No more updates for now, game will be free to play
Hello everyone,
you have probably noticed that I haven't updated the game in a while now.
Thats because I don't have any more time (full time job and RL) and motivation to further work on the game. I know that there are some bugs for people that can't play the game but it would be an enormous task to fix those and like I don't see me doing it at the moment. I kind of know what the problem ist but it is just too much to fix in a few hours.
I'm sorry for those who really like it but I have to cancel my buisness at the 31.12.2020 because it is just too expensive to further keep going.
Maybe some day I will be back to further develop the game but for now it will stay where it currently is.
If you really want to support me you can buy the game until 31.12.2020, from there on it will be free to play! I know it is annoying for people who recently bought the game but it is either that or completely removing it from the store.
It is heart breaking for me to do this because I worked many years at the game but it is just not very popular and people don't seem to enjoy the concept as much as I hoped they would. I'm making a big loss every month and I can't afford continuesly spending money to keep it alive and making advertisement for it. I tried for a long time now and it is not working.
I wish you all the best and stay healthy!
Greetings The Gaming Pug
Changelog Version 1.0.3.5
Hey guys,
sorry that it took so long for this update, I was busy in real life!
Mechanics:
-New AI: Ice Queen
-New AI: Wyvern Slayer
-If an AI does not have enough villagers to recruit new attack units, he will use the one he has to attack, this makes the AI a lot more aggressive in the mid game
Balancing:
-Hops grow a little bit slower now -Buildings do now stop trying to spawn units after two minutes (if you don't have enough villagers for example)
Bugfixes:
-When having a lot of buildings on the map the game could crash -When having max amount of units the AI was unable to attack -When having the skill to increase your units stats, the stats where increased every time you recruited a new unit, this lead to the AI being insanely strong on nightmare difficulty -The player and well worker were stuck in an animation for a few seconds when using the well
Changelog Version 1.0.3.4 New AI + bug fixes
Mechanics:
-New AI: "Pharao" (Very defensive)
-Changed the loading screen, please tell me if you like it or not!
Balancing:
-Changed the order in which "The Herse" recruits his units to make him more agressive -"The Herse" does now recruit a healer unit and places it at the stockpile to counter the plague -AIs do now respawn at the graveyard instead of the main building
Bugfixes:
-The game always thought you won, even if you lost -When you destroyed all spawners the game was over, even if there where AIs left to kill -In the menu to add AI the ogre slayer was always highlighted, even if you selected an other AI -When leaving the campaign menu and coming back to it, and starting a mission with the openend mission UI, the game crashed -Changed some code around the campaign with hopefully fixes some problems with maps not loading -Some buildings where a lot brighter then others -The button for "Show Statistics" overlapped with the menu button -When being dead and having the "death cam" the mouse was locked and invisible -The attack range multiplicator on top of walls did not work correctly -Earned gold and killed spawners where added to the player even if the AI did it -The water from the wells where still there after defeating an AI
Changelog Version 1.0.3.3
Mechanics:
-New AI: The Herse
-There is now a way to disable if the player does clean in the controls menu -Gates do now have a soundeffect -New skin color: Green
Balancing:
-Increased wall and towers health by 500 -Decreades the AI players health a bit
Bugfixes:
-The game had a lot of errors if the player died when an AI was in the game -When playing a map with more then 1 player, the game tried to add an AI even if the player did not add one -I felt like the eagles nice sound was not loud enough anymore so I maded it louder, to make sure you can hear it again -Normal enemies did not focus the AIs player -When changing your character and saving it was possible that you were not able to start a game -When swapping the AIs position on the map, the difficulty was not swapped -Destroying the sheep farm did not work -Plants stood when building something on top -The bakery in the first campaign mission had invalid textures
Changelog Version 1.0.3.2
Hey guys,
I finally managed to get a new update going. The rotating of the AI took me forever, I was just not able to do it correctly and it took two weeks to get it to work. I also have very little time at the moment, in my job we have a of work at the moment and I have to work a lot of overtime. After work I just don't have the concentration to work on the game at the moment so updates will come slow for now, sorry.
There was an "big" update a few weeks ago where I didn't write a changelog just because I did not really change too much. It was mostly a performance improvement update.
Just a question: Should the AI rebuild it's castle while being attacked?
Mechanics:
-The AI does now rotate it's city towards the players or spawners
-There isa a new castle layout -> This will most likely not stay as the Ogre Slayers layout!
The AI will now attack units if they are inside of their castle actively -You can no longer see the AIs layout
Balancing:
-Increased arrows projectile speed -The AIs catapults do now try to focus the graveyard -Builders do now walk 20% faster by default -The AI will now recruit one more builder on each difficulty (easy = 2, medium = 3, hard = 4, crazy = 5, nightmare = 6) -Arrows do now ignore walls but archers on top of walls have a lot more defense -The AI will now stop an attack if it's going for too long to prevent bugs and takingt he AI from attacking with one unit forever -The AIs player has much more health now -catapults do no longer try to attack the quarry -Wheat and hops can no longer be attacked -The AI starts with more food and water now to prevent AIs with low difficulty from starving -The main building doesn't get dirty anymore
Bugfixes:
-The AIs units should no longer try to attack a dead lord -The catapults ignored the AIs buildings -The player was able to clean the AIs castle -When the AI recruited Günther he spawned endless amounts of boars -The woodcutters hut had a wrong attack point -When an AI died units inside that area were stuck forever -When the AIs graveyard was destroyed while the "player" was dead, it did not respawn him -Wheat and hops stood after a AIs city was destroyed
Changelog Version 1.0.3
Mechanics:
-There is now a menu to select the different AIs and to change the difficulty of them -You can now change the AIs difficulty, this influences: x The amount of builders the AI has x The amount of skillpoints the AI has x The recruiting speed x The amount of blacksmith upgrades per unit x The AIs "players" stats -The AI will now stop recruiting worker units when there is someone with the plague in the city -The AI will now upgrade buildings -The AI will now remove builders if there is no more need for them -The AI will now attack spawners if there is now player or other AI to attack
-I improved the AIs attack behaviour
Balancing:
-Archers now have a higher range on walls and towers -The AI does not use it's "player" multiple time for an attack anymore -Reduced enemy catapults dmg to 15 (before it was 20)
Bugfixes:
-The AIs Ogre tamer did no damage -The player got stuck when trying to climb a wall -The AI could get negative gold with taxes -The player was able to open and close the AIs gate houses when in the same team -Setting teams for the AI did not work correctly with more then 1 AI -The player was able to change happieness and taxes of the AI when in the same team -When having excactly 0 health units did not die and where invincible -The sheep farm did not work with more then 1 AI -The blacksmiths sound did not work
Changelog 1.0.2
I spent a LOT of time on the AI this week, I wanted to bring it to a point where you could actualy fight it.
Mechanics:
AI based changes: The AI can now: -manage it's happieness and taxes -manage it's market -recruit worker units if they die -recruit military units (it has a defender army and an attacker army) -use the blacksmith -open and close gates -spawn and use its king (only for attacking for now) -If the AIs king dies he respawns at the graveyard if there is one -If the AIs king dies and he has no graveyard, the AI will be destroyed -The AI has now skills (like the player) depending on the difficulty -The player can no longer see the resources needed from the AI
-The AI's information is now saved as an json file for easy modding
Other changes: -The camera in the angled view will now rotate by 90° when pressing ctrl
Bugfixes:
-The player could not pause when an AI was in the battle -If you had no villagers the plague could not go away -The player was not able to "jump" with the camera to his position in the angled view -Builders have now a second way to detect if they got stuck
Next week I will update the lobby with some UI that you can select the AI and the difficulty of that AI. As well as some more improving of the AI: -AI attacking spawners if in the same team as the player, at the moment it will only try to attack the player -Making the AI attack units that are inside of its castle -making the AI rotate its castle towards the player -Test with multiple AIs -Test with multiple players -Making the AI able to upgrade houses and removing builders -Fixing some bugs tha AI has
Changelog Version 1.0.1.1
I already spend a lot of time with the new base building AI and I even added a little demo to the game. You can add an AI character in a custom game. The AI will build a castle from a layout.
If you have some cool ideas for castle layouts, please let me know! I want at least three layouts per AI. (15 total) Every AI schould have different strengths and weeknesses. The strength of the AIs should be sorted like in the campaign.
The AI will for now just build it's castle and recruit builders. The amount of builders an AI has will depend on the diffuclty later. (easy = 1 builder, medium = 2 builders, ...)
I had to rewrite a ton of code to get this working, I tested a lot but there might be some new bugs. This was only the easy part, the AI has to manage a lot more.
I habe a few questions how the AI should do stuff: -Should the main character get revived at the graveyard like the player?
Except from that I changed some other stuff:
Mechanics:
-Changed the angle of the angled view to make placing big buildings easier
Balancing:
-A lot of enemies do now give less gold -Reduced the catapults range a lot -You can now build three wells (before it was two) because it was way too hard to get fire under control -The well worker does now produce four water per workcycle (before it was seven)
Bugfixes:
-The healer doesn't try to heal when walking from now on -The player can't move so early while building -When getting water and instantly moving the player slider over the ground -The market did not work in multiplayer
Changelog Version 1.0.1
A new day a new update :-)
I changed the name of the game because I don't like it, it is a bit confusing and I think it does not sound very well. The game will be called "Voxel Crusade" for the future. It might take a few days before Steam changes this. I will leave the folder structure the old as well because I don't want you to lose any data.
I will work on integrating the castle building AI from now on, there wont be big updates for a while. I will still fix bugs and add small requests if you have some. I will try to upload some update videos on YouTube and post questions here if I want your oppinion on something.
Other changes:
Mechanics:
-New character class Tank: This class is ment to be a supporter for your units! He does very little damage but is super tanky. He can not role but can block instead, blocking doubles your defense but slows you down a lot.
First skill stuns all enemies around the player and does a bit of damage.
Second skill spawns a shield that blocks all hostile projectiles flying through it for 10 sec.
Third skill buffs all ally units around the player (except players), this is dependend on the selected buff in the church and multiplies with the players defense.
-There is now an indicator when a unit got stunned.
Balancing:
-On nightmare difficulty there will now spawn 2 "normal" bosses from spawners. -Increased some bosses base health to 22500. (before 15000)
Bugfixes:
-The assassin had it's second dagger in his hand when working. -The players defense was not calculated correctly. -The hoe animation had no sound. -The unit window did not open in the angled view. -Rats where not hitable by meele units because the hitbox was too small.
Plague cooldown + bug fixes
Just a mini update to fix some bugs and some small changes.
Changes: -There is now a 2 min cooldown before a unit can get the plague again after being healed -The stockpile can't get dirty anymore -The text for the plague event was almost the same as if the unit was just infested
Bugfixes: -The gatehouses where not usable from the top down view -the hops farmer and bakeress had their stick in the hand when spawning -The blacksmith somehow, sometimes was able to make some very high numbers of upgrades