Trollskog cover
Trollskog screenshot
Genre: Real Time Strategy (RTS), Strategy, Indie

Trollskog

0.8.2.5: Pathfinding and Bugfixes

Here comes a quick patch to clear out some bugs before digging in to other features.
v0.8.2.5:

  • Fixed some glitches with the pathfinding algorithm. Yes, I'll go out on a limb here and say the pathfinding works quite reliably now 🤞.
  • Tweaked the terrain generator to resolve issues where NPC towns would sometimes spawn on top of trees.
  • Resizing the window with DPI scaling enabled no longer causes the mouse cursor to get out of sync.
  • The Hold Position ability now works as intended.
  • Improved GUI visual feedback on some abilities.

Stay tuned for more,
/Andreas

0.8.2.4 - Better NPC Cities

Patch 0.8.2.4 is here, with changes focusing on NPC cities and behaviors, as well as bringing the AI up to speed with the new mechanics introduced in the latest patches.


  • NPC city layout has been improved, allowing AI to make use of the new building rotation feature. They're also better about connecting buildings by road, harvesting resources and working slots. Although they'll send out armies to clear nearby raider camps, the player is safe... for now.
  • Fixed an issue where workers could not pick up resources at ore smelters.
  • Fixed an issue where units could get stuck on building edges.
  • Improved Marketplace GUI and more interface tweaks.
  • Any tier of armory now satisfies the barracks prerequisite.
  • Fixed some visual glitches when rotating buildings.
  • Performance and memory improvements.


The AI being smarter about resource management is important for a couple upcoming features I'm excited about. One that I've been experimenting with a bit is AI creating trade routes to the player or offering rewards to the player to send a trade route to them.
But after noticing this could quickly become annoying if the AI sent too many requests, I decided to disable this feature until I've done some more tweaking, and instead get these updates out. It will likely be making an appearance in some form soon.
Until then, enjoy!
/Andreas

0.8.2.3 - Bugfixes

While working on some AI improvements, a couple of alarming bugs showed up and warranted a bugfix patch. And here it is,
Update 0.8.2.3:

  • Using the keyboard to control the camera now works as intended again.
  • Pinned certain ability hotkeys to sensible values, e.g. attack-move is A across all attacking units.
  • Changing the output of armories is now persisted after loading a saved game.
  • Improved pathfinding performance, and fixed certain corner cases.
  • Fixed an issue where trading posts would sometimes not display all player's cities.
  • Wheelbarrows now spawn in the correct places on all building rotations.

Stay tuned for more updates coming soon!
/Andreas

0.8.2.2 - Building rotation

Hey! I hope you're staying healthy and staying at home in these crazy times. This quarantine has freed up a lot of time to work on Trollskog.
Rotating buildings was a heavily requested feature, so I decided to sink my teeth into it. Here is patch 0.8.2.2:



  • Buildings can now be rotated when constructing.
  • Fixed a lot of visual glitches with the new GUI, and other assorted bugs.


I'll be patching bugs where they arise, but the plan for the next patch is to add some new content. To get an idea of what that content might be - or to voice your opinion - take a look at this thread in the discussion forum.
See you soon,
Andreas

0.8.2.1 - Fixing bugs and tweaking visuals

Some issues have shown their ugly faces since the latest update. Thanks to everybody who helped test the update. Here comes some fixes, you know the drill!


  • Fixed an issue where the GUI would not accept mouse input when a speech bubble was displayed.
  • Fixed an issue relating to units morphing into different types. (e.g. upgrading town halls and buildings, and the injured troll turning into a healthy troll)
  • Fixed a crashing bug related to exiting to menu then starting a new game.
  • Fixed an issue that prevented aurochs from roaming around.
  • Added new icons, cursors, and a nice new font.


There is a known graphics issue that results in invisible terrain on some Radeon drivers. I'm upgrading some of the graphics libraries and working on triangulating this bug to get it fixed ASAP.
Aside from that, I'm also working on building rotation, since this has been a heavily requested feature for some time. Expect this feature sometime in the coming weeks.
Until then,
Andreas

v0.8.2.0: GUI Overhaul

It's that time again. A new patch, this time bringing wide-ranging UX tweaks and improved visual feedback.
The old UI system was a big pile of technical debt, with some downright frightening concurrency issues. It feels good to finally address this, even though it wound up taking a little longer than I'd anticipated to tackle some of these larger architectural issues. I'd like to thank everyone for their patience, and special thanks to @AbarimGames for his wonderful GUI library Myra which is now handling the Trollskog front-end.

To summarize;

  • Selecting multiple unit types now has GUI support. Use Tab or Shift+Tab to cycle through unit types.
  • Units types have description panels that explain their function.
  • Basic abilities (Move, attack, etc) are now displayed. This is a bit of a trade-off between clarity and simplicity, but I believe displaying all actions that a unit can take will help new players understand all the mechanics.
  • Grid hotkeys for abilities. If you're not a grid-key person, please let me know (in the forums or on Discord) which type of hotkey layout or options would suit you best.
  • Farm and pasture abilities can be accessed via the house GUI, instead of having to select the farm or pasture specifically.
  • Cities have the "claim tile" ability.
  • Cities can be renamed.
  • Fixed a bug where units could fall off bridges. Thank you iamthespy007 and Boldee for reporting this one.
  • Fixed a bug where caravans and carts would get stuck carrying the wrong resource. Thank you Boldee for the report.


There are some missing icons and polish tweaks that'll be fixed in short order, so expect some small patches in the coming days as I hammer out any remaining bugs that are reported.
From there, I'll be moving on to some new exciting content and features in the next update.
Stay tuned, and I hope you'll all stay safe, and stay at home during these trying times.
/Andreas

0.8.1.3 - Bugfixes

Astute observers will have noticed some updates going out on Steam. That's right, I'm back home and going over reported issues. This is a minor bugfix update to keep things stable while I work on some new features.

    0.8.1.3
  • Fixed an issue with harvestable resources that are partly outside of city range. (Thanks iamthespy007)
  • Fixed an issue where villagers were unable to give food to the injured troll. (Thanks Tuxu -=JeepC=-)
  • Fixed an issue where workers with wheelbarrows would try to take a shortcut and end up off-road.
  • Pathfinding improvements


Hope you all had a fantastic new year's 🙂🥂 here's to a bug-free 2020!

0.8.1.2

  • Pathfinding system has been reworked!
    It now gives better results, with less CPU usage and lower memory pressure. Units travelling in groups are much better about collectively reaching their destination.

  • Added some UI text and an additional tutorial quest objective to clarify the need for roads.
    I’ve been deferring UI improvements for a future update, but there was a pressing need to explain the road mechanic to new players.


With these fixes I'm heading off on vacation. I'll be back soon, with plenty of ideas and a huge backlog. Until then, merry Christmas and happy new year!

0.8.1.1

After the content, the bugfix. Some of you may have noticed a bunch of updates going out over the weekend, as I've been tracking down and fixing various bugs related to roads and the villagers who walk on them.

0.8.1.1

  • Farms automatically start with wheat planted.
  • Fixed issues related to incorrect road connections after loading a saved game.
  • Fixed an issue where villagers would ignore wheelbarrows after upgrading a building.
  • Fixed issues relating to invalid drop-off points and villager AI.
  • Fixed a rare Divide-by-zero crashing bug related to framerate calculation.


Special thanks to iamthespy007 and Calura for their help in submitting bug reports on the discord! There are still a few known troll-related issues whose exact causes I'm still investigating. I hope to have another bugfix patch out in the coming week, before moving on to some much-needed GUI and QoL improvements.

0.8.1.0 - Roads and Routes

It's time! This update introduces roads as a new game system, in both the game design and game engine definition of the word "system". I'd say this warrants incrementing the fabled third digit (or "minor version") of the release numbering convention, and rolling over the fourth ("build version"), bringing us to...

v.0.8.1.0



  • Buildings must be connected by road to their dropoff target. Having a valid dropoff point is now a prerequisite for buildings to function.


  • Workers transfer resources by wheelbarrow, which can carry 3 resource of a single type. Wheelbarrows can only travel on roads.

  • Worker transfer routes are now displayed when a building is selected. A lot of players find it difficult to tell at a glance what their villagers and buildings are up to. This is part of an on-going effort to make cities easier to read.


  • Improvements to worker AI, pathfinding, and performance.