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Steam News21 June 201610y ago

RPG Tycoon Updated to Version 1.3

Hello everyone, I've just updated RPG Tycoon to Version 1.3, which brings a few UI Changes, optimisations and bug fixes as well as a couple of new features to the game.

Full notes

Full RPG Tycoon update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone, I've just updated RPG Tycoon to Version 1.3, which brings a few UI Changes, optimisations and bug fixes as well as a couple of new features to the game. One of the most significant features is the new overhauled Build Menu UI which has now been split into two separate panels. The previous layout was trying to cram a lot of information into a small space without clearly conveying that information. Now, as you scroll through buildings and decorations, each items information is neatly presented in the adjacent panel. As a bonus, this also allows you to easily compare two items by selecting one and hovering over any other item you wish to compare it with. You can also sort up and down each item more efficiently too by toggling the sorting options. Huzzah! The second main feature is the introduction of Survival Mode. In survival mode, you must remain the leading Kingdom each year in order to continue. If you end the year and another Kingdom has more points than you, it's game over. Challenging you to survive at the top, for as long as possible. It's intentionally difficult and I'd be interested to see the longest duration many of you will be able to survive for. To enable survival mode, simply enable it during the Kingdom Set-Up screen. Finally, I'd been meaning to implement this decorative feature earlier in development, however for one reason or another never managed to get around to it. So upon request from a few players I've finally implemented a new Floor Tile system. This system allows you to place different tiles on top of the terrain, or underneath buildings to add a more decorative element to the Kingdom. Floor Tiles can be found in the new Roads section of the build menu, however as far as gameplay is concerned, floor tiles work differently to roads in that they have no effect to walking speed and can be built on. They act simply as a terrain changer. Once placed, they cannot be deleted, but must be replaced by another floor tile (all of the base terrain types are included as floor tiles). In the image above is a few example of the new floor tiles and a few objects placed on them. For modding, simply use the new "TYPE_FLOOR" definition in a buildings "Type" XML tag to import the tile properly additionally "CATEGORY_ROAD" has been added to the "Category"tag to separate buildings from Roads and Tiles. The update also brings a number of balance and optimisation improvements. Such as improved AI to make them more active and balance score more appropriately to the game difficulty, as well as performance optimisations to characters path-finding and some adjustments to the data handling to help avoid any bleed between old and new save-games. For a quick look at what's new, as always, I've put together a developer walk-through of some the new features. For a full list of improvements and fixes check the patch notes below. https://www.youtube.com/watch?v=9H0nTFyEU7Y This update changes the way some parts of the data is handled, so although old saves should be fine it's possible it may have an effect on your savegame. Starting a new savegame is always recommended with each update.

What changed

0 fixes6 additions1 change0 removals
  • UI and audio
  • Gameplay
addedHello everyone, I've just updated RPG Tycoon to Version 1.3, which brings a few UI Changes, optimisations and bug fixes as well as a couple of new features to the game. One of the most significant features is the new overhauled Build Menu UI which has now been split into two separate panels. The previous layout was trying to cram a lot of information into a small space without clearly conveying that information. Now, as you scroll through buildings and decorations, each items information is neatly presented in the adjacent panel. As a bonus, this also allows you to easily compare two items by selecting one and hovering over any other item you wish to compare it with. You can also sort up and down each item more efficiently too by toggling the sorting options. Huzzah! The second main feature is the introduction of Survival Mode. In survival mode, you must remain the leading Kingdom each year in order to continue. If you end the year and another Kingdom has more points than you, it's game over. Challenging you to survive at the top, for as long as possible. It's intentionally difficult and I'd be interested to see the longest duration many of you will be able to survive for. To enable survival mode, simply enable it during the Kingdom Set-Up screen. Finally, I'd been meaning to implement this decorative feature earlier in development, however for one reason or another never managed to get around to it. So upon request from a few players I've finally implemented a new Floor Tile system. This system allows you to place different tiles on top of the terrain, or underneath buildings to add a more decorative element to the Kingdom. Floor Tiles can be found in the new Roads section of the build menu, however as far as gameplay is concerned, floor tiles work differently to roads in that they have no effect to walking speed and can be built on. They act simply as a terrain changer. Once placed, they cannot be deleted, but must be replaced by another floor tile (all of the base terrain types are included as floor tiles). In the image above is a few example of the new floor tiles and a few objects placed on them. For modding, simply use the new "TYPE_FLOOR" definition in a buildings " Type " XML tag to import the tile properly additionally "CATEGORY_ROAD" has been added to the " Category" tag to separate buildings from Roads and Tiles. The update also brings a number of balance and optimisation improvements. Such as improved AI to make them more active and balance score more appropriately to the game difficulty, as well as performance optimisations to characters path-finding and some adjustments to the data handling to help avoid any bleed between old and new save-games. For a quick look at what's new, as always, I've put together a developer walk-through of some the new features. For a full list of improvements and fixes check the patch notes below. https://www.youtube.com/watch?v=9H0nTFyEU7Y This update changes the way some parts of the data is handled, so although old saves should be fine it's possible it may have an effect on your savegame. Starting a new savegame is always recommended with each update.
addedPatch NotesNew Build Menu UI
changedPatch NotesImproved Sorting Options for Buildings
addedPatch NotesAdded new building type "TYPE_FLOOR" and category "CATEGORY_ROAD" to buildings.xml
addedPatch NotesAdded new strings to strings.xml
addedPatch NotesAdded new Survival Mode option

RPG Tycoon changes

addedHello everyone, I've just updated RPG Tycoon to Version 1.3, which brings a few UI Changes, optimisations and bug fixes as well as a couple of new features to the game. One of the most significant features is the new overhauled Build Menu UI which has now been split into two separate panels. The previous layout was trying to cram a lot of information into a small space without clearly conveying that information. Now, as you scroll through buildings and decorations, each items information is neatly presented in the adjacent panel. As a bonus, this also allows you to easily compare two items by selecting one and hovering over any other item you wish to compare it with. You can also sort up and down each item more efficiently too by toggling the sorting options. Huzzah! The second main feature is the introduction of Survival Mode. In survival mode, you must remain the leading Kingdom each year in order to continue. If you end the year and another Kingdom has more points than you, it's game over. Challenging you to survive at the top, for as long as possible. It's intentionally difficult and I'd be interested to see the longest duration many of you will be able to survive for. To enable survival mode, simply enable it during the Kingdom Set-Up screen. Finally, I'd been meaning to implement this decorative feature earlier in development, however for one reason or another never managed to get around to it. So upon request from a few players I've finally implemented a new Floor Tile system. This system allows you to place different tiles on top of the terrain, or underneath buildings to add a more decorative element to the Kingdom. Floor Tiles can be found in the new Roads section of the build menu, however as far as gameplay is concerned, floor tiles work differently to roads in that they have no effect to walking speed and can be built on. They act simply as a terrain changer. Once placed, they cannot be deleted, but must be replaced by another floor tile (all of the base terrain types are included as floor tiles). In the image above is a few example of the new floor tiles and a few objects placed on them. For modding, simply use the new "TYPE_FLOOR" definition in a buildings " Type " XML tag to import the tile properly additionally "CATEGORY_ROAD" has been added to the " Category" tag to separate buildings from Roads and Tiles. The update also brings a number of balance and optimisation improvements. Such as improved AI to make them more active and balance score more appropriately to the game difficulty, as well as performance optimisations to characters path-finding and some adjustments to the data handling to help avoid any bleed between old and new save-games. For a quick look at what's new, as always, I've put together a developer walk-through of some the new features. For a full list of improvements and fixes check the patch notes below. https://www.youtube.com/watch?v=9H0nTFyEU7Y This update changes the way some parts of the data is handled, so although old saves should be fine it's possible it may have an effect on your savegame. Starting a new savegame is always recommended with each update.
addedNew Build Menu UI
changedImproved Sorting Options for Buildings
addedAdded new building type "TYPE_FLOOR" and category "CATEGORY_ROAD" to buildings.xml
addedAdded new strings to strings.xml

Patch Notes

  • New Build Menu UI

  • Improved Sorting Options for Buildings

  • Added new building type "TYPE_FLOOR" and category "CATEGORY_ROAD" to buildings.xml

  • Added new strings to strings.xml

  • Added new Survival Mode option

  • Added Grass Floor Tile

Source

Steam News / 21 June 2016

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