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Fight against Mars itself in the new Limited Supply DLC for Offworld Trading Company!

Published on Thursday, January 18, 2018 By Island Dog In Offworld News

Stock Markets and Rival Businesses Aren't Your Enemies Here
In "Limited Supply," your main goal is simple: survive.
This was the only objective for the first pioneers from Earth before business on Mars started booming.
Play through over a dozen challenging scenarios and 
overcome the struggles of settling on Mars by aiding
the growing colonies and ensuring their healthy futures.

------ DLC Features ------

  • New Scenarios
    Experience over a dozen new missions, each with their own challenges! Each new scenario has unique rule sets and locations that will take you on a fun and exciting journey as humanity settles on Mars. 
  • Changing Environment
    As you progress through the scenarios, you will face different restrictions on what you're able to buy and sell. In order to survive, you'll have to constantly re-evaluate your strategies and adapt to each new location and challenge. 
  • Evolving Technologies
    In a normal game of Offworld, you'd build up your business so that you could buy out your competition. Instead, you'll need to meet a list of objectives set by the colony. As you progress, the tech you have access to becomes more advanced - but, so do the colony's requests!
 
  • Unique Challenges
    This DLC breaks the core rule of Offworld Trading Company, which is "buy what you want, when you want (as long as you've got the cash)." Each scenario has a different ruleset that restricts what resources you're allowed to buy and sell - even essentials like food, water, fuel and oxygen! Failing to maintain a steady supply and manage your resources effectively could mean catastrophe for the colony - and for you.
  • A New Way to Play
    Instead of the head-to-head "buy or be bought out" combat in a normal game of Offworld, this DLC lets you experience the game through a series of puzzles needing to be solved. There is no stock market, no competing businesses - your only competition here is Mars itself.
Offworld Trading Co. - Limited Supply DLC Offworld Trading Co. - Limited Supply DLC Offworld Trading Co. - Limited Supply DLC
Offworld Trading Co. - Limited Supply DLC Offworld Trading Co. - Limited Supply DLC

Take advantage of the Stardock Community Discount and get 10% off when you buy direct from us!
Available for purchase on Steam 

To learn more about Offworld Trading Company, visit www.offworldgame.com 

 

Limited Supply Dev Journal

Published on Thursday, January 18, 2018 By Zultar327 In Offworld Dev Journals

Offworld Trading Company has gotten a major patch and a brand new DLC this week, so we’re going to take some time today to break down what we’ve been up to for the past couple of months.

Limited Supply

Limited Supply is our new DLC, and it breaks Offworld’s rules in a way we haven’t done before. Featuring 17 new singleplayer scenarios, LS will allow players to explore what Mars was like in the early days of colonization. Gone are the free markets that rule Mars now, strict contracts and sheer scarcity will determine what (if anything) the player is allowed to buy and sell. Also gone are the modern stock markets. Rather than competing for a monopoly of any given Martian Market, players will initially be simply fighting to survive. Once they’ve proven that they can handle a business on Mars local colonies will begin asking players for help and support as they also try to find their feet. Each location has a different market and unique requirements. Because of this, the 17 scenarios play out like puzzles, with players being asked to find a path to victory despite some difficult restrictions being placed on them.

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GALCIV DEV JOURNAL: January 2018

Published on Tuesday, January 16, 2018 By Frogboy In GalCiv III Dev Journals

Happy new year!

This month marks my one-year anniversary of returning to my beloved Galactic Civilizations as its lead designer.  And since then, we've made a lot of changes much to the joy and angst of many galactic conquerors.

Unintended Consequences

With the announcement of the third expansion pack to Galactic Civilizations III imminent, this serves as a good time to look at where we stand today.

For the past year, I've been going through and weeding out improvements, events and other game modifiers that had unintended consequences.   

The very first thing I did was read all the forum posts on GalCiv3.com, Steam, Reddit, elsewhere and see a lot of criticism for what amounts to unintended consequences of multiplying bonuses.  Getting rid of these has been good for the game but not all players appreciate the changes since it dramatically nerfs their gameplay.

For example, with the right combination, you could get ships with a base speed of over 40 moves per turn.  That's without adding an engine.  There are players who have posted complaints at how slow things get when they try to move their 90 move per turn ship around late game on a ludicrous sized galaxy.

The game itself was designed (and thus the underlying engine) on the premise that you wouldn't get many ships with more than say 10 moves per turn.   

While the AI could be scripted to do the same thing, it would destroy the game.  If you think it's slow for you to move a ship 90 moves per turn, imagine 60 AI players doing it with 400 ships per turn.  Even with a multicore Astar path finding algorithm, it would make the game both unplayable and not fun (what's the point of even having defenses or a forward line if ships can swoop in from sectors away every turn?).

So there's been a lot of work to get things balanced together.  It's not a matter of trying to change the game around as much as making the game play as had been originally intended.  As a math nerd, when I came in and saw the numbers it was just a matter of time to find all these unintended bonuses and kill them off.

Version 2.8: Invasions & Accessibility

One of our Fall tasks was to do more focus testing on why people don't find GalCiv III that approachable.  From watching new players, one thing was incredibly obvious.  The DESIGNER button at the top of the screen of the main screen was killing us.

Think about it.  You're new to the game and you are just clicking on buttons and you click on the Designer button and you get a super complex screen.  It's poison to new players.

The thing is, we don't really need that button.  For one thing, players can design ships from the main menu now.  Secondly, the ship designer, while super cool, isn't one of the features you need to use to manage your empire.  It belongs as part of the shipyard.

The second big task we worked on for 2.8 was the AI managing legions.  The concept of having to train legions and then put them on transports was relatively new as of 2.5.  And while the GalCiv III AI is somewhat genetic in how it works, I still have to make the "tests" that it has to pass to determine whether it's on the right track. 

Unfortunately, I was quickly schooled by other GalCiv players in not being very good at keeping a healthy supply of legions and transports ready to deal with opportunities.  And my own weaker assumptions got passed on to the AI.  Version 2.8 addresses this. Hard.

The rest of the AI changes were small but add up to a big difference.  For instance, previously, the AI had a one-size fits all fleet size.  While good enough for most players, our better players found themselves able to actually out compete the AI even on harder levels.  Thus, the AI gained the ability to evaluate different sized fleets based on a number of galactic conditions (instead of a fixed size).

Cleaning

Most of my work was on Crusade.  We brought over features from Crusade to the base game but we didn't bring what is arguably the more important aspect of it - cleaning and streamlining.

Put  your new player hat on and load up the base game.  You have tons of technologies to choose from with lots of improvements, weapons and modules that really just are hard to grasp onto.  Thus, we streamlined the base game for 2.8 so that there are fewer techs available at the start and what they provide is more obvious and more beneficial.

Population Growth

Population growth is tricky.  On the one hand, you want it to be realistic but on the other, you don't really want it to be realistic because realism can be pretty boring.

So we have population growth default to 0.1 population growth per turn.  Many good players recognized that if you loaded up transports with tiny populations to colonize you could get huge benefits by fast expanding.  And a big part of our work has been to support tall empires and not give fast expansion too big of a benefit.

For 2.8, we made the minimum population you can have on a colony ship be 1.  This makes colonizing a planet somewhat more serious than previous and allows us to avoid having to do a % population growth (do the math, there's no happy ending with a flat % growth -- boring or broken).

Diplomacy

We are in the process of adding some new diplomatic modifiers.  One of which is "We have a long, happy friendship" which essentially helps reward players who have been keeping the peace a long time from suddenly having players going to conquer them.  We already have various hidden mitigating factors for this but we haven't had anything a player could visibly see.

As always...

Anything you can do to spread the word on Galactic Civilizations helps.  Sales determine how many engineers we can put on the game.

When GalCiv III first came out, it was at a supreme disadvantage because it was on a brand-new engine.  But now, as we enter 2018, it's multi-core, 64 bit engine is looking pretty awesome as the rapid progress should, I hope, make apparent.  You'll be happy to know that the Spectre and Meltdown fixes you may have heard of will affect GalCiv III very little because we don't rely on single CPU core performance.  

Those of you who have moved to 4K probably have noticed just how future-proof GalCiv III is.   As time goes on, the game gets richer, deeper and more polished and with your help, we can ensure it is the ultimate 4X space strategy game.

 

GalCiv DEV Journal: You're in for an AI treat

Published on Wednesday, December 20, 2017 By Draginol In GalCiv III Dev Journals

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Just in time for Christmas we released version 2.71 which is almost strictly about AI tweaks based on player feedback and saved games.  Now, someone might ask "Why do you need save games to make the AI do [obvious thing]?".  The answer is that with so many different ways of playing the game (both in terms of game setup and in-game strategies) it turns out people play the game very differently from one another.  It's one of the reasons why you have most people who think the AI is really good and some people who think the AI is a total push-over.  It's not that the latter group are cheating or even exploiting, they have simply discovered a strategy that is unbeatable.

But as much as version 2.71 improves the AI, I'd like to give you a sneak preview of 2.8...

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ASHES DEV JOURNAL: December 2017

Published on Friday, December 15, 2017 By GGTheMachine In Ashes Dev Journals



Hey guys! This week we launched the opt-in for the 2.65 update which when released, will wrap us up for the year.

Today I'm teasing some more info about the upcoming DLC and I'd like to send out best wishes to everyone for the holiday season!

**Upcoming DLC**
 

Part of the upcoming DLC will include a number of Scenarios and Skirmish/Multiplayer maps which I've been working on for the last two months. Many of the maps are in response to types that we currently lack such as symmetrical team-oriented 5v5/6v6/7v7. Here's Caldera, a Large 6v6 map!

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