Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the...
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Muy positivos (235) - El 90% de los 235 análisis de los usuarios en los últimos 30 días son positivos.
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Extremadamente positivos (21,356) - El 95% de los 21,356 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento:
28 ENE 2015
Desarrollador:

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Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

¿Por qué acceso anticipado?

“Early Access essentially puts us in dialogue with the community and the players. We want Besiege to be easy to access, and we would like to involve and address player feedback as the game progresses. Also, we really love to see how far everyone can push the building mechanics, and we want to be able to respond to the crazy methods people are discovering that we weren't even aware of!”

¿Cuánto tiempo va a estar este juego en acceso anticipado aproximadamente?

“We aren't entirely sure how long it will take to release the game, our initial estimate put the release between 1.5 and 2 years but due to the success of Besiege we’ve been able to greatly expand the scope of the game with far more ambitious features than were initially possible. We are currently two years in and we’re estimating another year of development until release.”

¿Cuán diferente será la versión completa de la versión de acceso anticipado?

“The full version will contain more levels, in a variety of environments, as well as more blocks, building tools and other larger scale features that we’re not quite ready to talk about just yet!”

¿Cuál es el estado actual de la versión de acceso anticipado?

“The Early Access version contains 38 levels, comprising the kingdoms of Ipsilon, Tolbrynd & Valfross. There are three sand-box levels to test creations and in any given level you can disable all limitations, allowing for experimentation. There is also a time-dilation dial, allowing the game to be viewed in slowmotion, or at 2X the normal speed. The game contains a broad suite of building tools and pieces, including flying pieces, flamethrowers, cannons, contractible springs, axles, detachable joints, explosives and much more. You can also save and load machines in any given level, as well as share them online via the Steam Workshop.”

¿Variará el precio del juego durante el periodo previo y posterior al acceso anticipado?

“We are going to scale the price with the amount of content available. So as more features, game modes and levels are added we will add to the cost incrementally. We hope that players will feel they paid the appropriate price for the amount of content available at any given stage of the games development.”

¿Cómo tienes planeado involucrar a la comunidad en tu proceso de desarrollo?

“We are already being surprised by what people are constructing and discovering. It is quite amazing, and we want to expand and address features that the community finds or wants. For example, some members of the community are building an immense Siege Walker type thing – we never even realised this was possible. We want to facilitate such creativity, so we will be constantly looking toward what everyone is doing!”
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Actualizaciones recientes Ver todos (37)

12 febrero

Update V0.6.0-6878 - Multiverse Bugfixes & Experimental Branch update



Hello Everyone!

Today we’ve got another update for you as well as a sneak peak at what we’re working on for the next one!

Today’s update primarily consists of bug fixes for the Multiverse, but also a couple of new primitive objects for use in the level editor! For a full list of changes/fixes see the changelog at the bottom of this post.



Please note that a change has been made to variables which may break some logic setups. Starting a Variable dependent event that is already running will restart the event. This is intended and prevents a lot of problems that would otherwise occur.

We also wanted to take this opportunity to talk about the next update that we’re working on, which is currently available on the experimental steam branch. The next update will contain a set of advanced building tools, another heavily requested feature by the community!

This addition will bring several features allowing greater customization in the construction of your war machines and hopefully making the whole process quicker and easier. Including but not limited to; multiple block selection, block duplication, custom block rotation and much more!



Please note that the new construction features will not include the ability to scale blocks or machines, you will have to do this with a mod or manually within the machine’s .bsg file.
The advanced building tools are also disabled by default to avoid confusing newer players and can be turned on in the options menu.



We’re working on a few other features at the moment, which aren’t currently in the experimental build and may or may not make it into the next update. We’re not quite ready to talk about them yet so stay tuned for future posts!

That’s all for now folks but we’ll have more for you in the near future!

Cheers,
Von

PS: If you don’t know how to access the betas tab you can find out here: http://steamcommunity.com/games/346010/announcements/detail/1662260472464792763

Changelog V0.60.0-6878

ADDITIONAL CONTENT

Added Pyramid primitive object to level editor
Added Pyramid Corner primitive object to level editor

CHANGES
Added ability to toggle off texture of simple primitives
Changed AI behaviour tooltip text to be clearer
Default Scale for Primitives is increased to 4x
Starting a Variable dependent event that is already running will restart the event. This is intended and prevents a lot of problems that would otherwise occur. This will break some logic setups that are currently working.
Instant Transform now happens on the same frame as it is called.
Other players building sounds will now be affected by distance.
Fire avoidance option reimplemented for AI

FIXES

- Ipsilon brick can no longer be destroyed by rockets
- No Longer Possible to place blocks on simulation machine 1-N frames after exiting simulation
- Explosive Effects now scale accordingly.
- Fixed issue where scaled AI would not trigger behaviours correctly.
- Fixed issue where values setting position and scale got rounded off incorrectly
- Fixed case where copying a skin from one block type to another reset the block parameters
- Fixed bug where level title shadow would stay visible
- Fixed typo in piston block description
- Fixed problem with detecting whether the player is in menu after disconnecting.
- Fixed issue where uploaded machines did not retain their tags when updating them
- Fixed Inconsistency with copying old logic and new rebuild logic
- Fixed bug where copying a Trigger could cause the texture to mess up
- Fixed problem where Scaling tool's visual could break in some cases
- Fixed inconsistency when transforming deactivated objects
- Fixed case where resetting a BuildingBox's position would cause machines to intersect which would normally not.
- Fixed issue where resetting an objects that starts deactivated would make it active.
- Fixed problem where sometimes Setting a value in a TransformEvent would not display the change.
- Winch can now be burnt
- Changed a bunch of objects to scale uniformly to avoid collider deforming
- OnExit Trigger now correctly detects if a player respawns while inside it.
- Fixed case where blocks would not connect while the player or server experiences lag
- Fixed problem where the Repeat event would continue infinitely if count was set to uneven numbers.
- Fixed issue where transforming Wind would not move the area where the force was applied.
- Fixed thumbnails not showing on Mac
- Fixed bug where Extended Pistons would be folded upon machine load.
- Fixed NRE When AI would die in some situations.
- Fixed issue meaning Host/Client Machine could rotate itself when entering sim
- Fixed typo in Spring block mapper
- Fixed Small propellor not taking damage
- Small Rock object now has a collider
- Fixed bug where TransformEvent's would desync slowly (Faster if the Server had lag spikes)
- Guardian Column now properly scales
- Fixed NRE when stopping sim on machine when machine is destroyed
- Fixed issue where Fireball was not on fire for clients
- Fixed bug where AI arrows did not scale for the client
- Fixed bug where physics enabled objects, when reactivated, was not tracked on the client side.
- Fixed bug where Local transformation on wind did not have the intended effect
- Trigger Enter will no longer be triggered by static objects starting inside of them, Respawning won't cause triggers to run again.
- Fixed issue where Value would show 0.00 but was not actually changed.
- Galaxy texture now follows the player even if timescale is 0
- Fixed case where wind would apply force differently from above or below.
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25 enero

New Update Added to Experimental Branch For Testing



Hello Everyone!

Today we’d like to talk about our next update to Besiege and let you know that it is currently available on the Steam Experimental Branch.

The Experimental Branch update includes some more level editor objects to the ‘Primitives’ section, a pyramid and pyramid corner, but the primary purpose of this update is bring in another heap of bug fixes!

If you’d like to assist us with testing this update before it officially goes live you can do so by switching to the Besiege Experimental Branch in the Steam Betas tab.
Open your Steam Library and right click on Besiege, then select properties. Navigate to the “BETAS” tab and then select the experimental branch from the dropdown box.
You may need to verify your game files to get the game to update.



If you encounter any bugs or issues with the update please report them in this forum: http://steamcommunity.com/app/346010/discussions/5/

Cheers everyone!

Von
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Acerca de este juego

Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the desperate enemies have at their disposal. Create a trundling behemoth, or take clumsily to the skies, and cause carnage in fully destructible environments. Ultimately, you must conquer every Kingdom by crippling their castles and killing their men and livestock, in as creative or clinical a manner as possible!

Requisitos del sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimo:
    • SO: Windows XP (latest SP)
    • Procesador: 2.2Ghz Dual Core
    • Memoria: 2 GB de RAM
    • Gráficos: 512mb Dedicated VRAM
    • DirectX: Versión 9.0c
    • Almacenamiento: 1 GB de espacio disponible
    Mínimo:
    • SO: OSX 10+
    • Procesador: 2.2Ghz Dual Core
    • Memoria: 2 GB de RAM
    • Gráficos: OpenGL 2.0 compatible, 512 MB VRAM
    • Almacenamiento: 1 GB de espacio disponible
    Mínimo:
    • SO: Ubuntu 12.04 or higher
    • Procesador: 2.2Ghz Dual Core
    • Memoria: 2 GB de RAM
    • Gráficos: OpenGL 2.0 compatible, 512 MB VRAM
    • Almacenamiento: 1 GB de espacio disponible
    • Tarjeta de sonido: ALSA compatible
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