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Skin Pack #4 Is Now Here!!!

Hello Polytopians!

Instead of our normal Concordance Day celebration, we've released Skin Pack #4! Now you can play with the mighty To-Lï, the gruff Ürkaz, and the flightless Iqaruz!

[h2]To-Lï[/h2]
The To-Lï rigorously train their bodies and minds in their sturdy Binba forests. They’ve been summoned from their temples and gyms to aid the Ai-Mo in the war, as few can match their sheer strength and discipline.

[h2]Ürkaz[/h2]
The Ürkaz from the Khalee Highlands are known as a gruff and unfriendly group that controls the Yadakk's criminal underground. Smuggling, racketeering, and other shady dealings are all steps to their goal of economic domination of the Square!

[h2]Iquaruz[/h2]
The Quetzali may worship the birds, but members of the Iqaruz have taken their devotion a step further by trying to transform themselves into actual birds, with wings and all. Some are even attempting to fly, so they can meet the Bird Gods in the sky, but it rarely ends well.


You can find all of these skins ingame now!

https://store.steampowered.com/app/2736400/The_Battle_of_Polytopia__Skin_Pack_4/

Update 2.8.4.11684 Changelog:

2.8.4.11684 - Android, iOS, and Steam

* Skin Pack #4 includes the following skins:
- Ai-Mo To-Lï
- Yădakk Ürkaz
- Quetzali Iqaruz

Path of the Ocean - Bug patch 1

Map Generation Improvements:
* More variety to Continents and Pangea map
* Improved city placement

Bugfixes:
* Naval units now show which unit is inside a naval vessel in the text description
* End Turn now properly turns blue when all units are out of actions
* Removed option to break ice on a frozen unit
* Fixed a crash bug that appeared in some situations when constructing a Vengir temple in the month of November
* Market sprites now properly updates when building or destroying ports
* Market sprites now uses correct z-ordering so it won’t overlap buildings in front of it
* Invisible units are now revealed when breaking ice or harvesting starfish
* Unit inside a ship now gets poisoned when the ship gets poisoned. Unit also heals from poison if ship heals from poison.
* Tutorial hints improvements
* Giant pushing a unit with Skate-ability no longer exhausts that units actions
* Removed confirmation popup when harvesting starfish
* Markets should only double production if the port next to it is owned by us

Bardur Daily Tournaments - Polysseum

We are happy to announce another month of Polysseum! This December, we are featuring the Tribe of the Month - Bardur. This month is your last chance to qualify for the Season Finals, so don't wait because tournaments are starting December 2nd!

How to join?
  1. Open The Battle of Polytopia -> Multiplayer -> Tournaments. Once you find the tournament that suits you, click "Join".
  2. Follow our Tournaments Hub on Challengermode and find your favourite tournaments.
Don't forget to confirm your participation 15 minutes before the tournament start.
You can find more details on how to join in the FAQ.

[h3]Changes coming this December[/h3]

Minor leaderboard scoring changes
  • 1st - 400 pt
  • 2nd - 250 pt
  • 3rd-4th - 125 pt
  • 5-8th - 40 pt
  • 9-16th - 10 pt
Maps in December
Since Pangea is a fresh addition to the Map pool, it will not be played in this month's Polysseum. Instead, we will play on Lakes Archipelago, Drylands and Continents.

Season Finals change
Earlier, we announced that we are merging December into the Fall season, so we will host Fall Season finals a month later with the best players from September, October, November and December.
  • The main one is the game update. We can Season finals to be diverse map-vice. Since the new update introduced changes on maps with water, there is a very short period from the update to the Season finals for the players to adapt to the changes.
  • Secondly, having 4 players qualified from each month (16 in total) will allow us to have more common tournament formats.
Tournament capacity
We are continuing with tournament splitting. It might sound confusing, so bear with me.
  • There will be a maximum of 16 players per tournament.
  • But a maximum of 3 tournaments will be created daily, which means, if there are enough players on a waiting list, Challengermode will create up to 3 tournaments with 16 players in each, accommodating up to 48 players.
  • The minimum number of players on a waiting list required to create an additional tournament is 10. For example, if we have 16 checked-in players and 8 are on a waiting list, it will not create an additional tournament.
  • Players will be distributed evenly based on their check-in time. So if 16 players confirm participation and 10 are on a waiting list, it will create 2 tournaments with 13 players in each.
  • All of this means that if you are on a waiting list, don't go too far from your device because you might have a tournament to play.

[h3]December schedule[/h3]

Sail the Path of the Ocean Today!



Hey Polytopians!

After months of development, we’re releasing the Path of the Ocean Update! In this update, you’ll find new units, new techs, new maps, and plenty of changes! To celebrate, we're even giving you a 40% discount here on Steam, starting at 10am PST.

We all agreed that the game’s naval aspects were lacking and needed some reworking, and this update does just that! So, let’s get you up to speed on all the new, fancy things that you can find in this update. If you were hoping to find our previous blog posts for further details, you can find them by clicking these links: Blog #1, Blog #2, and Blog #3.

If you want to read a specific section, use this Table of Contents:
  1. New Philosophy
  2. New Units
  3. New Maps
  4. New Resources
  5. New Buildings
  6. Special Tribes
  7. Other Important Changes
  8. Changelog

[h2]New Philosophy[/h2]

No, not the Tech, we mean we’ve changed how we view the game’s naval aspects and the role they play in the game as a whole. As part of this, we’ve swapped the positions of the Sailing and Fishing Techs, as well as reduced the cost of the Port to 7*, making it easier to get on the water earlier. We want players to not be locked behind some very expensive techs and buildings, and felt it’d be much better if “going naval” was an easier experience and good way to start expanding.

We’ve also added Fish resources to Oceans, as well as added the new Aqua Crop resource, so that growth on the Oceans isn’t so punishing since we’ve reduced the Population gained from Ports from 2 to 1.
[h2]New Units[/h2]
[h3]Raft[/h3]

Replacing the Boat, the Raft is the new baseline unit you get when you place a unit onto a Port. It has no attack, a movement of 2, and can be upgraded into the other naval units in friendly territory.
[h3]Scout[/h3]

Unlocked at Fishing, this fragile naval unit has the Scout ability, allowing it to see 2 tiles away! It also has a range of 2, and excels at putting pressure on enemy Bombers, which we’ll discuss in a moment.
[h3]Rammer[/h3]

Unlocked at the new Aquaculture Tech (which replaces “Whaling”), Rammers are tough, robust melee ships that are designed to close the distance to enemy Scouts. They’re also really good for sieging an enemy costal city.
[h3]Bomber[/h3]

Unlocked at Navigation, Bombers are long-range bombardment ships, able to to use Splash damage to injure groups of units at once. Of course, this comes at a cost, as they’re slow and don’t have Dash, forcing them to wait a turn to set up before they can fire. They’re also good at removing hordes of enemy Rammers, despite not being able to deal retaliation damage.
[h3]Juggernaut[/h3]

The Juggernaut isn’t a standard naval unit, but what you get if you put a Giant onto a Port (since they’re too big for Rafts). The Juggernaut will deal damage to all adjacent tiles every time it moves due to its Stomp ability, and this will even happen if it disembarks. Much like Bombers, though, it can’t deal retaliation damage, so you’ll need to keep them defended.

[h2]New Aquatic Resources[/h2]
[h3]Aqua Crop[/h3]

Much like their land-based equivalents, Aqua Crops can be turned into Aqua Farms after you’ve researched Aquaculture, gaining 2 Population at the cost of 5*.
[h3]Starfish[/h3]

The source of the Stars that Polytopians use as currency, Starfish have replaced Whales. They function similarly, but with some differences - Starfish need to have a unit on their tile in order to to be harvested for 10*, and they can be harvested in neutral or enemy territory, making it a race to get them all! You’ll be able to harvest Starfish with the Navigation Tech.

[h2]New Buildings[/h2]
[h3]Bridges[/h3]

The Roads Tech now allows you to build Bridges across 1-tile water gaps between landmasses. Now you can use them to cross those little rivers that might show up, allowing for a sneak attack or easier expansion. They cost 7* and can’t be placed diagonally.
[h3]Market[/h3]

With cheaper, easier-to-get Ports, we took the opportunity to re-design the Custom House. They’ve been transformed into the Market, which will level up and gain +2* for each unique Sawmill, Windmill, and Forge adjacent to it. Its Star income will be doubled if it’s next to a Port, granting you a maximum of +12* if you’ve managed to get a Sawmill, a Windmill, a Forge, and a Port next to it. We did this because we didn’t want the Market to only be useful on water-based maps, and now it can be used on all map types! We also wanted to encourage some clever city planning in order maximize Star income, so you’ve gotta plan a little more. 🙂
[h3]Lighthouse[/h3]

Unlike the other two buildings, the Lighthouse isn’t built, but found. In each of the 4 corners of the map, you can find one of these, and finding them all will give you the Explorer Task (which was changed from “Explore all tiles” to “Find all Lighthouses”). Finding a Lighthouse will also grant your Capital 1 Population for free and add your color as a tier, so the Lighthouse will grow with every tribe that finds it.

[h2]New Maps[/h2]
[h3]Continents[/h3]

A common complaint was how poor the Continents map was, so we’ve decided to overhaul it! You’ll now find rivers separating some landmasses (which are good for Bridges), or you might find maps where everyone gets their own continent, or maybe even find maps where everyone’s equally spread on a few landmasses. There’s a lot of variety in what you will find, and we hope it spruces up the gameplay around both land and water!
[h3]Pangea[/h3]

Pangea is a new map type that is summarized as “a single landmass surrounded by water”. Like a fusion of Drylands and Continents, we expect Pangea to have a lot of fighting in the middle, while also providing you options for sieging cities on the coasts. Both Continents and Pangea maps will try to prioritize putting capitals on the coast, meaning you’ll have to watch both land and water when trying to defend.

[h2]The Specials[/h2]
These new philosophies and units have forced us to make some changes to the Special tribes as well. We’d like to point out that we’re not done with adjusting these tribes and plan to give each of them a more proper rework in the near future, but for now, we’ve had to adjust them to bring them to this new baseline so they can play with the new features.

So, without further ado, let’s look at what’s changed for each of them.
[h3]Aquarion[/h3]

Aquarion, getting some love in the first time in forever, has gotten some very interesting changes in order to get them on the water faster, as well as to specialize them a little more for the water..
  • Aquarion now begins with the Riding Tech and an Amphibian
  • Crabs now have 2 movement and 5 Defense
  • Tridentions now have 10HP
  • Amphibians, Tridentions, and Crabs now don’t get a movement bonus from Roads

[h3]Elyrion[/h3]

Elyrion doesn’t really get any adjustments in this patch, but due to the game losing Whales, they lose the Navalon (which astute readers probably noticed in the picture earlier), which has been completely removed from the game. Much like the other Specials, they’ll get a rework in the near future, so don’t be sad for too long. 🙂
  • Elyrion loses access to the Navalon, but is able to harvest Starfish like any other tribe

[h3]Polaris[/h3]

Our icy friends have gotten the most dramatic changes of any Special tribe in this patch, Since the Regular tribes get access to the water much faster, we had to ensure that the Polaris could keep up, and decided to give the Mooni Auto-Freeze, so it will freeze adjacent tiles (and units) by simply moving. In order to ensure that this isn’t too strong, the units of all the other tribes can now break ice after moving, creating a more dynamic push-and-pull for ice spread.
  • Mooni gain AutoFreeze, but now have 1 Defense and lose the power to manually Freeze
  • Gaami defense moved to 3, instead of 4
  • The Frostwork tech replace Fishing, which allows for Mooni & Outpost
  • Ice Fishing replaces Aquaculture, allowing for harvesting Fish
  • Battle Sleds are now in Sledding, which replaces Sailing
  • Ice Fortresses are in Polar Warfare, which also allows for harvesting Starfish
  • The Ice Bank now makes +2 stars for each level instead of +3 stars

[h3]Cymanti[/h3]

Cymanti hasn’t gotten much in the way of changes, but some things were rearranged for them, such as putting the Raychi in Pescetism, their equivalent to Fishing. We’ll be taking a look at them in the near future, so don’t worry.
  • Hydrology replaces Sailing, allowing for earlier Algae
  • Raychi are now in Pescetism, which replaces Fishing
  • Cymanti's "Fishing" tech now replaces Aquaculture, granting the power to harvest fish. We know it's confusing.
  • Oceanology grants the ability to harvest Starfish
  • Exida now has 2 movement and creep

[h3]Other Changes[/h3]
Here’s all the other small balance and design changes that don’t directly correspond to the main focuses of the update.
  • Swordsman no longer has “Fortify” ability
  • Lumber Hut costs 3 stars
  • Roads cost 3 stars
  • Parks give +1 star per turn
  • Network Task unlocks automatically when connecting your first city
  • Explorer Task unlocks automatically when you find your first Lighthouse
  • Improved AI
  • Killing a unit with a Cloak will ensure that a Dagger will spawn in the city


[h2]Changelog:[/h2]
[h3]General[/h3]
  • Sailing and Fishing techs swapped place
  • Ports now cost 7 stars and give 1 population
  • Ships can only upgrade in friendly territory
  • All normal ship types are replaced
  • Sailing gets Ocean movement and Scout ship
  • New tech: Aquaculture (replaces Whaling) which adds Aqua Farms and Rammer ships
  • Aqua farms that improve Aqua Crop resource
  • Navigation get Bomber ship and ability to gather stars from Starfish resource (replace Whales)
  • Bridge building (7 stars) in Roads lets you connect two land masses
  • Market (replace Customs House) gives 2 stars for each unique type of production building nearby (Windmill, Sawmill or Forge). Income is doubled if next to a Port.
  • Windmills also grow from Aqua Farms
  • New Pangea map type
  • Improved Continents map type
  • Giants turn into Juggernauts when embarking
  • Find 4 Lighthouses for Explorer task (instead of revealing the whole map)
  • Finding a Lighthouse gives 1 population to your capital

[h3]New Naval Units:[/h3]
  • Raft (replaces Boat) - defenseless transport
  • Scout - fast and fragile exploration vessel
  • Rammer - sturdy naval melee ship
  • Bomber - Slow but powerful long range destroyer
  • Juggernaut - Powerful and inflexible melee ship with area damage

[h3]New Resources:[/h3]
  • Starfish - Replaces Whales. Must have a unit on it to harvest it for 10 stars, even in neutral or enemy territory
  • Aqua Crop - make farms on water

[h3]Aquarion:[/h3]
  • Start with riding and an Amphibian
  • Crab get 2 movement on water and improved defense
  • Tridentions now have 10hp
  • Amphibious units can no longer use roads

[h3]Polaris:[/h3]
  • Autofreeze Moonies with reduced defense
  • Gaami defense now 3 (was 4)
  • The Frostwork tech replace Fishing, which allows for Mooni & Outpost
  • Ice Fishing replaces Aquaculture, allowing for harvesting Fish
  • Battle Sleds are now in Sledding, which replaces Fishing
  • Ice Fortresses are in Polar Warfare, which also allows for harvesting Starfish
  • The Ice Bank now makes +2 stars for each level instead of +3 stars

[h3]Cymanti:[/h3]
  • Hydrology replaces Sailing, allowing for earlier Algae
  • Raychi are now in Pescetism, which replaces Fishing
  • Cymanti's "Fishing" tech now replaces Aquaculture, granting the power to harvest fish.
  • Oceanology grants the ability to harvest Starfish
  • Exida now has 2 movement and Creep

[h3]General Changes:[/h3]
  • Swordsman no longer has Fortify ability
  • Lumber hut costs 3 stars
  • Roads cost 3 stars
  • Parks give +1 star per turn
  • Network task unlock automatically when connecting your first city
  • Explorer task unlock automatically when finding a Lighthouse
  • Improved AI
  • Killing a unit with a Cloak will ensure that a Dagger will spawn in the city

Path of the Ocean Pre-Release is now on Mobile!



Hey Polytopians!

As you’ve probably noticed, the Path of the Ocean Update is going to be released fully on the 21st, and that means we’re in the process of finalizing the update and its many changes. In this particular update, we’re adding all of the new changes to both Android and iOS testing programs, so now everyone can join in on the fun!

We’re going to keep this post fairly short, as most changes are bug fixes and not new content. Since you’ve probably been following these updates pretty intently, we won’t need to fill you in on the details just yet, but if you’re new or just need a refresher, we strongly encourage you to get more details on the update by reading our 1st Blog Post and 2nd Blog Post, or look at our up-to-date beta changelog.

[h2]How Do I Test It?[/h2]
If you’d like to jump into the testing track and start testing, you can use these links!

If you're playing on Android, tap here!

If you prefer iOS, tap here!

If you use Steam, use this Beta Access Code: polytopiabetatesters

And remember, you can always chat with other fans, ask questions, leave suggestions, or send feedback on our Discord.

-Zoythrus

[h2]Changelog:[/h2]
[h3]Balance: [/h3]
  • Bridge cost down to 7*
  • Juggernaut attack up to 4
  • Improved map generation, better village distribution and fixed starting resources
  • Improved AI
  • Ships can now be upgraded in ally territory
  • Polaris start with Outpost in Frostwork tech

[h3]Bug Fixes:[/h3]
  • Task popups don’t freeze replays
  • Correct outlines
  • Fixed Boost after moving (as well as actions like Explode and Disband)
  • Fixed Smash, Splash, Explode, etc harming enemy units during cease-fire after breaking peace
  • Fixed Cymanti port crash
  • Fix “teamplayerid not working”
  • Potential fix for users having problem with “multiplayerGamingRestricted”
  • Fix so users getting updated don’t remove them from friends lists
  • Fix moves being reset by iCloud sync if animating the change during a save and the save comes back with incorrect data

[h3]Other:[/h3]
  • Dynamic graphic for Market, showing its production
  • What’s new popup
  • Fixed Ice Bank description
  • Aumux and Ragoo skins now have appropriate naval units
  • Art assets have been adjusted for some new stuff