InDev 10

## Build InDev 10b Released

This is a hot fix for Linux users. Some distros of Linux were unable to get past loading the Main Menu, crashing the game unexpectedly.

Full Change Log

- Resolved Linux issue when loading the Main Menu, causing the game to crash unexpectedly.

## Build InDev 10 Released

Finally! After two hard weeks of completely rewriting the main menu, InDev 10 is here! Most of the changes were behind the scenes in preparation for the upcoming save system. Most of what you'll notice is some bug fixes, and of course the new GUI. Enjoy!

Full Change Log

- Added mouse scroll wheel zooming.

- Completely rewrote the Main Menu GUI.

- New Map Pack system added, you can now bundle your maps into map packs, instead of everything all being in one folder.

- You can delete maps (and map packs) within the game now.

- Added a Credits page (Note: Not all Backers are listed yet, and it still needs cleaned up)
- Brand new fonts.

- Selecting a terrain category in the map editor no longer auto selects a terrain.

- Renamed "Gathering Buildings" to "Harvest Buildings"

- Fixed a bug that would cause the map editor to crash when moving/deleting farmland.

- Fixed the grab tool, it now works correctly.

- Fixed a bug where if you dismantle a building that has resources, but has not been worked on yet, it would delete the resources.

- Moved all the user maps to the "Developer's Choice" map pack.

- Updated all the old user maps to their latest versions.

- Added user map Altaria, by Kingroka.

- Added user map Eduin's Rest, by Tattagreis

- Added user map Island Group, by Galahir950

- Bunch of other small fixes/tweaks.

Enjoy! Don't forget to report any bugs you find!

## New Versioning System

I've decided to simplify the game versioning system, making is a lot easier for people to identify what version is what, and it also helps me talk about upcoming updates a bit clearer. With the old system I could talk about "the upcoming update", but because version numbers were assigned based on the date released I couldn't say "The 11-5-2014 update" or something to that effect, because I would have no idea what the release date actually was. The new system will be a lot more clear for everyone.

As I said previously, the original system was done by release date. Meaning the official current version is "InDev 10-31-2014", released October 31st 2014. I've decided to go with a much more simple system, where stable releases are just going to be numbered, the first version being InDev 1, then InDev 2 and so forth with hot fixes or minor revisions being listed as InDev 2b, 2c and so on. One we move into deeper phases of development it'll reset back to Alpha 1, Alpha 2 then to Beta 1, Beta 2 then to Release 1 and so forth.

As for unstable builds, they will be marked as something along the lines of "InDev 10 U1" for "InDev 10, Unstable Release 1". But currently I do not have a system in place to give you direct access to these unstable builds, but I'll probably set something up in the future so that all Steam users can access the bleeding-edge versions just to toy around with them and find bugs. Keep in mind most unstable builds have serious flaws and many half coded elements in the game. It is a very bad idea to any serious gaming with them.

I've gone back down the history of past builds and put together where we should be based on this new system. So here's the conversion chart if anyone is interested;

InDev 6-21-2014 is now, Indev 1.

InDev 6-21-2014b is now, Indev 1b.

InDev 6-21-2014c is now, Indev 1c.

InDev 6-22-2014 is now, Indev 2.

InDev 7-10-2014 is now, Indev 3.

InDev 7-17-2014 is now, Indev 4.

InDev 9-22-2014 is now, Indev 5.

InDev 10-14-2014 is now, Indev 6.

InDev 10-14-2014b is now, Indev 6b.

InDev 10-26-2014 is now, Indev 7. (Note: This was the first Steam Release)

InDev 10-28-2014 is now, Indev 8.

InDev 10-28-2014b is now, Indev 8b.

InDev 10-31-2014 is now, Indev 9. (Note: The version you're on now)

and finally, this all means the upcoming version I am working on will now be referred to InDev 10. :)

## Build InDev 10-31-2014 Released

This is another smaller update, trying to isolate multiplatform problems, and fixing some display issues. Most of the focus was on the OS X/Linux platforms, but the PC guys got some nice fixes as well as well.

InDev 10-31-2014 Change Log

- Retro-Pixel Castles now uses a bundled JRE on OS X, completely eliminating the need to install Java on the machine.

- Launching issues via the Steam client some users were experiencing has been eliminated on OS X.

- OS X and Linux users can now smoothly resize the window.

- Windows user's game play window no longer "snaps" when you change size.

- Full screen (F10 key) should work on all three operating systems now.

- Increased maximum builders per building being constructed from 6 to 12.

- Added user map "Fjordheim" by tattagreis

- Game version now displayed in the title bar.

Warning: In rare cases, the Maximize button on OS X will crash Java, I recommend using the built in full screen mode (F10 key), since it is a much cleaner process for the game to handle.

## Build InDev 10-28-2014b Released

This ones just a small update, just working out some kinks related to the Steam launchers for Windows and Mac machines. Hopefully most of the previous launching problems are resolved now. :)

InDev 10-28-2014 Change Log

- On Windows: RetroPixelCastles.exe now uses an embedded JRE, it is no longer required to install JRE7 or 8 manaully.

- On OSX: RetroPixelCastles.command rewritten, will hopefully help the OSX systems find their installation of java.

HOTFIX InDev 10-28-2014b Change Log

- Fixed issue with new bundled JRE not being found on some Windows machines.

## Build InDev 10-26-2014 Ready For Steam Launch!

The latest stable build is now sitting in the Steam servers waiting for Retro-Pixel Castles to unlock in just a few hours. If you have any problems with this build, don't forget to check our Official Website and tell me about it over in the Support and Bugs subforum or head over to the Steam community forum..

Full Change Log:

- Dismantling system added, your villagers can now take down buildings and recover some of the resources.

- Added two new songs, Skull Hunter and Main Theme Piano.

- Changed full screen key to F10.

- Decreased adult villagers hunger and energy decay rates by 30%

- Frame skipping added, allows the update cycles to run even if the render cycles can't keep up. Making the game much more playable on low end machines.

- Fixed a bug that would prevent villagers from harvesting resources they obviously have access to.

- Villagers can now harvest even if they can't access their work building.

- Floater icons now fade away correctly.

- Optimized the engine, improving load times for the shadow, objects, maps and collision detection systems.

- Added a few new maps (Some official, some user maps)

- Added a link to a fan made tutorial by Boss Llama.

- Fixed a lag spike caused when there was no work to be done, and growing crops existed on the map.

- Adjusted nearly all of the resource costs to build objects.

- Cleaned up the GUI in some areas.

- ..and of course, a whole mess of other bug fixes and optimizations