Polytopia

Polytopia Dev Tracker




08 May

Comment

Originally posted by Glitche_RPv2

Why is there a normal head then?

Because Polytopians pilot the boat, not the Polytaurs

Comment

Originally posted by SnooSprouts7283

But they could possess other people! Also, if that’s the case why can giants use boats? They have big hands and being gigantic means they are also very stiff!

Who says it's the Giants who pilot the Juggernauts? They probably have a crew of sailors who get them where they need to go, and the Giant attacks nearby areas as they move.

Comment

Originally posted by nekoiscool_

Does this mean that Every Polytaurs needs to bring some elves in battle?

Yes. I imagine the Polytaurs need handlers, just like the Cymanti bugs. You don't see them because they're not relevant, but that doesn't mean they're not there.

Comment

Originally posted by SnooSprouts7283

So why can’t they pilot ships if they are physical? Also can’t they just possess new vessels?

I don't think the Demons have the dexterity to be able to do so. Big hands, stiff movement, and overall, lumbering undead. I don't think they're zombies, mind you, but I also think it's far easier to just have dedicated sailors pilot the ships.

Also, they can't possess a boat. That doesn't make any sense. How unrealistic! :P

Comment

Originally posted by SnooSprouts7283

Do they just phase through the wheel when trying to touch it?

If so how do they deal damage to opponents? And if it’s damage to their spirit, why doesn’t it just instakill everything?

I consider the Demons to still be physical beings. Magical? Yes. Ethereal? Yes. But still physical enough to be able to slash at people and do physical damage.

Granted, they're probably a little on the stiffer side, so slashing is all they can do. :P

Comment

Originally posted by SnooSprouts7283

What about the Demons?

Aren’t they just polytopian souls who have been returned from the dead?

Yes, but like, you try using dead, shadowy hands to operate a sail. :P

Comment

The Polytaurs are decently capable of most simple tasks.

Sailing a ship is no simple task, so they need some help.

Comment

Originally posted by jugarf01

this may be a big question, but what was the reason behind the changes: - removing custom houses - removing whaling - changing port price at population and with that changing the tech down navigation path - removing forests to 1 - plus more i’m sure if i thought more

i guess i’m wondering a) why? and b) we’re these all made in one go? i remember seeing ur name a couple years ago cool to see your a major part of the community/game now. just genuinely curious as to why these changes occurred, like what was wrong with the old gameplay style?

Ultimately, a lot was wrong with the old gameplay style. A lot of things were getting in the way of new development, and we had backed ourselves into a corner.

As we were developing the Ancients, we quickly learned that the gameplay leaned pretty heavily on the viability of certain techs and other things. Forest chopping is very powerful, whaling is powerful, custom houses are powerful, and instead of continually trying to bend around them, we just decided to do what needed to be done.

Ports were made cheaper in order to get people on the water faster and to encourage a better flow/integration of naval stuff.

We changed Custom Houses because we didn't want a building of that power being naval only. They were defining the economy too much and were too restricting. You either have spaces for them or you don't, and we wanted something better. Also, since Ports were now cheaper, the formula for CH's didn't apply anymore, so they had to be changed anyway.

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Comment

Originally posted by Groggypenis

Will any water based income generators be added to the game? Since markets don't work with ports

There aren't currently any plans.

It's part of trying to balance land vs Coastal cities. Land cities have growth and economic options, while coastal cities have access to water (ports and navies).

Comment

Yes, the changes have been positive and well-received by many. +130K Perfection scores are still possible, as we even made it easier to get temples out and upgraded.

If you have any specific questions, feel free to ask!

Comment

Originally posted by Mnawab

Hey I just came across this comment section because I have the same issue. I bought the skeleton skin for vengir and it’s locked again after my last match. Can you please help me?

Send me a DM and we'll chat about it


07 May

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

Originally posted by TemporaryTight1658

When ? That's the question.

1 month, 6 months, 1 year ...

When they're done

Comment

Originally posted by Icy_Mulberry_4427

What types of games do you have planned to make in the future? What are some longstanding things you wish to add to polytopia but have not yet gotten round to yet?

Polytopia Legends :P

Comment

Originally posted by TheNecroPope007

Any new special tribes coming up? How do you envision and design special tribes, since they break the mold and have quite different abilities?

The Ancients.

We just design them and see what sticks.

There, answered it for you. :P


06 May

Comment

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"

Comment

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.