Polytopia

Polytopia Dev Tracker




27 Aug

Comment

Originally posted by ExpressTension0112

will there be any transparency regarding the issue? i don’t think you guys are unaware, but i also don’t think there’s been any information given as far as the error is concerned

Here's what I can say - it's a very complicated issue working through the labyrinth of server backend.

We know that you might not think that we're doing anything about it, but I promise you that we are.

Comment

Originally posted by ExpressTension0112

My device is jailbroken and I get everything for free. If you have a jailbroken device I would highly recommend doing this as well. Why pay for something when it’s half assed? The devs still refuse to comment on this issue and EVERYTHING else on my phone works perfectly fine so I know it’s directly related to the game. If you have questions feel free to pm me. I don’t expect this post to be well liked, but the devs should really fix this issue and then maybe I’ll think about actually supporting them

We do what we can. This issue is far bigger than you might think it is.


26 Aug

Comment

Originally posted by fyre04

Unfortunate.

u/EconomyWoodpecker117 is wrong. I can move things over to a new account for you. Just send me a DM.

Comment

Originally posted by tengeriallati

Does Midjiwan check this subreddit? Or should I just send them an email and beg them to patch this stuff cause it feels like they overnerfed these features. I feel like they could at least reduce the training cost of sharks down to 5 and change their starting cities resources to be more in line with their aquatic features. Also, why do they have two different kinds of farms? I’d rather they just have aqua farms and be able to use regular farms when they come upon them. Honestly I feel like this whole update could’ve used another two weeks of development.

I think Sharks *were* 5 at one point, but we made them more expensive due to demands by beta testers.

Comment

Originally posted by Random_Violins

  • Economy takes too long to get going
  • Everything's far down the tech tree
  • jelli and shark are weak and no match for bombers, rammers and giants
  • Terraforming is slow
  • Trident chain killing is worse than knight, because it doesn't move, meaning you can't take out a whole chain of catapults.

I like Aquarion but it's just too weak. Good on archipelago, that's about it. Disappointing update.

So, I can say that points 3, 4, and 5 are intentional and were things that Midjiwan actively wanted them to do.

He wants "modern navies" to outpace Aquarion units, as Aquarion is meant to have a faster foothold on the oceans and hopefully coast on that.

He wants terraforming to be slow, so that they don't feel like "Water Polaris". Flooding is "a nifty thing they can do", not a core gameplay mechanic

He wants Tridentions to be weaker than they were before the update. You should *NOT* be able to spam Tridentions and win like you could before. We changed their role to "mop-up crew" so they'd synergize better with the other units.

Comment

Originally posted by tengeriallati

Does Midjiwan check this subreddit? Or should I just send them an email and beg them to patch this stuff cause it feels like they overnerfed these features. I feel like they could at least reduce the training cost of sharks down to 5 and change their starting cities resources to be more in line with their aquatic features. Also, why do they have two different kinds of farms? I’d rather they just have aqua farms and be able to use regular farms when they come upon them. Honestly I feel like this whole update could’ve used another two weeks of development.

I do read these


23 Aug

Comment
    Zoythrus™ on Steam Forums - Thread - Direct
Update 2.10.0.12728

Adjustment to the Aquarion tribe:
- Start with water movement, an amphibious mermaid warrior and the ability to build any land improvement on water, but no specific tech
- Terrain is Flooded by default and allows movement for both water and land units
- Flooded tiles counts as rough terrain for Naval units
- All land units are now amphibious
- Naval units are replaced with sea creatures:
- Scout ship replaced by Shark that has “Surprise” ability, 3 attack and 2 defense
- Bomber replaced by Jelly that damage all nearby units
- Roads are replaced by Atolls that connect to all cities within 3 tiles
- Ability to flood tiles to create trade networks and waterways
- Access to Aquacrop resource and Aquafarm improvement
- Water ruins give you a Lost City if the placement is valid for a city
- Burn forest replaced with “Fertilize” that create crop on flooded fields
- Tridention get “Persist” ability instead o... Read more
Comment
    Zoythrus™ on Steam Forums - Thread - Direct
Update 2.10.1.12785

- Updated Unity IAP to latest version

22 Aug

Comment

Cursed

Comment

Originally posted by ConstantStatistician

Have any idea how small these battalions are? A few hundred troops? Maybe a thousand? 

Read more

We haven't released any sort of numbers, so I can't answer that question.

Sorry.

Comment

Originally posted by ConstantStatistician

So the same unit from different tribes is identical only for gameplay purposes? I'd imagine that lorewise, certain tribes with higher populations, training, equipment, and so on would have higher quality and more effective troops overall. For example, Oumaji seems more equestrian than other tribes, meaning their riders should be better. 

Well, yes, but the ones who give quality training and equipment tend to have smaller battalions (since they're expensive), so it all evens out.

Or, in other words, yes, it's 100% for gameplay purposes and the lore was written afterwards. :P


21 Aug

Comment

Originally posted by Accurate-Basket2517

Oh so for example an imperius warrior unit consists of ten individuals but a Quetzali one consists of thirty since they are trash?

Maybe not that extreme, but something like that

Comment

Originally posted by kjustec

And just to add, defenders were not pointless before, they were the best troops to use for ships, since they had 15 health and cost only 3 coins.

We made the change to Swordsmen so that Defenders would also be useful on land.

Comment

Originally posted by Accurate-Basket2517

Does health then also resemble unit count?

Not quite.

Battalion numbers vary between tribes. The health is a rough indicator of "fighting ability". A combo of troops, supplies, morale, casualties, etc

Comment

Well....one unit represents a battalion, so if they got names, they wouldn't be personal names


20 Aug

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Originally posted by Zealousideal-Bus-526

Woah you’ve got a nice voice, I had no clue.

Thank you!

Comment

Are you suggesting we sue for misuse of our IP? :P

Comment

Originally posted by Sivetus

and how about it giving 1 pop but only 1 per city? i don't think you really need more if you place them well and 1 pop for each could be a decent boost to their bad eco

another idea i had was that they could start with the marine life tech. it's not an eco tech, so it won't make them a t0 tribe, but it'd allow for some interesting mechanics - accessing deep water really early on and an option to rush navigation and grab starfish. not sure if this wouldn't be too much of an eco boost (maybe not - because of how little vision they'll have early on, so they won't be able to grab too many of them), but imo it's definitely something worth trying (and maybe adjusting later)

Originally, that's how the Atoll functioned and they had the power to go onto deep oceans from the start.

We removed both of those during the testing period for balance.