Trollskog news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score56% positive
- Total reviews43
- Release dateAug 19, 2019
- DeveloperAndreas Carlson
- PublisherAbstract Void Interactive
Genres: Indie, Strategy, Early Access
Company pages: Developer: Andreas CarlsonPublisher: Abstract Void Interactive
Trollskog Steam news
Trollskog news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Minor features & fixes - 11 April 2022
A minor update to introduce two new features and strike a few items off the old bugtracker: The game can now be started in "Survival" mode, enabling the AI to attack the player. This is fairly basic so far, but is a first step of the improved AI roadmap. Added an "Idle Villagers" button. Fixed an issue where workers would not retrieve certain resources from storage. Fixed some issues related to smelters. Upgraded buildings now retain their previous resources, if possible. Fixed several map generation issues.
- 0.8.6.1 - Bugfixes & tweaks - 7 February 2022
Trollskog 0.8.6.1 - Bugfixes and minor visual tweaks. Fixed a pathfinding bug An optimization introduced in an earlier patch was causing units to get stuck on terrain again. Haul tasks between storages can now correctly be canceled by unsetting the dropoff point. Also fixed some minor glitches with worker AI and dropoff points that were a bit too intricate to explain in bullet list format. Tweaked building slot and icon layout positions Icons should no longer appear on top of each other, or hide villagers. Re-rendered tier 1 buildings to reflect new models Tier 2 and tier 3 are forthcoming. Sorry for the wait! These bugs were slow to fix due to catching coronavirus and some real life business cropping up (Don’t worry - nothing bad!). The roadmap to 0.9 is almost completed, so stay tuned for that in the coming days. Your friend in the forest, Andreas
- Building mechanics update out now! - 10 December 2021
Trollskog update 0.8.6.0 is here! With some far-reaching gameplay changes that have been a while in the making: City building limits removed There is no longer any limit to where buildings can be placed on the map. Buildings are now constructed by villagers A slight caveat to the above - your villagers have to be able to reach it! Added Storage building Buildings and their ability to store resources has been reworked. This new building acts as an additional storage slot. Buildings can spend resources within a radius When you select a building, a dotted line demarcates its resource radius. Buildings that require resources to train units, such as barracks and town halls, can use any resources stored within that radius. Tutorial quest updated for new mechanics 15 minutes of new music tracks added Thank you Shane Rutherfoord-Jones once again for the wonderful tunes. Improved GUI To service…
- Update 0.8.6.0 coming soon - 8 November 2021
The next game update has been in the making for a while, so I figure it's only fair to write a status update here. The items on the roadmap will be included in this patch, such as: No more city limits, villagers constructing buildings (anywhere), a new "storage" building that replaces the town hall's inventory limit, and more. These improved dropoff route indicators are just one of the several upcoming GUI improvements. These things have required some systems reworking, which in turn have had consequences for other game systems, but overall the game is playing a lot better for it. I'm still taking my time to stamp out bugs, polish the GUI, and make sure the game balance is in order. And I'll admit, the release of age of empires 4 has unfortunately caused a hit to productivity. But aside from that, I'm working hard on getting the next trollskog update delivered to your steam, and as alwa…
- Small bugs, small fixes - 24 May 2021
This patch fixes an issue related to building inventories being cleared after upgrades.
- Graphics and GUI Update - 21 May 2021
A new day in the forest, with a graphical redesign to nearly all player buildings, and a myriad of other fixes. Here's the short version: Tier 1 and Tier 2 building appearance has been reworked. The new visuals are aligned more closely to the game's grid-based mechanics and hopefully easier to read. Improved shader appearance and general graphics performance Reduced visual jank in certain particles and other animations Full-screen window display mode is now supported. Added constrain mouse setting for windowed or multi-desktop devices. Fixed an entire forest of bugs. And a bonus for those of you who want to see how the sausage gets made: This update I enabled the "Dev tools" option under the cheat menu - Toggle it and press F5 in-game to open the world inspector. It's only read-only functionality for now, but will make the basis for editor functionality. You may have seen the roadmap an…
- 0.8.5.0 - Engine Update - 17 January 2021
I emerge from the deepest rabbit hole, with a new patch. This update brings the Trollskog game engine to .NET5, with some glossy, shiny tech overhauls. Some of these took a while to get right, so this update will be focusing on landing the new tech stack without bringing about too many gameplay changes - stay tuned for those. Performance Improvements - CPU and memory usage have been drastically improved, shaders and renderer have been retooled. Some work remains to be done here, but framerates and memory usage should be improved in all situations. I only have the ability to test the game on a fairly narrow range of hardware, so it would help a ton if you get in touch if you encounter visual glitches (and let me know your specs) Saving & Loading - The serialization layer has been replaced (now powered by FlatBuffers). Aside from being faster and requiring less disk space, it’s a lot more…
- 0.8.3.1 - Bugfix update - 16 September 2020
A few bugs slipped by my testing, teaching me once again not to do last minute changes before an update. Here comes the first bugfix patch: 0.8.3.1: Fixed an issue that would sometimes prevent villagers from harvesting silver from mines. Building farms via click-and-drag now works even when far away from the starting town hall. Thanks for helping me test so far! I'll keep testing and patching issues while I work on the next update. /Andreas
- 0.8.3.0 - Reworking Population and Housing - 11 September 2020
Those who have been following the game's development for a while might know that I've been trying to find an interesting role for the house building, to avoid it simply being a space-occupying time-sink the player is compelled to build as their town grows. My attempts to add more interesting mechanics to this building have mostly been overly complex and unintuitive, so the time has come to try simplification instead. This update removes the house and changes how population works, hopefully streamlining some aspects of the game and sidestepping some complicated edge cases, such as when the player migrates villagers between towns. This one took a while to get out, blame it on the beautiful summer weather 🌞 v0.8.3.0: Population and Housing Population is now globally shared across all cities. Houses have been removed from tier 1 and tier 2. Instead, town halls grant 25 population. Farms an…
- 0.8.2.6 - New unit: Slinger - 17 July 2020
Update 0.8.2.6 is now out, introducing a new unit - the slinger. * The Sling weapon can now be produced at the armory (any tier). * Slingers can now be trained at the barracks (any tier). The slinger is available at tier 1, has a faster movespeed than it's peers, and a short ranged attack with a whopping 50% chance to stun its targets. The goal with this unit is to introduce some interesting units with micro potential early on in the game. The chance to stun will probably be replaced, but movement-impairing abilities and status effects are here to stay, and will make the world a bit more dangerous to explore. The AI won't make use of slingers until next patch, which looks like it will be a general polish / bugfix update. See you then, /Andreas
- 0.8.2.5: Pathfinding and Bugfixes - 1 June 2020
Here comes a quick patch to clear out some bugs before digging in to other features. v0.8.2.5: Fixed some glitches with the pathfinding algorithm. Yes, I'll go out on a limb here and say the pathfinding works quite reliably now 🤞. Tweaked the terrain generator to resolve issues where NPC towns would sometimes spawn on top of trees. Resizing the window with DPI scaling enabled no longer causes the mouse cursor to get out of sync. The Hold Position ability now works as intended. Improved GUI visual feedback on some abilities. Stay tuned for more, /Andreas
- 0.8.2.4 - Better NPC Cities - 8 May 2020
Patch 0.8.2.4 is here, with changes focusing on NPC cities and behaviors, as well as bringing the AI up to speed with the new mechanics introduced in the latest patches. NPC city layout has been improved, allowing AI to make use of the new building rotation feature. They're also better about connecting buildings by road, harvesting resources and working slots. Although they'll send out armies to clear nearby raider camps, the player is safe... for now. Fixed an issue where workers could not pick up resources at ore smelters. Fixed an issue where units could get stuck on building edges. Improved Marketplace GUI and more interface tweaks. Any tier of armory now satisfies the barracks prerequisite. Fixed some visual glitches when rotating buildings. Performance and memory improvements. The AI being smarter about resource management is important for a couple upcoming features I'm excited ab…
- 0.8.2.3 - Bugfixes - 13 April 2020
While working on some AI improvements, a couple of alarming bugs showed up and warranted a bugfix patch. And here it is, Update 0.8.2.3: Using the keyboard to control the camera now works as intended again. Pinned certain ability hotkeys to sensible values, e.g. attack-move is A across all attacking units. Changing the output of armories is now persisted after loading a saved game. Improved pathfinding performance, and fixed certain corner cases. Fixed an issue where trading posts would sometimes not display all player's cities. Wheelbarrows now spawn in the correct places on all building rotations. Stay tuned for more updates coming soon! /Andreas
- 0.8.2.2 - Building rotation - 4 April 2020
Hey! I hope you're staying healthy and staying at home in these crazy times. This quarantine has freed up a lot of time to work on Trollskog. Rotating buildings was a heavily requested feature, so I decided to sink my teeth into it. Here is patch 0.8.2.2: Buildings can now be rotated when constructing. Fixed a lot of visual glitches with the new GUI, and other assorted bugs. I'll be patching bugs where they arise, but the plan for the next patch is to add some new content. To get an idea of what that content might be - or to voice your opinion - take a look at this thread in the discussion forum. See you soon, Andreas
- 0.8.2.1 - Fixing bugs and tweaking visuals - 29 March 2020
Some issues have shown their ugly faces since the latest update. Thanks to everybody who helped test the update. Here comes some fixes, you know the drill! Fixed an issue where the GUI would not accept mouse input when a speech bubble was displayed. Fixed an issue relating to units morphing into different types. (e.g. upgrading town halls and buildings, and the injured troll turning into a healthy troll) Fixed a crashing bug related to exiting to menu then starting a new game. Fixed an issue that prevented aurochs from roaming around. Added new icons, cursors, and a nice new font. There is a known graphics issue that results in invisible terrain on some Radeon drivers. I'm upgrading some of the graphics libraries and working on triangulating this bug to get it fixed ASAP. Aside from that, I'm also working on building rotation, since this has been a heavily requested feature for some tim…
- v0.8.2.0: GUI Overhaul - 23 March 2020
It's that time again. A new patch, this time bringing wide-ranging UX tweaks and improved visual feedback. The old UI system was a big pile of technical debt, with some downright frightening concurrency issues. It feels good to finally address this, even though it wound up taking a little longer than I'd anticipated to tackle some of these larger architectural issues. I'd like to thank everyone for their patience, and special thanks to @AbarimGames for his wonderful GUI library Myra which is now handling the Trollskog front-end. To summarize; Selecting multiple unit types now has GUI support. Use Tab or Shift+Tab to cycle through unit types. Units types have description panels that explain their function. Basic abilities (Move, attack, etc) are now displayed. This is a bit of a trade-off between clarity and simplicity, but I believe displaying all actions that a unit can take will help…
- 0.8.1.3 - Bugfixes - 16 January 2020
Astute observers will have noticed some updates going out on Steam. That's right, I'm back home and going over reported issues. This is a minor bugfix update to keep things stable while I work on some new features. 0.8.1.3 Fixed an issue with harvestable resources that are partly outside of city range. (Thanks iamthespy007) Fixed an issue where villagers were unable to give food to the injured troll. (Thanks Tuxu -=JeepC=-) Fixed an issue where workers with wheelbarrows would try to take a shortcut and end up off-road. Pathfinding improvements Hope you all had a fantastic new year's 🙂🥂 here's to a bug-free 2020!
- 0.8.1.2 - 22 December 2019
Pathfinding system has been reworked! It now gives better results, with less CPU usage and lower memory pressure. Units travelling in groups are much better about collectively reaching their destination. Added some UI text and an additional tutorial quest objective to clarify the need for roads. I’ve been deferring UI improvements for a future update, but there was a pressing need to explain the road mechanic to new players. With these fixes I'm heading off on vacation. I'll be back soon, with plenty of ideas and a huge backlog. Until then, merry Christmas and happy new year!
- 0.8.1.1 - 10 November 2019
After the content, the bugfix. Some of you may have noticed a bunch of updates going out over the weekend, as I've been tracking down and fixing various bugs related to roads and the villagers who walk on them. 0.8.1.1 Farms automatically start with wheat planted. Fixed issues related to incorrect road connections after loading a saved game. Fixed an issue where villagers would ignore wheelbarrows after upgrading a building. Fixed issues relating to invalid drop-off points and villager AI. Fixed a rare Divide-by-zero crashing bug related to framerate calculation. Special thanks to iamthespy007 and Calura for their help in submitting bug reports on the discord! There are still a few known troll-related issues whose exact causes I'm still investigating. I hope to have another bugfix patch out in the coming week, before moving on to some much-needed GUI and QoL improvements.
- 0.8.1.0 - Roads and Routes - 3 November 2019
It's time! This update introduces roads as a new game system, in both the game design and game engine definition of the word "system". I'd say this warrants incrementing the fabled third digit (or "minor version") of the release numbering convention, and rolling over the fourth ("build version"), bringing us to... v.0.8.1.0 Buildings must be connected by road to their dropoff target. Having a valid dropoff point is now a prerequisite for buildings to function. https://i.imgur.com/5B2hiSc.gif Workers transfer resources by wheelbarrow, which can carry 3 resource of a single type. Wheelbarrows can only travel on roads. Worker transfer routes are now displayed when a building is selected. A lot of players find it difficult to tell at a glance what their villagers and buildings are up to. This is part of an on-going effort to make cities easier to read. https://i.imgur.com/t8QYWYq.gif Improv…
Patch notes and updates
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