: - Temples now upgrade every 2 turns, not 3, which should also make them more useful in Glory - Perfection score multiplier based on the number of opponents has been reduced - The Burn Forest and Destroy abilities have swapped places, into Construction and Chivalry, respectively - Starfish harvest income reduced from 108 stars - Youll now get a Veteran Rammer instead of a Veteran Bomber out of water ruins - AI have been improved and should make smarter decisions, including Cloak spawn rate being reduced and better use of city improvements
If you havent done so already, youre always able to get into the Steam beta by following these steps: 1. Right-Click Polytopia in Steam 2. Click Properties on the dropdown 3. Head to Betas in the new popup that appears 4. Use the code polytopiabetatesters to get into the beta!
Android and iOS users can find links to their respective beta programs on our Discord, which you can get to with this link
- Removed Aqua Crop and Aqua Farms - Tech tree: moved Fishing to become the first tech in that branch and it includes Port improvement - Simplified Markets: 1* for each level of each nearby production building. Removed doubling for ports. New graphics. - Markets are capped at level 8 - Tech tree: moved Burn Forest to Construction, and Destroy to Chivalry - Cheaper bridges, now 5* - Lower Starfish income, now 8* - Lower Bomber attack value, 3 instead of 4 - Allow bridges to be built even if one of the tiles are in fog - Added shorelines to hint if a bridge can be placed on a water tile that leads into the fog - Get Veteran Rammer instead of Bomber from water ruins - Score bonus for opponent count is lower in Perfection game mode - Temples grow quicker, reduced from 3 turns2 - Improved AI, better at picking what unit to train, better at improving cities - Lighthouses always start covered in fog, even if it is close to your capital - Fixed crash when starting a game from a notification
[ 2024-02-26 18:05:22 CET ] [ Original post ]
Hello Polytopians! Weve been listening to your feedback on the recent Path of the Ocean update, both good and bad, and were making some changes that we hope youll like in this new beta! This patch should help simplify the experience, removing some bloat and streamlining how things are used. So, without further ado, lets talk about whats changing!
Weve Removed Aqua Crops and Adjusted the Fishing Tech
Yes, you heard us right, despite them only being in the game for a few months, we felt that Aqua Crops (and Aqua Farms) were ultimately unnecessary and clogging up the coastlines. Of course, without Aqua Crops in the water anymore, there should be more fish spawns overall, which is good because the Fishing Tech has, once again, become the first tech on the naval branch and also includes Ports. So, now you can start harvesting fish and getting on the water as early as possible again.
Markets Have Been Streamlined
A common complaint with the Path of the Ocean update was the clunkiness of the new Markets compared with the power and flexibility of the old Custom Houses. So, weve streamlined them a lot and made them much more intuitive to use. Now, instead of getting stars based on the types of buildings next to them, theyll inherit the levels of all the Windmills, Sawmills, and Forges next to them, making +1 star per level. This should make it easier to use them and remove the need to get multiple T3 technologies. Weve also removed their interactions with Ports, so you dont have to keep your Markets next to a coast tile to get the most out of them. Weve also capped their level to 8, which means +8 stars maximum, which isnt too shabby if you place them right.
Coastal Tiles Have Gotten a Makeover
To make Bridges more useful, weve not only lowered their cost to 5 stars but have allowed you to place them to connecting land in the fog. But, if you cant see the land in the fog, then does that mean we have to tap every single tile to see if you can place a bridge? That doesnt sound fun. We dont think so, either, reader, so we have given each coastal tile a faint light-blue coastline that will stick out of the fog, telling you that there is land under that tile (without revealing the tile, itself). Now you can know where you can place a bridge, and dont have to play a guessing game.
Weve Adjusted Lighthouses
So, we ran into an interesting interaction that we werent expecting - the single population you can get from finding a Lighthouse was unfairly tipping corner spawns to be very powerful, especially with tribes who can upgrade their Capitals on the first turn. Bardur is already strong, but they can be even more powerful with the starting population! We tried removing the free population from the Lighthouse, but then players wouldnt want to find them without the incentive, so were put into a predicament. We couldnt leave it but also couldnt remove the population, so we compromised. Now, all Lighthouses will be hidden in a fog tile, even if you have a corner spawn and should be able to see them from the start. Delaying the population for a turn or two seems to be the proper solution, and we look forward to hearing what you think.
Bombers Have Been Nerfed
We understood that Bombers were far too oppressive and very difficult to fight, so we looked into making some changes. We discussed a wide array of ways to nerf them and settled on something simple - Bomber damage has been reduced from 43. Their range and their splash ability help define them as a unit and allow them to perform their job, so reducing their damage should make them less oppressive and a little less appealing to build all the time. Well be keeping an eye on them and listening to your feedback.
Other Changes
Here are some other small changes that you should be aware of: - Temples now upgrade every 2 turns, not 3, which should also make them more useful in Glory - Perfection score multiplier based on the number of opponents has been reduced - The Burn Forest and Destroy abilities have swapped places, into Construction and Chivalry, respectively - Starfish harvest income reduced from 108 stars - Youll now get a Veteran Rammer instead of a Veteran Bomber out of water ruins - AI have been improved and should make smarter decisions, including Cloak spawn rate being reduced and better use of city improvements
How Do I Test the New Beta?
If you havent done so already, youre always able to get into the Steam beta by following these steps: 1. Right-Click Polytopia in Steam 2. Click Properties on the dropdown 3. Head to Betas in the new popup that appears 4. Use the code polytopiabetatesters to get into the beta!
Android and iOS users can find links to their respective beta programs on our Discord, which you can get to with this link
Update 2.8.5.11904 Changelog
- Removed Aqua Crop and Aqua Farms - Tech tree: moved Fishing to become the first tech in that branch and it includes Port improvement - Simplified Markets: 1* for each level of each nearby production building. Removed doubling for ports. New graphics. - Markets are capped at level 8 - Tech tree: moved Burn Forest to Construction, and Destroy to Chivalry - Cheaper bridges, now 5* - Lower Starfish income, now 8* - Lower Bomber attack value, 3 instead of 4 - Allow bridges to be built even if one of the tiles are in fog - Added shorelines to hint if a bridge can be placed on a water tile that leads into the fog - Get Veteran Rammer instead of Bomber from water ruins - Score bonus for opponent count is lower in Perfection game mode - Temples grow quicker, reduced from 3 turns2 - Improved AI, better at picking what unit to train, better at improving cities - Lighthouses always start covered in fog, even if it is close to your capital - Fixed crash when starting a game from a notification
[ 2024-02-26 18:05:22 CET ] [ Original post ]
The Battle of Polytopia
Midjiwan AB
Developer
Midjiwan AB
Publisher
2020-08-04
Release
Game News Posts:
187
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(3789 reviews)
Public Linux Depots:
- The Battle of Polytopia Depot Linux [363.72 M]
The Battle of Polytopia is a unique turn based strategy game about ruling the world, fighting evil AI tribes (or other players), discovering new lands and mastering new technologies. You take on the role of the ruler of a Tribe, starting with one advantage over the other tribes, and attempts to build a civilization in competition with the other tribes.
Wander in the dark cold forests of Barduria, explore the steamy Kickoo jungles or claim the lush field of the Imperius empire.
Each match takes around 30 minutes to complete while still providing a deeply strategic and challenging gameplay. It is intended to be a bite sized alternative to other time consuming 4x strategy games.
The Battle of Polytopia is a successful indie title enjoyed by millions of fans on mobile and tablets.
* Turn based civilization strategy game.
* Single & multiplayer.
* Exploration, warfare, farming, building and technology research.
* Pick and choose among a wide range of different tribes with unique nature and culture.
* Auto generated maps make each game a new experience.
* Strategy multiplayer online & Pass & Play.
* Leader board with top scores for the best civilization builders.
* Really Cute low poly graphics.
We a currently revamping it to be even better on your desktop such as:
* Bigger maps with map settings (more/less water etc.).
* Cross-platform multiplayer. (PC, MAC OSX, Android & iOS)
* Keyboard controls & shortcuts.
* Tiny hardware requirements.
If you have suggestions please let us know! steam@midjiwan.com
We will release when the game feels purrfect. Add it to your wish list to keep updated.
Wander in the dark cold forests of Barduria, explore the steamy Kickoo jungles or claim the lush field of the Imperius empire.
Each match takes around 30 minutes to complete while still providing a deeply strategic and challenging gameplay. It is intended to be a bite sized alternative to other time consuming 4x strategy games.
The Battle of Polytopia is a successful indie title enjoyed by millions of fans on mobile and tablets.
* Turn based civilization strategy game.
* Single & multiplayer.
* Exploration, warfare, farming, building and technology research.
* Pick and choose among a wide range of different tribes with unique nature and culture.
* Auto generated maps make each game a new experience.
* Strategy multiplayer online & Pass & Play.
* Leader board with top scores for the best civilization builders.
* Really Cute low poly graphics.
We a currently revamping it to be even better on your desktop such as:
* Bigger maps with map settings (more/less water etc.).
* Cross-platform multiplayer. (PC, MAC OSX, Android & iOS)
* Keyboard controls & shortcuts.
* Tiny hardware requirements.
If you have suggestions please let us know! steam@midjiwan.com
We will release when the game feels purrfect. Add it to your wish list to keep updated.
MINIMAL SETUP
- OS: Ubuntu 14.04 LTS
- Processor: Dual Core 2.0 GhzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 128mb Video Memory
- Storage: 400 MB available spaceAdditional Notes: Requires a 64-bit processor and operating system
- OS: Ubuntu 14.04 LTS
- Processor: Dual Core 3.0 GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256mb Video Memory
- Storage: 400 MB available spaceAdditional Notes: Requires a 64-bit processor and operating system
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