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Grain & Glory: Old-school RTS

nicktoony.grainandglory

Medieval old-school RTS with multiplayer

Voir l’analyse complète Joueurs · rétention · sessions · mises à jour · succès

À propos

Grain & Glory is a strategy game inspired by the old-school RTS genre. Build up your economy, advance through the ages and siege your opponents. You'll gain an increasing wide selection of powerful and specialised units to counter the enemy army. Build and protect your economy, raid and disrupt, or boom into a grand decisive battle.


Features

  • Online multiplayer: 1v1, 2v2, 4v4 or free-for-all with friends, or play against bots. You can mix humans and bots in the same lobby. Spectators supported!
  • A roster of over 20 units: infantry, archers, cavalry, priests, mages and siege, each with upgrade lines and clear counters. Build your army your way.
  • Three ages: Village, Kingdom and Empire. Each advance is a real decision with a real cost.
  • A new map every match: procedurally generated terrain with fog of war and four map styles, including Black Forest and Gold Rush.
  • Classic RTS controls: box-select, right-click, mini-map, rally points and control groups.
  • Replay support: Save your favorite games and rewatch them
  • Editor: Freely place units and watch them battle it out!


If you're new to RTS games, please play through the brief tutorial and try a game against easy bots.

Early development
Grain & Glory is still quite early.
Balance is being tuned all the time, so feedback helps a lot: which units feel too strong or too weak, where matches drag, and how fun the bots are.
Thanks for playing!

Coming soon! (Mid Oct)
- Walls: stone and wooden walls. Once I finish teaching the bots how to use them properly.
- Scenarios and Scenario editor: Story-driven missions with goals and events (This will take time to hand-balance)
- Editor with full world building tools (tied with the above)
- Cooperative modes: Defend the village. Survive against waves and waves. Initially single-player.
- Councils: Each age allows you to add a new councilor, who gives bonuses and passives.

Multiplayer is not battle-tested, and may not be perfect.
It uses a custom lock-step network solution under the hood to allow full sized battles.

Credits

  • Design and development: Nick
  • Art, sound and music: licensed asset packs, listed in the in-game credits.
  • AI tools were used for some early placeholder art/audio. Most of it has since been replaced with proper assets.

Historique des joueurs de Grain & Glory: Old-school RTS

Plage de 24 h · moyennes horaires

Mises à jour

8 mises à jour
Version v0.4.6 v0.4.6: Fixes and Load Multiplayer games Ability to load multiplayer saves. You can either load them as singleplayer or as a new lobby, and your friends can resume with you. 4 modifications

Added

  • Ability to load multiplayer saves. You can either load them as singleplayer or as a new lobby, and your friends can resume with you.

Improved

  • Town hall description simplified.

Fixed

  • Crash with host migration. Existing buildings were migrated with no owner, so the game crashed when you attacked them.

Known issues

  • Currently away, so only patching critical issues!
Version v0.4.4 v0.4.4: Achievements Achievements, enjoy! 1 change

Added

  • Achievements, enjoy!
Version v0.4.2 v0.4.2 (and v0.4.1) New logo, new thumbnails, new video 16 modifications

Added

  • New logo, new thumbnails, new video
  • Right click to dismiss the Under Attack banner

Improved

  • Bots now layout their town with a weighting system, rathe than somewhat random
  • Bots try to keep one house ahead on population
  • Game speed controls
  • Skirmishers throw actual javelins
  • Arrows, bolts, rocks all real projectiles, rather than placeholder art
  • Ranged units will try to push into range more aggressively, so large armies will fire more
  • Bots don't waste resources on bad storehouses as much

Fixed

  • Dead units scaling incorrectly
  • Destroyed builds scaling incorrectly
  • Crossbows slightly nerfed to help light cav
  • Bots don't spam rebuild town halls in some situations

Known issues

  • Walls are in progress, coming soon.
  • Scenario editor is coming soon (ish)
  • Scenarios and cooperative missions are in progress
Show 5 older updates
Version v0.4.0 v0.4.0: King of the Hill, Speed control, File size King of the Hill gamemode: hold the central hill to win 7 modifications

Added

  • King of the Hill gamemode: hold the central hill to win
  • Speed controls (1x, 2x, 3x) in local games

Improved

  • File size reduced from 300mb to 70mb. SBox was recompiling the music in raw form
  • Bots should trickle in their armies less, instead forming up before assaulting
  • Melee units should chase a bit smoother
  • Large games should see less units stalling due to pathfinding queue

Fixed

  • Tutorial didn't give enough gold to flow nicely
Version v0.3.0 v0.3.0: Colour adjustments, light improvements, formations, Formations: Units now arrange into dynamic width formations, melee up front 22 modifications

Added

  • Formations: Units now arrange into dynamic width formations, melee up front
  • Right click and hold to choose which way your soldiers face
  • Host migration: if host leaves, the game should try to migrate to a new host
  • New Max Unit count option in lobbies - use at risk of balance/performance issues
  • Map edge graphic - no long just void
  • Smooth gradient for the fog of war
  • New units for the upcoming scenarios: monks, vikings, scots, heroes.

Improved

  • Melee units now have a combined running + attack animation
  • Balance: Farm build time is halved
  • Balance: Wheelbarrows research time reduced
  • Overhauled lighting to give better contrast
  • Overhauled color tone and exposure to further increase contrast
  • New water shaders and graphics
  • New ground textures for buildings
  • Skirmisher unit model has more visible team colours
  • Health bars are simpler now, and you can toggle between how they show. They overall stay out of the way more.

Fixed

  • Villagers never spawn inside unreachable terrain
  • Soldiers no longer try to chase unreachable goals
  • Playing a local game then trying to host a public multiplayer game would tag your lobby as local
  • Shadows sometimes stopped rendering in the far distance
  • Melee units no longer actively try to merge with a slow target (i.e. the ram dance)
  • Placing a unit in the editor doesn't teleport your camera anymore
Version 0.2.0 UI Overhaul, visual improvements, fixes Siege now has an Age 3 variant. Better stats all around, new models. 12 modifications

Added

  • Siege now has an Age 3 variant. Better stats all around, new models.
  • Lobby now has ready/unready behaviour. Host can only start when all players ready.
  • Hosts can now kick players.
  • Countdown on lobby start.

Improved

  • Idle scout no longer chases enemy units, so stops wandering off to fight another scout.
  • Villagers now wear their team colours.
  • Villagers now wear the resource they've collected on their backs.
  • Overhauled the whole UI with textured panels, giving it a more polished look.
  • Wild animals remain visible through the revealed fog areas.

Fixed

  • Improved pathfinding on huge maps when pathing across massive distances.
  • Huge maps with high player counts also generate quicker now.
  • Farms shouldn't clip through the floor anymore.
Version 0.1.0 Animals & Visual Overhaul Support for up to 8 players! 14 modifications

Added

  • Support for up to 8 players!
  • Deer now spawn around the map, and can be hunted for food
  • Wolves spawn between opponents, attacking those who stray too close.
  • Major terrain visual improvement: various shading, texturing, and height adjustments.
  • New lobby options for visibility: fog, no fog, revealed.
  • Mountains now look like mountains.
  • Version numbers on menu, and replays/saves will track version number.
  • Map is now previewed in the lobby screen.

Improved

  • Map styles have had their water edge removed: Standard, black forest etc now exist as plains rather than islands.
  • Easy bots tuned down a lot for new players. They will try to match your pace and avoid raiding you early. If you want actual normal bots, use normal.
  • When a game starts, your camera jumps to your town hall.
  • Bots now react to outposts being raided by bringing the villagers back home.
  • Performance improvements to allow 8 players.

Fixed

  • Villagers no longer auto-target enemies, keeping them out of trouble.
Version 0.0.2 Post-release update Villagers who finish a building with no further orders now move on to the next unfinished building nearby. 18 modifications

Added

  • Villagers who finish a building with no further orders now move on to the next unfinished building nearby.
  • The tutorial now teaches new RTS players the economy loop.
  • Unit upgrade cards have an up-arrow badge.

Improved

  • New lobbies now start with an Easy bot as the opponent.
  • Demolish is now a hold to destroy.
  • The idle-villager button selects every idle villager.
  • Buffed the heavy cavalry line.
  • Nerfed the archer line.
  • Halberdier and Heavy Crossbowman health has been buffed
  • Unit upgrade cards now read "Upgrade to <unit>".
  • Tutorial wording is clearer.
  • Late joiners and wrong passwords are now refused before loading, not after.

Fixed

  • Tooltips now disappear with the card they belong to.
  • Dead units and demolished buildings are removed from your selection straight away.
  • Menu music stops properly when you join a game.
  • Fixed a crash-prone case when a match ends or is destroyed.
  • A local test instance no longer shares the editor's menu session.

Removed

  • Lobbies no longer appear in the platform's server list. Find games through the in-game browser.

Médias

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