- Attempt to fix progression bug - 26 November 2024
This small patch tries to fix a reported about personal progress gained after a completed match not being saved to Steam properly. Secondly it adds an optional feature of displaying a timer within a match, so you may keep track of the time passed during your game. Happy playing!
- Hotfix - 22 November 2024
This small patch fixes two bugs introduced in the yesterday patch: Recruiting units in a building and selecting a worker afterwards won't make the bottom two rows of building options disappear anymore. Now it's not possible anymore to start a new game unless the personal progress (player level and completed games) has been loaded from Steam. That way it's ensured that unlocked units will show up in your game.
- Unlockable units - 21 November 2024
This update brings the requested feature of little upgrades that are unlocked when rising in your player Level. To keep track of your current progress, open the Info Area and then Personal Progress where all your player levels and completed games are recorded. Reaching level 5 will unlock a new unit for each civilisation. Reaching level 10 will unlock a modified appearance of the respective hero unit. The unlockable Units: Academy Halfling Scout: A weak cavalry unit available early on in the game. Bastion Orc Spearman: An infantry unit that may be recruited alongside other orc units. It features slightly more hitpoints but no ranged attack. Castle Zealot: A magical unit that may be recruited alongside mystics. Zealots cannot heal but their ranged attack bounces off their first target and hits an additional enemy unit. Refuge Glister Fairy: An additional fairy unit alongside Sprites whic…
- A tiny map and optimizations - 17 March 2024
This patch adds the 15th map to Andalia: "Valley of Death". It is a simple two-players map at which the competing players are connected via a single valley between them. All battles will be condensed to this narrow area, hence the name "Valley of Death". Additionally this patch changes the material shaders of the map ground, the mountains and various environmental assets to be vertex shaders rather than pixel shaders thus greatly reducing the shader instructions and relieving the burden on the graphics card. This is all for now. I hope you like this patch. Happy playing!
- Two gameplay improvements - 5 February 2024
This patch introduces two gameplay improvements based on recent player feedback: Starting resource generation When starting a new game you now have the guarantee of at least a second gold occurence and an occurence of one of the rare resources (gems, crystals, sulfur) found within a a radius of 12,000 units around your starting position. This helps to even out the current unpredictability of starting conditions and hopefully makes very uneven multiplayer matches a rarer occurence. Move to and auto-attack command This is the ability of sending units to a destination location and letting them auto-attack enemy units on their way. It is a common feature in many modern RTS games and now Andalia has it aswell! When you press ctrl having selected combat units, you will be shown their radius of auto-attack. Now when you send them to a destination location, they will move there with auto-attack…
- Savegame Hotfix - 28 December 2023
When starting a randomly-selected game, the name of the respective savegame was automatically being set to the name of the map, so you couldn't assign an own name to it. This patch fixes it.
- Randomly selected maps - 27 December 2023
Happy holidays everyone! This minor update brings the new feature of randomly selected maps. A feature for times when you are in the mood of playing but you can't quite decide which map to pick. If you are in the singleplayer map selection, pick the first option in the map selection. A new menu will be opened with a variety of customization options to have you spawn at random start position in a randomly selected map with randomly selected AI players etc: If you choose there to be teams in the game, you will be put into a team with one or more AI players, granted that there are enough AI players available on the map. If there is an uneven amount of players, you will be the player put into the team with less members to increase the challenge. If you select the random map option in the multiplayer map selection, you will open the regular hosting menu, but be able to choose how many player…
- Andalia will become free-to-play on Christmas 2023 - 5 December 2023
Dear players. More than two years after the release of my hobby project and more than two dozens of patches, including the addition of an entirely new civilisation, I'm at the point where my active development on this project has mostly ended and I'd like to put a mark here to symbolically give away my claim on what this game may still yield for me, financially. My responsibilities outside of the world of games, in the so-called real life, have become bigger. I have a decently paid job now and it's become more difficult to devote time and effort into this project. The development of Andalia has been a unique and involved undertaking, which has taken me 5 years alone, from the October 2016 onwards to October 2021, when it's been released, and 2 more years of continued polishing and improving, a lot of which was possible due to the friendly feedback of interested players. Even if the game…
- A pure balancing patch! - 29 October 2023
A patch to further improve on the game's balancing. Most importantly I've changed stats to make life easier for Ziggurat players and to make some rarely used options in other civs more interesting. The Lizard Den (Ziggurat) now costs only 300 gold (400 previously) The damage of the Gnoll bruiser has been raised by 1. The resource costs of all Resource Silos have been lowered to 150 to be on a level with the Bastion - Outpost. The Resource Silo of the Ziggurat now costs 140 bricks instead of 200 bricks The Dwarven Mine (Academy) costs no ore anymore to prevent situations where it becomes impossible to build one anymore without the help of a marketplace. Energy Pylons, Sun Pylons and Bird Nests have been made stronger. The size of the Goblin hunter traps has been increased and their damage slightly raised to turn them into a more interesting tactical option. The damage caused by the Falco…
- An anniversary and a new map - 8 October 2023
Dear players! It's been now two years, since Andalia has been released on Steam. And just in time for this anniversary I've been able to complete the 14th map for this game: Crater Lake Crater lake is the first and only map for Andalia designed to be played with 3 players, a map circular in every respect. Not only do the mountains follow a ring shape, even the tunnels of the underworld are aligned with the overall ring layout. Scattered around the central lake you will find numerous deposits of ore, gold and other minerals. Apart from this, I have done some more balancing tweaks which were requested by the more frequently playing people on discord: Goblins and Goblin hunters turned out to be consistently overpowered when used for early rushes in 1 VS 1 matches. For that reason, I have raised the costs of goblins to 50 and goblin hunters to 60 gold again and their hitpoints have been red…
- Optimizations, Gameplay Improvements and Balancing - 14 September 2023
After the recent influx of feedback there were a couple of other things I still wanted to implement, so I could feel assured that the game is in an as-good-as-possible shape. Optimization: One of these things I wanted to do badly was the optimization of the terrain and mountain shader which take a lot of instructions on the GPU and slow down the game significantly on some machines. After analyzing existing maps I created various variants of the existing terrain shader all of which only include a subset of the terrain types that are in the game, so the terrain shader would only have to compute the terrain types that are actually relevant for the map it's used in. Furthermore I split the mountains into a lower and an upper part with the upper part using a simplified shader which is also a lot lighter on the GPU. While these optimizations are not a huge breakthrough there is a noticable im…
- Implementing feature requests - 3 September 2023
According to some recent feature requests, I've added the following features to Andalia: An FPS - limit setting, which is at 120 fps by default. There is also a V-Sync option included here. A setting to disable the Team Omega mechanics for the Necropolis, allowing it to be allied with other civilisations (this is not the intended scenario, but fine for the people that prefer it this way). Now the game speed can be increased up to 2x of the default game speed in the settings. Possibility to select all idle workers at once by pressing the respective button (or *) and having SHIFT pressed. Possibility to drag-select additional units by having SHIFT pressed while doing so. Raised the amount of gold on regular gold occurences from 1200 to 1500. Double clicking on a worker unit will now only select all worker units on the screen that are pursuing the same type of work. Bug fixes: Red crosses…
- A new map and more neutral units - 26 August 2023
This patch adds a new large map to Andalia called "Fertile Delta" Fertile Delta is subdivided by countless waterways and consists of patches of woodland, swamp and grass plains. Due to the unusual layout of the map, it only supports up to 5 players. However, in exchange it also houses various remote places with hidden resources or treasures. This patch also adds numerous new variants of neutral enemy units to the game. The "bandit groups" in the existing maps have been diversified with new bandit variants (orcs, halflings, robber-knights). More treasures, guarded by neutral troops, have been added to various places on existing maps. Mines (except for ore mines) are now generally guarded by groups of neutral units. The hive now features a new, more powerful variant of the Troglodyte, the Inferno Troglodyte which is usually encountered close to the hive main building, but may also appear…
- Introduction Tips & Animation Performance - 20 June 2023
This little patch improves the performance of the code that drives various unit animations. Additionally the introduction maps now have advisory markers that accompany the tips given to new players.
- AI Player Improvements - 4 June 2023
Hello all around! A new patch is here with some significant improvements on so-called "AI" players in this game. So far the set of possible behaviours of an AI player has always been very limited. Essentially an AI player would always choose a preset of developments depending on available resources in the environment and play its static actions from there on, only building up an army and keeping launching offensives in intervals. The biggest flaw was that an AI player would never develop its town beyond a certain state and that its economy would never improve or alternative actions taken. After some work, I've been able to improve on this significantly and added new behaviours as described below: 1. Continued development AI players will now pick further developments beyond the ones written in its basic playbook on certain occasions. These developments are picked somewhat randomly and ca…
- Various improvements and fixes in Andalia - 27 March 2023
Hello players! here comes a new patch, which brings some improvements and a few bugfixes in Andalia. New & missing features: The mini map now shows mountains. This helps you to orient yourself on the mini map more easily. If you try to send a unit to a non-reachable place on the mini map (or place a waypoint), the command is blocked and a red cross showed briefly. This helps to set up a route for your scout in the early game that it can actually follow through. The civilisation selection in the lobby now includes an abstract symbol for each civilisation. If you let workers repair buildings that are being attacked, only a 1/4 of the usual reparation occurs. This makes it more difficult to block huge armies, just by mass-repairing the wall that is under attack. The attacks of Fairy dragon and Behemoth now cause area damage. For necropolis players it is now possible to send souls to allied…
- A bugfix patch - 24 February 2023
A patch which fixes some bugs that came with the recent necropolis update, aswell as some older ones: The new necropolis achievements are now unlocked properly. Idle skeleton workers are now properly displayed as idle workers. Builders will no longer try to reach wall sections which are within mountains or other non-reachable places. Pine trees in forest environment now appear as normal trees again, rather than in their death-influenced shape The flying behaviour of falconer - hawks around obstacles has been improved. Among other things they will now fly over mountains rather than through them.
- A new Civilisation - 3 February 2023
Hello everyone! After some months of time, spent onto developing the new Civilisation, I'm happy to announce that the moment has come: The Necropolis is now here for you to play and enjoy. A big thankyou to everyone who has expressed interest in my work. It's helped me to keep going and finish my work just as I've envisioned it. The Necropolis The Necropolis is a civilisation of skeletons who have risen from realm of the dead to bring Death and havoc over the world of the living. This civilisation features a number of unique gameplay elements: Souls as a unique resource, required for the recruitment of units. Death terrain which is spread by your buildings, killing all flora in its reach, leaving a lasting mark on the land. Ability to raise the maximum population limit (with the help of a building) above the one set for other players. Two unit spells capable of raising fallen enemy unit…
- A preview on the Necropolis - 25 October 2022
Hello there, some time has gone by since the last update in August. I've been extremely busy since then and haven't had as much time to work on Andalia as I'd liked to. With that said let me just share a few pics of the ongoing work on the 6th civilisation: The Necropolis. The Necropolis, as the name suggests, is a civilisation of the dead, composing its ranks mostly from skeletal units of various types aswell as ghosts. Since the dead do not need to eat and do not pay taxes, there is no such thing as farms or dwellings for them. Instead, the power of the Necropolis is fuelled by restless souls, which are periodically gained from small monuments, called Soul Stones. Soul Stones will always gather souls, regardless of whether there is any other resource is available, and the cheapest units of the Necropolis, the Skeleton Worker and the Skeleton Warrior do not require anything else but so…
- Fixes, Optimizations, Balancing and Outlook - 17 August 2022
Like many of the previous updates, this update revolves around fixes and gameplay improvements. There are three different types of improvements included: Fixes: For a while there has been an annoying behaviour of archers on a wall to keep running away from their posts on various occasions. I needed to do a bit of work on the AI behaviour of units to get this problem resolved. From now on your shooters on battlements will stay at their position unless you tell them otherwise. Additionally I fixed the bug of missiles shooting through gates rather than hitting them and causing damage as intended. Unfortunately I seemingly missed some issues with multiplayer in the previous updates. After it seemed that Inland Sea had become playable in one of the previous patches, I figured out, it hadn't and I had to do more fixing and testing to ensure that it loads in multiplayer again. I hope this will…