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Due to lack of use and server costs, the asynchronous online game mode has been retired. Thank you everyone who has participated over the lifetime of the game. I also took this opportunity to cap the frame rate so that video cards are no longer working hard trying to render unnecessary frames.
A new and nasty bug with last night's patch was discovered which was preventing saved games from properly counting as completion when later resumed and won. I fixed this issue and pushed forward version 1.05 that resolves it. Besides an unrelated tweak to Campaign scenario 24, there were no other changes in today's patch.
A new and nasty bug with last night's patch was discovered which was preventing saved games from properly counting as completion when later resumed and won. I fixed this issue and pushed forward version 1.05 that resolves it. Besides an unrelated tweak to Campaign scenario 24, there were no other changes in today's patch.
A small quality of life update is now available. Addresses a few key bugs and implements some user suggestions. Gameplay
A small quality of life update is now available. Addresses a few key bugs and implements some user suggestions. Gameplay
The first post release content patch is now live, bringing a new host of maps and game play modes, as well as some key balance updates. Gameplay
The first post release content patch is now live, bringing a new host of maps and game play modes, as well as some key balance updates. Gameplay
The first post release content patch will soon be available. Bringing Hard and Challenge difficulties to the campaign map, as well as the long promised Puzzle mode maps. These modes will test even the most accomplished general and more than triples the amount of content already available. Challenge maps offer both restrictions and rule changes, in many cases completely transforming the scenario.
And of course, the in game editor has been expanded with these new options, allowing anyone to add them to their custom maps.
Just working through final verification of the new maps, hope that this will go live in about 2 weeks.
The first post release content patch will soon be available. Bringing Hard and Challenge difficulties to the campaign map, as well as the long promised Puzzle mode maps. These modes will test even the most accomplished general and more than triples the amount of content already available. Challenge maps offer both restrictions and rule changes, in many cases completely transforming the scenario.
And of course, the in game editor has been expanded with these new options, allowing anyone to add them to their custom maps.
Just working through final verification of the new maps, hope that this will go live in about 2 weeks.
Gameplay
Gameplay
Steam Trading Cards for Shattered Throne are now active. Happy collecting!
Steam Trading Cards for Shattered Throne are now active. Happy collecting!
Gameplay
Gameplay
This coming Monday, 11/28/2016, Shattered Throne will exit Early Access and will be released. Early access has been a long road, and has seen a huge amount of changes, many driven by feedback to those who have taken the plunge and helped the game out during this early stage. To everyone, I extend a heartfelt thank you! I have done my best to keep to a weekly update schedule, and with the exception of a couple weeks, I am proud to have kept to that goal. It has been both an exciting and difficult period. This last week saw the completion of the rework of the campaign mode. If you have not played for a while, check out the campaign once again, pretty much every map has had a major overhaul, offering a much more interesting set of games I am very proud of, each map bringing its own unique challenge. I have one last update planned for this weekend, which mostly consists of small graphical tweaks and fixes to some long standing glitches in order to smooth over a few of the remaining rough spots. Those who have been following the planned features list will note that there are a few features that did not make it in, namely: Hard campaign mode, gameplay unlocks, and the promised Puzzle and Challenge mode maps. Fear not however, as these will still be coming as part of a post release content patch. These modes have been strongly dependent on how the game is tuned and balanced, and though I feel balance has come a long way, and is in a good place, exposure to additional players can only aid the process. Such a patch would come in Q1 of 2017, and may be split into 2 updates depending on several factors. With this weekend's final Early Release update, there will no longer be weekly updates of the sort I have been maintaining here. I will still address critical balance and gameplay bugs as they become known as quickly as I am able. This also marks the last week to get Shattered Throne at its Early Release pricing, so pass the word along. Once again, thank you everyone for your support and feedback!
This coming Monday, 11/28/2016, Shattered Throne will exit Early Access and will be released. Early access has been a long road, and has seen a huge amount of changes, many driven by feedback to those who have taken the plunge and helped the game out during this early stage. To everyone, I extend a heartfelt thank you! I have done my best to keep to a weekly update schedule, and with the exception of a couple weeks, I am proud to have kept to that goal. It has been both an exciting and difficult period. This last week saw the completion of the rework of the campaign mode. If you have not played for a while, check out the campaign once again, pretty much every map has had a major overhaul, offering a much more interesting set of games I am very proud of, each map bringing its own unique challenge. I have one last update planned for this weekend, which mostly consists of small graphical tweaks and fixes to some long standing glitches in order to smooth over a few of the remaining rough spots. Those who have been following the planned features list will note that there are a few features that did not make it in, namely: Hard campaign mode, gameplay unlocks, and the promised Puzzle and Challenge mode maps. Fear not however, as these will still be coming as part of a post release content patch. These modes have been strongly dependent on how the game is tuned and balanced, and though I feel balance has come a long way, and is in a good place, exposure to additional players can only aid the process. Such a patch would come in Q1 of 2017, and may be split into 2 updates depending on several factors. With this weekend's final Early Release update, there will no longer be weekly updates of the sort I have been maintaining here. I will still address critical balance and gameplay bugs as they become known as quickly as I am able. This also marks the last week to get Shattered Throne at its Early Release pricing, so pass the word along. Once again, thank you everyone for your support and feedback!
Gameplay
Gameplay
Gameplay
Gameplay
Gameplay
Gameplay
Gameplay
Content
General
It has been about 3 months since entering Early Access. This was originally my intended time frame for this period. Great progress has been made, but Shattered Throne is still not quite ready for full release. Below is the list of planned updates that I originally published at the start, updated to reflect progress to this point. Most of the major features have been completed, with the majority of what remains being content in the form of new/updated maps for all game modes. Along with the normal balance tweaks and bug fixes, the next several weeks will be heavily focused on map design. Beginning with a pass over the existing campaign maps. Completing the in game map editor has provided me with a much better tool and options for designing interesting maps, and I plan to take full advantage of this. My current outlook and goal is to have the full release take place before the end of November. Thank you everyone for the support, interest and great feedback, and keep it coming!! EARLY ACCESS PERIOD
Features
Features
Content
This weeks changes have been mostly behind the scenes setup for future updates, and as such there is nothing worth posting for this week.
Features
Gameplay
I currently have two items in progress which are both only half finished and would wreck havok if released in their current states, so pushing off this week until next where hopefully both will be completed. The first is an internal switch to using a combination of Faction and Unit Role to refer to a particular unit instead of a unique id. This will fix several issues in which units set in the editor appear as a different unit when the game is played. While the code switch is completed, I need to go back over every campaign scenario and ensure all units are correct and using this new reference method. The second is a switch over to new mountain graphics, which will combine adjacent mountain spaces together into a cohesive range. The algorithm which decides what graphic to display for each space is still not handling every combination, and while I already have 50 unique mountain spaces, it is likely I still need about 20 more to cover every edge case. Though not holding up a deploy, there have been a host of unit tweaks being worked through for balance reasons, and to cover some new issues which have been identified in playtesting. Thank you again for your continued support, and keep the feedback coming!
There was a bug identified which could cause a game breaking crash that I wanted to get out right away. Update also includes a few additional items I have been working on. Bug Fixes
New Features
New Features
Features
Though I have made good progress this week on adding events into the map editor, I have not made enough progress to have a finished system in place to make an update this week with any value. In addition, the event system actually has more features than the one I have been using thus far, and could introduce issues with existing campaign scenarios if not properly tested. Because of this extra risk, I also feel it could be damaging to release what I currently have. The event editing system is one of the more difficult single pieces planned for early access, and I hope this is the only time I have to push a weekly update like this. Next week should see this feature completed, hopefully in addition to map sharing with other players.
Map Editor
There were a number of unintended side effects that I missed with yesterday's build. Thank you to those that brought these to my attention. Today's small update addresses problems encountered with the last build:
New Features
New Features
Feature Updates
I have mentioned a few times about sharing the planned feature list for Shattered Throne, and I am finally doing just that. This includes everything I have ever thought about adding to the game, and it is likely that items will be dropped, pushed, or added over time. That is the necessary disclaimer. The items on this list are listed in roughly the order I expect they will appear. I will update this list at semi regular intervals when there is enough change to show. I am planning on the Early Access period lasting about 3 months. EARLY ACCESS PERIOD Custom Map Editor [[IN PROGRESS]] Steamworks support for custom maps Ensure camera moves to show teleport action destination Update scoring algorithm Show grid overlay option Full rework of online game display Multiple online game options with leaderboards Display new Steam names when changed by user in online matches Send Steam notification when online game turn is available Add music to Skirmish setup display Allow saving and loading of Skirmish games Additional Tile Flavors (plains with flowers) Additional Terrain types (Swamps, Deserts, Chasms, Shoreline) Additional Skirmish maps Puzzle Maps Challenge Maps Hard Mode Campaign Steam Achievements In Game Unlocks tied to Achievements Steam Trading Cards Ambient effects (drifting cloud shadows) POSSIBLE EARLY ACCESS ITEMS (may be pushed to post release) Switch Camps to Banners with improved graphics Show attack outcome on hover over target Show undamaged unit HP (as optional setting) Reset Campaign progress option Add music and turn change indication to replays Added graphical effects on campaign map (glow on banner hover) Adjust or remove zoom effect on campaign map Gamepad Support POST RELEASE UPDATES (potential updates, contingent on sales/interest) Upload/download replays Additional factions and leaders Seasonal online game leagues Boss battles Private online game leagues Player created custom campaigns Bug and balance changes will be scattered throughout as identified.
I was out of town most of this last week, so there were only a few changes this week. Interface - Unit stats now have tooltips when the icon is hovered over - Can now right click for details on a current space when details are already open for another space - New level up sound effect - New Icon next to experience bar with appropriate tooltip New Features - Can now use mouse wheel to zoom in or out during game, only of use for those with large monitors. Action zoom does not apply when zoomed in. Bug Fixes - Music volume settings now working as intended - Opponent's last turn's moves now properly shown when continue an online match Balance Updates - Camps now have a defense of 2, and 32 health (was 0 def and 50 health)
The first weekly update is now live. It includes the following updates: Gameplay - Piercing trait now cancels Fortified blessing - Siege trait now cancels Dodge, Parry, and Skirmish traits - XP thresholds for level ups decreased across the board Bug Fixes - Exiting an online game by quiting without actually finishing the turn no longer submits the turn and breaks online game - Gold medal now properly displayed when unit reaches Hero level - Campaign games now properly saved when choose to Save and Exit - Action Zoom now off by default on new installs. Misc - Campaign Scenarios 8 and 9 have been updated for better flow and objectives - AI tweaked to be a bit less inclined to turtle, and more likely to advance - Game Icon changed to be the same in all instances except for window icon when playing in windowed mode Thanks again for playing and reporting issues. I was hoping to get the fix for Music volume not working, but it turned out to be trickier than expected, so hopefully that will make it in next week's update.
Early Access has a general poor reputation, and the general consensus is that the key to a successful one is developer interaction and regular updates. Towards that end, I wanted to put out my general plan for early access so everyone will know what to expect and can hold me accountable. I plan to have weekly build updates. This begins this week with a small update to address a few key issues. This update should be available tomorrow evening. I will be keeping to changes which are relatively safe for this first update, as I will be unfortunately away from my dev machine for a good portion of this coming week. As such, the second update will also be on the smaller side, addressing identified issues and any bugs. After that, you should expect the first major addition to begin coming together, which will be the in game scenario editor. Even though this will not be completed in a single week, I will make it available as is each update, to gather feedback and show the ongoing progress. Once this feature is completed, the second major feature to be worked on will be more fleshed out online play options, which specifically will bring additional game types (such as beginner, advanced, small map, and large maps), as well as leaderboards for each and notification through Steam when turns are available to play. The third and final early access phase will revolve around fleshing out the available scenarios in the game, including specifically, puzzle and challenge maps, as well as a hard mode campaign. This will also introduce achievements with in game unlocks to work towards. Small fixes, quality of life improvements, and balance fixes will be sprinkled throughout each of these phases. At the conclusion of this final major update, the game will go into full release. The updates however will not end there, as I will continue to support and improve the game, as well as plans to add further major inclusions (additional factions, leaders, and player built campaigns). I typically keep track of development tasks as a simple list, and will be posting this list at least once a week as well, as new items are added, completed, or have their projected completion time changed. -Mark
Shattered Throne features 3 unique factions to choose from. In addition to each faction having its own play style, I also wanted each unit type to be useful throughout the entire game, by having each provide a distinct role. I also wanted to minimize or avoid having any hard counters to certain units. Empire: The most straightforward and easiest faction to learn. The Empire focuses on attacks which target multiple enemies and are integrated strongly into the combo mechanic. They also feature good resilience, with tough units and access to the best healer in the game in the priestess. A well placed Cathedral can also be extremely difficult for an opponent to overcome. One downside however is their lack of flying units, having only the Seraph, which is an expensive support based unit. The Empire also lacks any game changing super unit (such as the Wraith and Gryphon). Undead: Probably the most difficult faction to get to grips with. The undead take a while to establish themselves, but once assembled, can steam roll across the battlefield. They feature extremely strong support units in the form of Deathknights with their attack increasing aura, and the Necromancers which summon zombies from enemies they dispatch. The Undead also feature several means of moving the enemy units around to focus their attack, as well as several beneficial on death effects. To counteract this though, they are relatively slow and have very little healing (they rely on their General to provide healing or champion level Necromancers). Fae: The armies of nature are all about speed. Right from the start of the game, Sprites dominate board positioning and their other units can quickly threaten nearly anywhere, making them ideal at attacking unsupported units. As their units are more fragile in general, they must use these hit and run attacks and board presence to keep ahead economically and eventually surround and overwhelm their enemies. The Gryphon is especially terrifying, well planned, they can rip and tear through a battle line with their ability to gain an additional turn upon killing a target. Having such different factions makes balancing them quite the challenge. In fact this is the primary reason in deciding to release as an early access game. I need help identifying imbalances to ensure each faction has an even chance against all the others. Because of these differences, each is quite capable of absolutely dominating an opponent in the proper circumstances. Those circumstances however should require careful play to setup, and pulling such a devastating move should be recognized as an impressive feat. Scenario design is also something I want to get right. At the end of each game, you will be presented with a short form to provide feedback. Do not feel like you need to leave a comment, even submitting a blank form is useful, as it collects metrics on the game you just played, such as how long it took to complete, how much gold left over unspent, and several others which will be incredibly useful going forward in properly tuning the scenarios to provide the best fun and challenge. A finally big thank you to everyone who has decided to help shape this game while it is in early access.
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