Polytopia

Polytopia Dev Tracker




Yesterday

Comment
    Zoythrus™ on Steam Forums - Thread - Direct
Update 2.9.1.12218

- Updated SDK for mobile push notifications
- Fixed broken sound effects for movement in water and sword hit
- Make ₼idŋighţ ∑∫ỹriȱŋ ambience sound work when taking over other climates
- Fix so tribe mixing works as before again
- Fix so converting units with new override-system works - no more grave riding 😢
- Mountains are correctly skinned in tech tree

- Added skinned sprites for the following ₼idŋighţ units:
- Bomber
- Rammer
- Scout
- Cloak/Dinghy
- Pirate
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
  • Fixed broken sound effects for movement in water and sword hit
  • Make ₼idŋighţ ∑∫ỹriȱŋ ambience sound work when taking over other climates
  • Fix so tribe mixing works as before again
  • Fix so converting units with new override-system works - no more grave riding :'-(
  • Added skinned sprites for the following ₼idŋighţ units:
  • Bomber
  • Rammer
  • Scout
  • Cloak/Dinghy
  • Pirate
  • Mountains are correctly skinned in tech tree

06 May

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Feel free to send me a DM and we can solve this together. :)

Comment

Originally posted by DomKat72

two newly added tribes??!!?!?

They probably mean "skins"

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Originally posted by Chorby-Short

But it gives the heads of the first tribe for non-skins, why doesn't it do so with skins? And why can't you combine two skins in that manner, like you can combine two tribes? And why do some 3 skins show the first tribe's animal on the skin's preview screen when it isn't used in-game?

We fixed the brokenness in our most recent beta.

Comment

Originally posted by Chorby-Short

That being said, some of the tribe colors interact oddly with some skins, such as ship windows of Elyrion not being changed to the applicable color.

In addition, there effectively is a way. The Hybrid Tribes are currently essentially broken. Rather than using the units for the first tribe, it only uses the color and city. For skins specifically, it only uses the color, which makes it entirely a pallette swap rather than an actual hybrid tribe, which is sort of odd considering that cymanti has sprites for all skin units which you can see with the Shaman. Any chance of fixing that?

That's exactly what we wanted the merged tribes to be - a cosmetic palette swap long before the addition of tribe skins. So, working as intended.

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Originally posted by ManWithADragon

second question, will we get the new skin for elyrion any time soon?

We're working on it.

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We've been wanting to add something like this for a while.

Maybe someday.

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There are currently no plans for this.


05 May

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Originally posted by Dry10237

Rammer and catapult

Any defensive ship worth its salt will be nowhere near the enemy's territory, but yours.

Catapults wouldn't be able to hit it.


04 May

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

03 May

Comment

Originally posted by WeenisWrinkle

The only things that could hit them are boats, but it beats all boats, so you'd come full circle

It doesn't beat boats, it just delivers equal damage in retaliation to bombers or rammers. It's like a defender retaliating against a swordsman attack.

Would it be that much worse than bombers now? You already have a nearly impenetrable defense by building a few bombers next to your coastal city.

Rammers can make a dent, but they really aren't that effective at clearing defensive bombers unless you already have free water access to spam them.

They would be broken if they were inexpensive, but if they were expensive (like bombers), it wouldn't make much sense to train them specifically for coastal city defense unless you are under siege by bombers.

But the comparison to Defenders doesn't work because Defenders can be countered by Archers, Catapults, and Mind Benders - things that don't trigger retaliation or would outrange them.

This unit idea would create something that A. Can't be outranged or defused and B. Can be used to infinitely block a port.

And that'd not to mention that even if it was added, players would just get better at using the Bomber's splash damage to hit them without retaliation.

Comment

Originally posted by LoginLogin777

Maybe like it needs time to set up, like one turn or two turn and when attacked by literally anything it stops

This would only delay the issue of "there's no way to counter it". The defending player wouldn't be moving them.

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Originally posted by Paddragonian

I'm sorry but this makes no sense to me. A ranged weapon that devastates its target as long as its target makes the first move but which cannot make the first move itself? Either it has a devastating ranged attack, period, or it doesn't. How does the fact that the other side hit them first magically transform their otherwise useless weapon into a heavy hitter? Call me a pedant but I'm curious if you can actually think of any real-world examples of a ranged weapon that can only be used for retaliation but not attack, and how that would work logically. I know Polytopia doesn't go in much for lore and is very much a gameplay-led rather than narrative-led IP but even then, they do generally try to put forward a veneer of narrative plausibility for all the features of the game, and I'm struggling to see what they could possibly say about how this proposed new unit could exist.

If you're really desperate for a Bomber killer, the answer is not simply more firepower, you need somet...

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Yeah, we couldn't explain it either.

I'm not opposed to a more dedicated Bomber counter, but I don't think this is the answer.

Comment

Originally posted by WeenisWrinkle

You may have found a problem with my idea 🤣

There would be no naval counter to this other than brute force with bombers or rammers and accepting the retaliation damage. But at least there would be consequences to setting up two bombers 3 tiles away from every opponent's port and just sitting there annihilating any ship that docks there.

And these ships would offer no offensive utility, but would be expensive (10-15stars?). They could even have 0 attack.

Pre-update, even with no ships and a battleship blockade, you could make a battleship and it would at least deliver a retaliation shot before dying next turn. You could at least wear down a blockade.

Now, it's just impossible to recover once you have lost control of the water. It doesn't matter how strong your economy is or how elite your land units are.

If you don't have the economy to build them, you would still lose. But if you have an economic advantage over your opponent, this ...

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Problem here is that a defensive unit like this would shift things in the opposite direction. Build a few and any Coastal city now has an impenetrable defense. The only things that could hit them are boats, but it beats all boats, so you'd come full circle


02 May

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We did make the AI smarter, yes, but haven't changed their ability to cheat. On Crazy, they make 5 stars, just like before.

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We are happy to announce another month of Polysseum! This month we are playing Luxidoor!

How to join?
  1. Open The Battle of Polytopia -> Multiplayer -> Tournaments. Once you find the tournament that suits you, click "Join".
  2. Follow our Tournaments Hub[www.challengermode.com] on Challengermode and find your favourite tournaments.
Don't forget to confirm your participation 15 minutes before the tournament start.
You can find more details on how to join in the ... Read more