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.
Full notes
Full Voxel Crusade update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey guys,
What changed
0 fixes2 additions3 changes1 removal
Gameplay
Performance
Balance
addedI 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.
changedThere 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.
addedThere isa a new castle layout -> This will most likely not stay as the Ogre Slayers layout!
changedThe AI will now attack units if they are inside of their castle actively -You can no longer see the AIs layout
changedIncreased 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
removedThe 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
Voxel Crusade changes
addedI 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.
changedThere 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.
addedThere isa a new castle layout -> This will most likely not stay as the Ogre Slayers layout!
changedThe AI will now attack units if they are inside of their castle actively -You can no longer see the AIs layout
changedIncreased 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
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