They Are Billions: Development Update v.0.8.2

Greetings!

Just a quick update on the game development.

Campaign Development

We are working now in two fronts, the Old Fortresses, where the tactic missions will be played, and the Trains system. In the next update, we’ll talk more about them and we’ll publish new screenshots with new content.

Trains on Survival Mode?

As we said before we want to keep on trying to enrich the content of the Survival mode with elements from the campaign. Therefore we are also considering including the Trains in the Survival mode, but just as a new environmental element. There will be a railway line that will cross the map and, periodically, there will be trains passing through the map. It will not only be a nice touch for the maps, but also an important strategic element. Obviously, you won’t be able to build over the railways so you’ll have to defend that parts in a different way (without walls). On the other hand, the trains will destroy all those unlucky infected who happen to be on its way. That’ll certainly be something worth watching!

New Version 0.8.2

These are the new features of the 0.8.2 version, which is available now:

New Army Buttons

Many times in the game, you want to select all the units of the same type, for example, “Select all snipers to defend the North wall….”. There is a new button on the left part of the screen for every type of unit (Ranger, Sniper…) that also shows the total amount of each of them. Click them and all the units of that type will be selected.

You can combine the mouse clicks with the Shift key to add the units to the current selection.

Press F2 to select all the Army

You can use the shortcut F2 to select all units available in your army.

Power Plant Changes

Now the Power Plant uses 10 wood units instead of 5 wood and 5 stone. Before, building sawmills in the late stages of the game was something superfluous and by contrast, if you built several power plants you could easily run out of stone which is so necessary as the game progresses. We think that works much better now, as it improves the resources balancing especially in the second half of the game.

Stakes and Blades Traps

Judging by the screenshots and gameplay videos from players, it seems that the traps are underused. We think they are currently very useful, as they not only harm the infected but also slow them down. Another advantage is that they can be placed on the floor without restrictions and don’t block the movement of your army (as the walls do).

Also they would make more sense in real life, where a fortress would have one or two rows of walls with a gate protected by a series of traps. Building lots of walls randomly just to block the infected looks quite weird 🙂

So for all these reasons we have improved the traps:

– Stakes Trap: +20% Life. + 25% damage.
– Blades Trap: +30% Life. + 25% damage.

Pathfinding for Swarms: Improved Performance

There is a good reason why They Are Billions is clearly one of the games that manages more units in real time, units that are truly independent, every unit has their own AI and behaves always on their own. That’s the reason why the infected swarms in They Are Billions looks so natural and organic.

The game engine is ultra optimized in every aspect, especially the pathfinding, which is one of the most costly operations.

In many other games with big armies, the paths are computed for a full group of units and generally those paths don’t change with time as the environment is static and fixed. By contrast, on TAB every unit computes its own paths to reach its targets. This path is recomputed every few seconds to react to the changes in the environment (walls destroyed, structures built…). Thanks to that, the swarms can split into several paths or single units can leave the swarm if they have seen or heard something, as it would happen in real life.

Although the game system is already quite optimized, we have gone further. Previously, all paths were recomputed if anything on the map changed, which could lead to some frame drops when there are big swarms running to the colony. Now, only if something that can affect the current paths is changed the path is recomputed. For example, the infected don’t care about walls; they ignore them unless they are blocking their movement in which case they will try to destroy them. So now, if a wall in their path is destroyed or built the path won’t be recomputed.

What all of this stuff means to the player? We expect the game to run smoother, especially when big swarms are approaching the colony.

Survival Challenge: Score Factor fixed
It was an issue when computing the final score of the Survival Challenge. The Score Factor relative to the map type was not incorporated into the equation, so all score factors of the Survival Mode were 100% regardless the map type. Now that bug is fixed so your score will reflect better the real difficulty of the map.

And that’s all for now. Thanks for your support and see you soon!

  • Posted by Julie
  • On June 7, 2018
  • 8 Comments
Tags: numantian games, Steam Early Access, they are billions

8 Comments

Matt
Very nice updates... You do follow your game closely :) Looking forward for this update !
skallado
So now, the infected will go to the shortest route between them and the Command Center ignoring the walls? You could just defend very heavily the shortest path from every direction and ignore all other open areas right?
Alkaid
The game experience is too short, I would suggest campaign mode add elements like YouTD(eeve.org), such as score system for tower ability enhancements, then add some super impossible hard levels (240 waves in YouTD) to tease with I play YouTD more than this game during the month, which a old warcraft map still beats modern undergoing games is simply amazing ... As a programmer myself, I can tell it's quite easy adding a YouTD save-load score system in 200 lines of code, and "tower enhancements" are simply data settings, and making super ridiculous hard never-ending level is the only problem Just some random thoughts, love the game, best RTS-TD game on steam : )
luis
me encanta este juego no avía visto nada igual a esto espero sigan así innovando cosas nuevas y novedosas son los mejores de verdad
loki
Can’t wait for the next update
loki
Already more than the promised 2-3 weeks until next update though
Scibsj
I having been giving your trap problem some thought, and I don’t think a simple buff to traps or nerf to walls and turrets is going to increase trap usage. In a perfect environment, traps are a useful tool to keep the infected off of walls while turrets and troops finish them off. However, the current game mechanics have them in direct competition. When forced to pick between a turret wall combo and traps in a limited-resource environment, players will almost always chose turrets and walls because of the following factors: Economy: For the amount of money it costs to array an effective trap field for an area with low to medium zombie population, a turret and single wall segment can be built to cover three times that area. Traps, while effective in large groups, are very expensive and almost worthless individually. Additionally, any time a trap is used, a maintenance fee is required. In contrast, although a turret has a built in maintenance fee it is very autonomous and most likely won’t need repairs unless a large group attacks. Space Efficiency: The Colony is always expanding. Therefore any usable space is valuable. A turret and wall takes up a 4x4 section for roughly a 9 square radius around it. As the colony grows it can easily be recycled and moved forward. A trap field would use a larger area for greater the cost and not a great return on investment when refunded. Stopping Power: A high density trap field will slow and damage a horde quite heavily, but will not necessarily stop them altogether. Once the traps are behind the horde they don’t do much good. A wall, however, needs to destroyed in at least one place before the horde can continue. This is important for wave days and redeployment of troops. In terms of time delay a mass of panic induced messy walls is better than a well laid out trap field. Turrets behind this messy tangle of walls also have more time to rain punishment down on the horde. With all of that said. I don’t think are inferior or unusable. They just shouldn’t be in direct competition with walls and turrets. So I propose a mechanics change. I see two viable options: A “Trap Tower”. This would work similar to a tesla tower, but instead of an energy radius it would build and maintain traps. This would solve the expense and distribution problem, but might end up being to similar in function to other turrets. A “Trap Workshop”. This would work similar to a resource gathering structure with a twist. Depending on which trap you would like to build resources are fed in and traps are added to your inventory. Now trap fields can be deployed rapidly without draining tons of resources. The types of traps can be changed and the rate of production can be adjusted by number of workshops deployed and running. I would say this is a similar solution found in Starcraft 2 Co-op mode. Namely, the Co-op commanders Abathur and Hans and Horner. These characters have the drop down menu abilities that function similarly to traps without cost and a cooldown. They work great to compliment base defense without being to relied on or too costly to ignore completely. Sorry for the long rant, but I feel like one of these two solutions will make traps played more often without breaking the game or forcing out walls and turrets. I hope this helps and thank you for the game so far.
lekammrun woods
[PLEASE ADD] In the game any unit that has a gun attracts a lot of noise I want 3 levels of upgrading to each unit that uses gun. Example: soldier lvl. 1 = Regular starting soldier unit. | soldier lvl. 2 = Veteran unit with the increased abilities and skills as you have them now. | But for the last promotion it would be a nice twist if the 3rd promotion to a unit with a gun soldier lvl. 3 = Elite unit the unit gets a faster more powerful gun and or that get a silencer on their gun which makes their noise lever the same as a lvl. 1 ranger. This mechanic would help if you have long campaign missions were you have a set number of troops and you have to complete the level with only those troops and like as you expand and destroy villages of doom you find more units as well as resources as you go through this specific mission and/or even randomly in survival mode when you destroy a villages of doom it may spawn 1 elite unit exactly next to the resources and the game mechanics could be set that the unit automatically runs all the way to the town center and then come under your command because we don't want them to be eaten right away or maybe not even a soldier all the time maybe you could also save a family of 4 colonist and 2 workers the same as a tent that just get added to your pop and you get a notification when an event like this happens like the same as any other thing in the game or even the same notification like when a unit is promoted so this helps the player be aware of the addition to his/her settlement. Sir! we just saved a family from the horde or Sir we just saved a elite sniper from the village of doom he is awaiting your command at the town center. EXCITING RIGHT!!!!! I haven't bought the game yet I don't have a gaming computer but I am as soon as mine comes in I've been watching too many YouTube videos of the gameplay on my very first go at the game I'm going to destroy the final wave with troops to spare LOL. I wish I was in Spain so I could work for you all as well. This game is great and it has soo much potential make sure the development team does not make a short campaign! Have them make a lot of stories and maybe even add in a create your own map maybe??? you would be surprised what your fans come up with and could upload them to the website and others could download and try and win on their maps with preset factors of play or difficulty and rules. But look this is getting too long thank you all this is a great game keep up the good work!

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