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.
[ 2023-11-25 23:59:19 CET ] [ Original post ]
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.
[ 2017-04-09 22:10:22 CET ] [ Original post ]
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.
[ 2017-04-09 22:10:22 CET ] [ Original post ]
A small quality of life update is now available. Addresses a few key bugs and implements some user suggestions. Gameplay
- WASD keys can now be used (along with arrow keys) to scroll the map
- On campaign map screen, there is now a tooltip when hovering on the stars earned for a map on the map detail popup that describes how additional stars are earned
- Icons on bottom left of Title and Campaign screen now allow Music and/or Sound to be toggled on/off
- Campaign map screen UI should now appear a consistent relative size across all screen resolutions
- While playing a game, ESC key now both opens and closes the main menu
- Game music and sound volume changes now properly saved and respected
- Game will now ignore corrupt saved files (from very early Alpha builds) instead of freezing up on game play screen
- Fixed issue in which Random Faction and Leader picks on Skirmish maps were not working properly
[ 2017-04-09 03:55:32 CET ] [ Original post ]
A small quality of life update is now available. Addresses a few key bugs and implements some user suggestions. Gameplay
- WASD keys can now be used (along with arrow keys) to scroll the map
- On campaign map screen, there is now a tooltip when hovering on the stars earned for a map on the map detail popup that describes how additional stars are earned
- Icons on bottom left of Title and Campaign screen now allow Music and/or Sound to be toggled on/off
- Campaign map screen UI should now appear a consistent relative size across all screen resolutions
- While playing a game, ESC key now both opens and closes the main menu
- Game music and sound volume changes now properly saved and respected
- Game will now ignore corrupt saved files (from very early Alpha builds) instead of freezing up on game play screen
- Fixed issue in which Random Faction and Leader picks on Skirmish maps were not working properly
[ 2017-04-09 03:55:32 CET ] [ Original post ]
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
- Game features now unlocked through aquiring stars, currently supports unlocks up to 50 stars (up to 100 in next content patch)
- New Profile screen accessable from title page shows current and future unlocks, and allows a player to reset their progress
- Skirmish screen updated to consistent across resolution sizes and UI animation removed
- Campaign Hard and Challenge mode maps now available once unlocked
- New Puzzle mode scenarios now available when unlocked
- Additional Skirmish pre-deployed and battle maps now available as an unlock
- Editor allows players to apply special rules and challenges to their maps via a new toolbar button with a star icon
- Projectiles and other animations now sped up based on selected game speed
- Fast and Very Fast game speeds increased slightly
- Mummies which die via deathmark, now correctly poison their target even when overruned
- Additional error logging added to enable better bug discovery in the future
- Revenge now only deals half of damage suffered (rather than all)
- Haste granted by Trade Posts now lasts two turns (up from 1)
- Empire
- Frigate Defense increased from 1 to 2
- Galley Range increased from 3 to 4 and Cost decreased from 70 to 65
- Prince Valis: Charge ability no longer applies to Mounted troops, only Foot
- General Thraxian: Valor power now refreshes DAMAGED units with 4 or less HP (up from 3)
- Undead
- Skeleton Health increased from 4 to 5
- Mummy health reduced from 22 to 18 and defense increased from 0 to 1
- Necromancer Defense increased from 0 to 1
- Vampire gains Magic Strike at champion level instead of Dodge
- Reaver cost reduced from 55 to 50
- Fae
- Ranger base move reduced from 8 to 6, Hero and Champion level benefits swapped
- Druid move reduced from 8 to 6, Attack from 2 to 1, Health from 7 to 6 and cost from 40 to 35
- Glade Rider gains Dodge at champion level instead of Camouflage
- Treant move reduced from 6 to 5
- Destroyer move reduced from 7 to 6 and range from 4 to 3. Defense increased from 0 to 1. Gains Range increase at Silver level instead of Attack increase
- Ark move reduced from 6 to 5
- Stormlord Gantree, Eagle eye cost increased from 3 to 4
[ 2017-04-02 20:54:37 CET ] [ Original post ]
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
- Game features now unlocked through aquiring stars, currently supports unlocks up to 50 stars (up to 100 in next content patch)
- New Profile screen accessable from title page shows current and future unlocks, and allows a player to reset their progress
- Skirmish screen updated to consistent across resolution sizes and UI animation removed
- Campaign Hard and Challenge mode maps now available once unlocked
- New Puzzle mode scenarios now available when unlocked
- Additional Skirmish pre-deployed and battle maps now available as an unlock
- Editor allows players to apply special rules and challenges to their maps via a new toolbar button with a star icon
- Projectiles and other animations now sped up based on selected game speed
- Fast and Very Fast game speeds increased slightly
- Mummies which die via deathmark, now correctly poison their target even when overruned
- Additional error logging added to enable better bug discovery in the future
- Revenge now only deals half of damage suffered (rather than all)
- Haste granted by Trade Posts now lasts two turns (up from 1)
- Empire
- Frigate Defense increased from 1 to 2
- Galley Range increased from 3 to 4 and Cost decreased from 70 to 65
- Prince Valis: Charge ability no longer applies to Mounted troops, only Foot
- General Thraxian: Valor power now refreshes DAMAGED units with 4 or less HP (up from 3)
- Undead
- Skeleton Health increased from 4 to 5
- Mummy health reduced from 22 to 18 and defense increased from 0 to 1
- Necromancer Defense increased from 0 to 1
- Vampire gains Magic Strike at champion level instead of Dodge
- Reaver cost reduced from 55 to 50
- Fae
- Ranger base move reduced from 8 to 6, Hero and Champion level benefits swapped
- Druid move reduced from 8 to 6, Attack from 2 to 1, Health from 7 to 6 and cost from 40 to 35
- Glade Rider gains Dodge at champion level instead of Camouflage
- Treant move reduced from 6 to 5
- Destroyer move reduced from 7 to 6 and range from 4 to 3. Defense increased from 0 to 1. Gains Range increase at Silver level instead of Attack increase
- Ark move reduced from 6 to 5
- Stormlord Gantree, Eagle eye cost increased from 3 to 4
[ 2017-04-02 20:54:37 CET ] [ Original post ]
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.
[ 2017-03-28 04:34:55 CET ] [ Original post ]
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.
[ 2017-03-28 04:34:55 CET ] [ Original post ]
Gameplay
- Overall difficulty of campaign missions reduced
- Results of healing phase now all displayed at same time rather than one at a time
- First Strike no longer ignores Cheat Death
- Replays which have mid game dialog no longer return control to the player
- Turn start color band should now expand across the whole screen on all wide screen resolutions
- Banners now have Resist
- Empire
- Squire: Move reduced from 12 to 10, Attack reduced from 4 to 3, Health increased from 10 to 12, Gains Intimidate instead of Skirmish
- Knight: Health increased from 12 to 14
- War Engine: Atk reduced from 2 to 1, Defense increased from 2 to 3
- Seraph: Health increased from 14 to 18, Move increased from 5 to 6, level up bonuses swapped (Gains +1 range on Silver, Remorse on Gold)
- General Thraxian: Mana cost of Valor reduced from 8 to 7
- Lady Alera: Mercy now grants 5 gold per combo point, up from 3
- Lady Alera's identity crisis has been solved, her aspirations to become a priestess have been lost and her abilities renamed appropriately
- Undead
- Skeleton: Health reduced from 6 to 4, Cost increased from 10 to 15
- Mummy: Health increased from 18 to 22, gains +1 attack and 2 Health at Gold level instead of -1 move and 4 Health
- Jezebelle the Torn: Restitch cost increased from 4 to 6, Infiltrate cost reduced from 7 to 5
- Fae
- Glade Rider: Cost increased from 35 to 40
- Treant: Decrease Health from 8 to 6
- Gryphon: only loses movement upon obtaining Gold level, First Strike moved to Silver level up trait, gains Siege, Cost increased from 70 to 75
- Enchantress Anastra: Harrow mana cost reduced from 7 to 6
- Stormlord Gantree: Passive no longer fully heals leveled up units, only refreshes them
[ 2016-12-18 02:12:43 CET ] [ Original post ]
Gameplay
- Overall difficulty of campaign missions reduced
- Results of healing phase now all displayed at same time rather than one at a time
- First Strike no longer ignores Cheat Death
- Replays which have mid game dialog no longer return control to the player
- Turn start color band should now expand across the whole screen on all wide screen resolutions
- Banners now have Resist
- Empire
- Squire: Move reduced from 12 to 10, Attack reduced from 4 to 3, Health increased from 10 to 12, Gains Intimidate instead of Skirmish
- Knight: Health increased from 12 to 14
- War Engine: Atk reduced from 2 to 1, Defense increased from 2 to 3
- Seraph: Health increased from 14 to 18, Move increased from 5 to 6, level up bonuses swapped (Gains +1 range on Silver, Remorse on Gold)
- General Thraxian: Mana cost of Valor reduced from 8 to 7
- Lady Alera: Mercy now grants 5 gold per combo point, up from 3
- Lady Alera's identity crisis has been solved, her aspirations to become a priestess have been lost and her abilities renamed appropriately
- Undead
- Skeleton: Health reduced from 6 to 4, Cost increased from 10 to 15
- Mummy: Health increased from 18 to 22, gains +1 attack and 2 Health at Gold level instead of -1 move and 4 Health
- Jezebelle the Torn: Restitch cost increased from 4 to 6, Infiltrate cost reduced from 7 to 5
- Fae
- Glade Rider: Cost increased from 35 to 40
- Treant: Decrease Health from 8 to 6
- Gryphon: only loses movement upon obtaining Gold level, First Strike moved to Silver level up trait, gains Siege, Cost increased from 70 to 75
- Enchantress Anastra: Harrow mana cost reduced from 7 to 6
- Stormlord Gantree: Passive no longer fully heals leveled up units, only refreshes them
[ 2016-12-18 02:12:43 CET ] [ Original post ]
Steam Trading Cards for Shattered Throne are now active. Happy collecting!
[ 2016-12-07 22:02:45 CET ] [ Original post ]
Steam Trading Cards for Shattered Throne are now active. Happy collecting!
[ 2016-12-07 22:02:45 CET ] [ Original post ]
Gameplay
- All campaign and Skirmish maps tweaked and adjusted
- New maps for every online division
- Campaign scenario detail window now shows only 1 star available
- Online screen now shows total record across all divisions in top bar
- Access to Beginner division no longer allowed once a player has 5 or more wins across all divisions
- Access to Expert division locked out until player has 10 total wins across all divisions
- Size of ongoing games in online game scene decreased to allow more games to fit without scrolling
- New Help tip added which lists game hotkeys
- Various small graphical tweaks
- Comment popup after playing a game is no longer shown
- Librarian, Unified Faction, and cross Faction leaders are no longer unlocked now that play testing period has ended. These will become available for unlocking in a future content patch
- Victory and Defeat displays now correct for Replays, only affects new replays saved from now on
- Marionette power no longer can take over enemy banners
- AI fixed in regards to units with Steady Shot (was gaining range bonus even when the unit moved)
- Transports can now properly drop off transported units without moving
- Death animation once again properly displayed when units are killed due to a leader power
- Removed errant Battle icon appearing to lower left of campaign map when zoomed in this area
- Tradeposts now grant Haste blessing to occupying friendly units at start of turn
- Empire
- Seraph price increased from 65 to 70
- Alera's Respite power cost increased from 6 to 7
- General's Disruption power cost increased from 4 to 5, and damage increased from 1 to 2 per combo point
- Undead
- Fae
- Archdruid's Fog power increased from 3 to 4
- Unified
- Mana Capacitor changed to now award gold when leader powers are used, and remove from opponent when they use theirs
[ 2016-11-28 04:09:48 CET ] [ Original post ]
Gameplay
- All campaign and Skirmish maps tweaked and adjusted
- New maps for every online division
- Campaign scenario detail window now shows only 1 star available
- Online screen now shows total record across all divisions in top bar
- Access to Beginner division no longer allowed once a player has 5 or more wins across all divisions
- Access to Expert division locked out until player has 10 total wins across all divisions
- Size of ongoing games in online game scene decreased to allow more games to fit without scrolling
- New Help tip added which lists game hotkeys
- Various small graphical tweaks
- Comment popup after playing a game is no longer shown
- Librarian, Unified Faction, and cross Faction leaders are no longer unlocked now that play testing period has ended. These will become available for unlocking in a future content patch
- Victory and Defeat displays now correct for Replays, only affects new replays saved from now on
- Marionette power no longer can take over enemy banners
- AI fixed in regards to units with Steady Shot (was gaining range bonus even when the unit moved)
- Transports can now properly drop off transported units without moving
- Death animation once again properly displayed when units are killed due to a leader power
- Removed errant Battle icon appearing to lower left of campaign map when zoomed in this area
- Tradeposts now grant Haste blessing to occupying friendly units at start of turn
- Empire
- Seraph price increased from 65 to 70
- Alera's Respite power cost increased from 6 to 7
- General's Disruption power cost increased from 4 to 5, and damage increased from 1 to 2 per combo point
- Undead
- Fae
- Archdruid's Fog power increased from 3 to 4
- Unified
- Mana Capacitor changed to now award gold when leader powers are used, and remove from opponent when they use theirs
[ 2016-11-28 04:09:48 CET ] [ Original post ]
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!
[ 2016-11-22 02:38:15 CET ] [ Original post ]
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!
[ 2016-11-22 02:38:15 CET ] [ Original post ]
Gameplay
- Campaign scenarios 23-24 updated
- New Campaign end scenario 25
- New Victory condition type: Kill enemy warlords
- New Victory condition type: Win when flag is set
- New event actions: Create Settlement and Remove Settlement
- Sequential event actions of the same type on a triggered event now appear at the same time instead of one at a time
- On Kill event triggers now fire only on Banner kills, with description changed accordingly
- Fixed issue in which triggers with more than one space were not properly saving every space in the editor
- Fixed necromancer attack animation glitch
- Fixed issue where on Capture triggers with multiple locations would not properly fire if more than one location was captured at the same time
- Empire
- General's Major power switched to Valor: Refreshes near death units
- Undead
- Skeleton Defy Death is now a base Trait, and Weakness is awarded at level up
- Necromancer: gains new Summoner trait on level up instead of ranged counter
- Ghost Ship: gains Resist on level up instead of Piercing
- Reaver: Plunder now generates 3g per enemy settlement in range (up from 2), Max health increased from 10 to 12, Defense increased from 1 to 2
- Spectre renamed to Mummy with new graphics and can be transported as normal for a foot unit
- Morghast: Major power no longer creates a zombie in villages, only towns
- Jezebelle: Minor power changed to grant regeneration blessing to damaged units, or heal those which already have it
- Lilith: Minor power now takes control of target units for 1 turn, and does not change their type. Targets with resist cannot be controlled
- Lilith: Major power switched to Bloodlust: Deals 2 damage to all enemies
- Fae
- Waygates no longer generate income
- Ark replaces Boarding Planks level up trait with new Regeneration trait
- Unified
- Banshee: Replaces Weaken trait with Silence, Torment damage increased from 2 to 3 damage per curse and affects surrounding rather than adjacent targets, Range increased from 3 to 4
- Banshee Queen updated
[ 2016-11-21 01:54:05 CET ] [ Original post ]
Gameplay
- Campaign scenarios 23-24 updated
- New Campaign end scenario 25
- New Victory condition type: Kill enemy warlords
- New Victory condition type: Win when flag is set
- New event actions: Create Settlement and Remove Settlement
- Sequential event actions of the same type on a triggered event now appear at the same time instead of one at a time
- On Kill event triggers now fire only on Banner kills, with description changed accordingly
- Fixed issue in which triggers with more than one space were not properly saving every space in the editor
- Fixed necromancer attack animation glitch
- Fixed issue where on Capture triggers with multiple locations would not properly fire if more than one location was captured at the same time
- Empire
- General's Major power switched to Valor: Refreshes near death units
- Undead
- Skeleton Defy Death is now a base Trait, and Weakness is awarded at level up
- Necromancer: gains new Summoner trait on level up instead of ranged counter
- Ghost Ship: gains Resist on level up instead of Piercing
- Reaver: Plunder now generates 3g per enemy settlement in range (up from 2), Max health increased from 10 to 12, Defense increased from 1 to 2
- Spectre renamed to Mummy with new graphics and can be transported as normal for a foot unit
- Morghast: Major power no longer creates a zombie in villages, only towns
- Jezebelle: Minor power changed to grant regeneration blessing to damaged units, or heal those which already have it
- Lilith: Minor power now takes control of target units for 1 turn, and does not change their type. Targets with resist cannot be controlled
- Lilith: Major power switched to Bloodlust: Deals 2 damage to all enemies
- Fae
- Waygates no longer generate income
- Ark replaces Boarding Planks level up trait with new Regeneration trait
- Unified
- Banshee: Replaces Weaken trait with Silence, Torment damage increased from 2 to 3 damage per curse and affects surrounding rather than adjacent targets, Range increased from 3 to 4
- Banshee Queen updated
[ 2016-11-21 01:54:05 CET ] [ Original post ]
Gameplay
- Right clicking on an possible attack will now display all damage that will result from that action
- Campaign scenarios 17-21 updated
- New remove unit at location event action added to editor
- Units with Resist no longer affected by certain leader powers which add curses
- All events associated with a reoccuring trigger can occur more than once, not just the first event in list
- Experience properly awarded when combat results in extra movement, such as from Overrun trait
- Empire
- Squire base attack increased from 3 to 4
- Undead
- Skeleton Shatter Trait changed to Pacify, Level up trait changed to Defy Death
- Wraith base attack increased from 4 to 6, max bonus from reaper reduced from 8 to 6, gains +2 HP per level (up from 1)
- Reaver Plunder range increased from 2 to 3
- Vampire base attack increased from 4 to 5, level bonuses switched
- Jezebelle's minor power changed to Tantrum: deals 1 damage to all enemies
- Jezebelle's major power changed to Infiltration: performs an immediate extra capture phase
- Lilith's minor power changed to Marionette: convert near death enemies to own side
- Lilith's major power changed to refresh her own near death units
- Fae
- Ark gains Redirect trait
- Glade Rider poison once again will deal damage 3 times (up from twice)
- Druid base defense increased from 1 to 2 and health lowered from 8 to 7
- Treant base defense increased from 2 to 3
- Annastra's Infection power now works on surrounding enemies, not just adjacent
- Unified
- Ranged unit changed from Ranger to Skeleton
- Flanker unit changed from Vampire to Glade Rider
- Alycia's Copycat power now works on all surrounding units, not just adjacent, tooltip updated to correctly describe is from any unit
[ 2016-11-14 01:58:14 CET ] [ Original post ]
Gameplay
- Right clicking on an possible attack will now display all damage that will result from that action
- Campaign scenarios 17-21 updated
- New remove unit at location event action added to editor
- Units with Resist no longer affected by certain leader powers which add curses
- All events associated with a reoccuring trigger can occur more than once, not just the first event in list
- Experience properly awarded when combat results in extra movement, such as from Overrun trait
- Empire
- Squire base attack increased from 3 to 4
- Undead
- Skeleton Shatter Trait changed to Pacify, Level up trait changed to Defy Death
- Wraith base attack increased from 4 to 6, max bonus from reaper reduced from 8 to 6, gains +2 HP per level (up from 1)
- Reaver Plunder range increased from 2 to 3
- Vampire base attack increased from 4 to 5, level bonuses switched
- Jezebelle's minor power changed to Tantrum: deals 1 damage to all enemies
- Jezebelle's major power changed to Infiltration: performs an immediate extra capture phase
- Lilith's minor power changed to Marionette: convert near death enemies to own side
- Lilith's major power changed to refresh her own near death units
- Fae
- Ark gains Redirect trait
- Glade Rider poison once again will deal damage 3 times (up from twice)
- Druid base defense increased from 1 to 2 and health lowered from 8 to 7
- Treant base defense increased from 2 to 3
- Annastra's Infection power now works on surrounding enemies, not just adjacent
- Unified
- Ranged unit changed from Ranger to Skeleton
- Flanker unit changed from Vampire to Glade Rider
- Alycia's Copycat power now works on all surrounding units, not just adjacent, tooltip updated to correctly describe is from any unit
[ 2016-11-14 01:58:14 CET ] [ Original post ]
Gameplay
- Campaign maps 14-16 updated
- New online maps for Quickplay division which are designed better for faster games
- Forestwalk and Waygate teleport actions no longer appear prior to moving a unit, only after
- Zombies spawned from Deathknights should no longer occassionally retain the existing combo points on the Deathknight
- Harbors now heal ships as per their tooltip
- Fixed state glitches that could arise from the guided tutorial moves
- Another major switch up of leader powers, too many changes to list, be sure to reread leader power descriptions
- Fae
- Sprite level up benefits swapped
- Ranger no longer has Forage
- Druid swapped out Protection aura for Heal aura which works as Forage did, max hp increased from 7 to 8
- Gladerider hp reduced from 10 to 8, now only suffers half damage when Withdraw is successful
- Undead
- Crypts no longer heal units
- Ghoul Consume Corpse now heals for 8 health (up from 4)
- Wraith base attack reduced from 6 to 4, attack bonus from Reaper trait now capped at +8 additional attack. Hp gain per level reduced from 2 to 1
[ 2016-11-08 02:32:59 CET ] [ Original post ]
Gameplay
- Campaign Scenario 10 tweaked
- Campaign Scenarios 11-13 redone
- New Reoccuring flag when setting event triggers
- Setting the turn number on a "Turn Start" trigger will attempt to tigger the event every turn
- Added total star count display to Online screen
- Move bonus and penalties on level up now actually take effect
- Maps with more than one "Turn Start" triggered event will now trigger all events, not just the first one found
- Forage heal reduced from 2 to 3 and updated tooltip to detail that this heal is triggered on both player turns
- Effect of RangeUp effects now rounds up, effects of RandDown effects continue to round down
- Charity now works on any gold producing settlement, not just villages and towns
- Tradepost now gives 2 gold per neutral or enemy town, instead of 3
- Blind and Poison conditions now last 1 less turn
- Librarian leader Major power switched to Silence damage enemies
- Empire
- General leader Minor power switched to "Move Out"
- Prince leader passive switched to reduced unit cost
- Galley range reduced from 3-5 to 2-3 and cost increased from 60 to 70
- Undead
- Reaver gains new Plunder trait and cost increased from 45 to 55
- Ghoul paralysis level up trait now lasts into opponents turn
- Fae
- Stormlord leader passive power is now heal and refresh on level ups
- Stormlord leader minor power is now increased range
- Stormlord leader major power is now Inspiration (xp grant)
- Archdruid leader minor power is now decreased enemy range
- Unicorn max health increased from 14 to 16, attack reduced from 5 to 4, level up traits changed to new Blur trait and Attack Bonus
- Druid attack increased from 1 to 2, now has fast level up rate, range of forestwalk increased from 12 to 16
- Treant level up trait changed to Forestwalk
- Glade Rider level up trait Forage changed to Camouflage and max health boosted from 8 to 10
- Destroyer cost increased from 45 to 55
- Ark cost decreased from 55 to 50, Attack increased from 3 to 4 and level up bonuses swapped
[ 2016-10-31 01:09:32 CET ] [ Original post ]
Gameplay
- Campaign maps 9 and 10 have been updated
- Steam Game Notifications for online games has been partially added. Currently there can be an issue after submitting a turn that you can get an error message about it not being your turn. I hope to have this solved within a couple days (is on server side). Until then, please return to the main menu and then back to the Online screen. Despite the error message, the turn was sent successfully.
- Selecting a random faction when starting a new Skirmish or online game will now properly also set your leader to random as well
- Fae
- Druid: Changed Barkskin for Protection Aura, granting a stacking +1 Defense to nearby allies
- Sprite: Changed Weaken for Revenge, which damages a unit that kills the Sprite for the same amount that was inflicted upon them
- Bladedancer: Cost increased to 25
- Ranger: Forage now also heals nearby allies
- Unicorn: Changed Heal aura to new ability to swap positions with an ally within 12 spaces
- Undead
- Skeleton: Level up trait Spite replaced with Weaken
- Ghoul: Switched out Diseased trait for Consume Corpse, which grants the Ghoul a heal whenever a nearby unit is killed
- Deathknight: switched to be the Undead Support unit, HP reduced to 10, Attack reduced to 4, cost reduced to 40, loses Overrun and Determined, gains Attack Aura and Drain Life
- Necromancer: no longer has Armor Piercing trait and has had his level up benefits switched up
- Banshee removed, new unit in Shock role. Will eventually be a Mummy but due to new graphics being a few weeks out, is currently named Spectre and uses the Banshee graphics. But do not be fooled, this is an entirely new unit which has some interesting interactions with existing Undead units.
- United
- Defender unit is now Guard instead of Sprite
- Support unit is now Druid instead of Priestess
- Lamia now Banshee and stats and traits updated for this change
- Feedback trait renamed to Torment
[ 2016-10-23 23:57:08 CET ] [ Original post ]
Content
- Campaign scenario 6 rebuilt to be more interesting and provide tutorial for upgrading settlements
- Campaign scenario 7 tweaked to be more new player friendly
- Campaign scenario 8 rebuilt to provide a more interesting play experience with scripted events
- New event trigger in Map editor for "When Unit at location killed" intended for immobile units such as banners
- Fixed leaderboard overlapping row bug, for reals this time
- Can once again start new online games, very sorry that this one slipped past me to begin with
- Prince's Charge power now properly applied to Mounted units as intended
- Experience bar tooltip now shows negative health gains for Lamia unit
- Seraph's Chain Strike now works on diagonals
- Cathedral radius increased from 8 to 10
- Can now drop off transported units on all terrain except water, reef, and void
- Further terrain cost adjustments. Wastelands are now cosmetic only.
[ 2016-10-17 00:35:03 CET ] [ Original post ]
General
- Campaign scenarios 4 and 5 reworked to be more user friendly and smooth out learning curve
- Academies now grant 4xp per turn (up from 2) and cost 25g to upgrade into, rather than 30g
- Waygates now allow transport to any owned settlement, not just to other Waygates
- Cathedrals now restore units to life with full health, and heal all surrounding units at the start of the turn. Their upgrade cost has also been reduced from 40g to 30g
- Mounted and Foot move costs for various terrain types has been adjusted somewhat
- Prince and Alera's minor powers swapped
- Edit trigger in Map editor now properly shows current trigger settings
- Leaderboards should no longer occasionally show all rows stacked in same location
- Banshee aura once again visible
- Poison and Regen now tick for 3 health (up from 2)
- Alera's minor power "Mercy" cost updated to 3 (from 5) mana
- "Move Out" power for Elf leader cost increased to 5 (from 4)
- Empire Units
- Squire move increased to 12 (from 10)
- War Engine move increased to 5 (from 4) and regains Siege trait
- Seraph cost reduced from 75 to 65, gains Vengeance, loses Spite
- Frigate move increased from 5 to 6
- Galley move increased from 4 to 5, Health increased to 14 (from 12)
- Fae Units
- Sprite cost increased to 15, regains Haste
- Bladedancer, Ranger, and Druid move increased from 6 to 8
- Unicorn move increased from 9 to 10
- Treant move increased from 5 to 6, loses Siege, regains Sunder
- Gryphon move increased from 4 to 5, cost dropped to 70 (from 75), becomes slower as levels up, instead of health loss
- Destroyer move increased from 6 to 7, Health increased from 8 to 10
- Ark move increased from 5 to 6, Health increased from 12 to 14
- Undead Units
- Skeleton Poison level up trait changed to Spite
- Deathknight move increased form 8 to 9, replaces Vengeance with Overrun
- Necromancer speed increased from 5 to 6, Energy Overload now grants increased attack blessing
- Reaver move increased from 5 to 6 and attack from 3 to 4
- Ghost Ship move increased from 5 to 6, Health from 8 to 10
- United Units
- Lamia move increased from 6 to 8, Health increased from 12 to 14, now loses Max Health on level up, and gains Lifesteal at gold rank
[ 2016-10-10 01:53:41 CET ] [ Original post ]
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
- [DONE] Custom Map Editor
- [DONE] Steamworks support for custom maps
- [DONE] Ensure camera moves to show teleport action destination
- [DONE] Update scoring algorithm
- [DONE] Show grid overlay option
- [DONE] Full rework of online game display
- [DONE] 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
- [DONE] Additional Tile Flavors (plains with flowers)
- [DONE] Additional Terrain types (Swamps, Deserts, Chasms, Shoreline)
- Additional Skirmish maps
- Puzzle Maps
- Challenge Maps
- Hard Mode Campaign
- Steam Achievements
- [strike]In Game Unlocks tied to Achievements[/strike]
- Steam Trading Cards
- Ambient effects (drifting cloud shadows)
- [DONE] 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
- [DONE] Added graphical effects on campaign map (glow on banner hover)
- [SEMI-DONE] Adjust or remove zoom effect on campaign map
- Gamepad Support
- Upload/download replays
- Additional factions and leaders
- Seasonal online game leagues
- Boss battles
- Private online game leagues
- Player created custom campaigns
[ 2016-10-07 16:27:12 CET ] [ Original post ]
Features
- Each online division (except Beginner) now has its own leaderboard. Click on the division and bottom middle button will display the top 20 players (as the different divisions were only recently added, only "Standard" has any finished games to display)
- In order to get some playtesting in, several items which will eventually be unlockables are now unlocked for everyone (until the unlock system is finally put in place in a few weeks). This includes the following:
- United Faction: made up of a mix of units from the other 3 factions with a unique Warlord unit (Lamia) and settlement upgrade (Mana Capacitor). The art for these two items are currently in progress, so they are currently borrowing the Wraith and Way Gate images respectively.
- Historian as a playable Leader
- Traitor Leaders, any leader can be matched up with any faction
- Players who are unable to play Online games due to lack of a Registration option should now be able to Register and play online
- Upgrading villages which are occupied will no longer sometimes cause the wrong village to be upgraded
- Banshee Power aura now only grants +1 Attack (instead of +2) and no longer affects the Banshee itself. However, multiple auras will now stack
- Banshee base attack value increased from 2 to 3
- Banshee level up ability "Drain Life" now heals based on total damage caused rather than just half
- Druid Barkskin no longer applies regeneration and has been reduced in duration by 1 turn
- Unicorn Resist Aura changed to Heal aura, healing all surrounding friends by 2 at the start of each of their turns. Multiple heal auras stack.
- Unicorn loses Magic Strike, and instead gains Resist
- Unicorn cost reduced from 55 to 50
- Vampire now has the Blind trait
- Bladedancer base movement increased from 6 to 7
- Bladedancer level up Spite trait, replaced with new trait "Ripost"
- Deathmarks are no longer removed when next turn starts
- Great Leader Power shuffle has taken place. Numerous small and large changes to Leader powers, too many to list. The goal being to make all leaders more formidable and have powers that better match their theme and personalities. Existing online and saved games are not affected, though there may be a few glitches in which online/saved games have missing powers. I apologize for this inconvenience.
[ 2016-10-03 00:11:00 CET ] [ Original post ]
Features
- Multiple divisions added for online games: Beginner, Quick Play, Epic, and Expert. Currently there is only 1 map available for each of these additional modes, but more to come as well as leader boards.
- Players can now gain Stars from playing online games (except in Beginner division) Stars will eventually be the key to unlocking game features.
- Zoom in distance on campaign map reduced
- Reduce Enemy Banners victory condition now properly saved and available from game editor
[ 2016-09-26 00:28:01 CET ] [ Original post ]
Content
- Campaign scenarios 1-3 reworked to provide a tutorial and gradual introduction of key gameplay concepts. This will continue onto the next set of scenarios next week.
- New event action supported in editor to give the current player mana
- New key location icons added to game and editor
- Camera will now scroll to show teleport arrival actions
- Banners and battles on campaign map now have a glow when the mouse hovers over them
- Scroll and zoom on campaign map smoothed out to be less jarring
- Stars earned now shown on campaign map
- Adjacent mountain display corrected, which came at the cost of variety, which should improve in future updates
[ 2016-09-19 00:42:49 CET ] [ Original post ]
This weeks changes have been mostly behind the scenes setup for future updates, and as such there is nothing worth posting for this week.
[ 2016-09-12 00:18:53 CET ] [ Original post ]
Features
- Event setup in Map Editor now allows conditional execution of an event based on whether a particular flag has been set or not. A new event action sets event flags, and events can be triggered when a particular flag is set.
- Removed scoring mechanism. At end of game metrics on the game will be shown, but no grade is given. New banner graphics on campaign map displayed instead of grades.
- The edge of screen is no longer considered adjacent to water for purposes of building Harbors
- Hover detection area for level up tooltips corrected to match display
- Can no longer save maps and replays without a file name
- Parry, Dodge, and Skirmish now reduce damage by 50% like Ethereal instead of providing a defense boost. Damage values are rounded up, and like Ethereal, these traits do not reduce bonus damage from Combo points
- Siege no longer negates Parry, Dodge, and Skirmish
- Piercing no longer negates Fortify blessing
- Witchhunters now gain "Magic Strike" trait on level up instead of "Pacify"
- Seraphs now have new "Spite" trait in place of "Parry"
- Skeleton HP increased back to 6 (from 5)
- Rangers gain new "Forage" trait
- Glade Riders gain "Evasion" trait by default, and "Forage" on level up
- Unicorns trade "Purge" trait for "Magic Strike"
- Blade Dancers trade level up trait "Relentless" for "Spite"
- Gryphon base attack reduced from 6 to 5
- Destroyers gain new "Fire Support" trait on level up instead of "Ranged Counter"
[ 2016-09-05 00:34:22 CET ] [ Original post ]
Gameplay
- Experience system updated to award experience for attacking as well as casting beneficial spells on allies (only when there is an effect though, no xp for healing an undamaged unit for example)
- Skirmish and Campaign scenarios updated to work with underlying change to using unit roles to refer to units.
- Unit role now appears as an icon to the top left of the unit picture on the unit purchase screen and detail popups, along with a hover over tooltip explaining the role. Some role names changed now that roles are fully exposed rather than just internal.
- Empire
- Knight cost increased from 50 to 55
- War Engine no longer has Siege, and cost decreased from 55 to 50
- Seraph, all existing traits removed, now has Chain Strike and Parry, as well as Remorse on level up. Range decreased from 4 to 2, HP increased from 10 to 14, Attack increased from 3 to 4, cost increased from 65 to 75
- Undead
- Skeleton HP reduced from 6 to 5, loses Resist and gains Shattered (previously known as Death Wail)
- Banshee loses weakness and gains Attack Aura, levelup trait changed from Siege to Drain Life, attack reduced from 4 to 2, cost increased from 25 to 35
- Deathknight loses Attack Aura and Overrun, gains Vengence and Relentless, attack increased from 3 to 6, HP increased from 10 to 12, Cost decreased from 55 to 50
- Necromancer gains Piercing, on levelup gains Ranged Counter instead of Drain Life
- Wraith gains Cleave, HP increased from 10 to 12, cost increased from 65 to 70. Reaper trait grants +1 instead of +2 per kill
- Fae
- Sprite loses Haste and gains Weakness
- Ranger attack reduced from 2 to 1, Cost reduced from 25 to 20
- Druid gains Barkskin instead of Regen
- Unicorn loses Vengence and First Strike, gains Vicious and Purge, HP increased from 10 to 14, Cost decreased from 60 to 55
- Glade Rider Evasion moved to level up trait replacing Aim, attack increased from 1 to 2
- Treant loses Sunder and Guard, gains Siege and Steady shot, Range reduced from 5 to 4
- Gryphon replaces Siege with First Strike, gains Vampiric on level up instead of Frenzy, loses hp on level up instead of gaining, attack increased from 4 to 6
- New mountain graphics
[ 2016-08-29 02:01:50 CET ] [ Original post ]
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!
[ 2016-08-21 23:36:46 CET ] [ Original post ]
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
- Fixed a threading related bug which could cause the AI to think indefinitely as well as cause other issues which were not readily apparent.
- Water no longer shows through under gates
- Negative terrain effects no properly shown in terrain detail window
- New decorative options for plains, wasteland, sandy, swamp, and abyss terrain tiles now available in map editor to help break up large patches of like terrain
- Updated wasteland tile transitions to be more visually interesting
[ 2016-08-16 23:48:04 CET ] [ Original post ]
New Features
- Can add Champion and Hero level units to game in Map Editor
- Additional terrain types added: Swamp, Sandy, Abyss, and Reef
- Rough terrain renamed to Wasteland with new graphics
- Two new graphical styles for forests now available
- Minimap generated when uploaded custom map to Steam Workshop no longer has graphical glitches
- Currently selected terrain item in map editor now properly displays
- Skirmish screen no longer bugs out if player has never created a custom map
- Music should now properly change when playing a game with leaders from the same faction
- Music should properly start when starting a new game after playing a game with the same leader as the new
- Camps are now Banners with much nicer graphics (still some references to Camps in scenarios which need to be cleaned up)
- Skirmish screen now uses same minimap generator as Map Editor, supporting new terrain types and no longer tears when in motion
- Roads placed in map editor now properly connect to bridges and continue off map edges
- Roads no longer appear over settlements
- When multiple trackable victory conditions exist on a map, each is now displayed on its own line
- Minimal scroll width and height around maps increased to allow player status toolbar and editor tools to no longer cover map for some screen resolutions and map sizes
- CONTROL unit role now referred to as ELITE inside of map editor event setup. This is in preparation for the next update and currently has no effect other than the name change.
[ 2016-08-14 21:42:03 CET ] [ Original post ]
New Features
- Custom Map sharing now implemented through Steam Workshop. Maps can now be submitted through the Game Editor. You can browse and subscribe to maps created by other users within the Workshop page for Shattered Throne, which can be accessed through the Skirmish screen. If a subscribed map is not appearing, exit and reopen the skirmish screen.
- There are some issues with the small map image that is created for custom maps, with some strange artifacts appearing in the image.
- When editing a custom map, some of the terrain tiles do not properly show up under the current tile display, though they still add the correct terrain when added to the map. This was an unfortunate side effect of preparing some new terrain types which will be part of the next update.
- When loading a saved map in the editor, some unit types can get mixed up depending on the scenario settings.
[ 2016-08-08 00:12:56 CET ] [ Original post ]
Features
- Editor Event support added. This allows the map author to setup various triggers which can spawn units, show conversations, or add and remove markings on the map
- Custom maps can now be accessed through the Skirmish screen
[ 2016-07-31 23:30:23 CET ] [ Original post ]
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.
[ 2016-07-24 21:24:14 CET ] [ Original post ]
Map Editor
- Map Scrolling fixed
- Added Faction and Leader selection when choose to play game within editor
- Added Resize map functionality
- Added undo functionality (up to last 5 map changes made)
- Enforce settlements only on Plains/Roads by changing underlying space to plains if is not compatible with Settlement placement
- Added save map overwrite check with chance to prevent an existing save from being overwritten
- Last used filename for current map now saved and auto populated when choose to save again (and ignores overwrite check for this name)
- New game option to show or hide grid overlay (default value is hidden)
- MAC - When choosing faction for new online game, factions are no longer stacked
- Skeleton movement reduced from 6 to 5
- War Engine attack increased from 1 to 2
- Glade Rider movement increased from 10 to 12
[ 2016-07-17 21:22:55 CET ] [ Original post ]
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:
- Can once again select your faction and leader when creating a new online game
- Faction and Leader choice no longer become locked once selected on Skirmish and Online game scenes
- Removed defense bonus from Crypts as indicated in yesterday's patch notes (but was not actually done in game)
[ 2016-07-12 03:07:27 CET ] [ Original post ]
New Features
- Lots of work on the Map Editor this week. Maps can now be made, saved, loaded, and played. Currently can only play vs yourself and there is no way to specify a faction/leader for a player if it is set as random. A true players setup screen such as appears in Skirmish should be available soon. After playing a game it also returns back to the title screen instead of back to the editor. Noticing some issues with scrolling the map inside the editor that will be addressed this coming week. There are bound to be other glitches to be ironed out, so do not start working on your masterpiece just yet, but please do give it a try.
- Player two details now properly show on preview pane when loading or saving a replay
- Witchhunter cost reduced from 25 to 20 gold
- Crypts now grants +2 Attack instead of +1 Defense
[ 2016-07-11 00:07:26 CET ] [ Original post ]
New Features
- Map Editor - work continues, can now lay down terrain, as well as flood fill terrain. Settings popup now opens to adjust map settings, and victory conditions, still need to add set player faction and leaders, as well as save.
- Camps no longer affected by overrun and fear forced move effects
- Deathknight will no longer overrun into zombie created by Rebirth ability when killing its target. As such, Rebirth now prevents overrun from occurring.
- Crypts no longer promote friendly units into ghouls, instead they now provide a heal effect like villages
- Campaign map 3 difficulty adjusted down (enemy can no longer build units on this map) as feedback was consistently pointing to this map being too difficult so early on.
[ 2016-07-03 23:46:32 CET ] [ Original post ]
Feature Updates
- Map Editor now included, though at this point is not yet usable. Currently can only create a new map, and switch tools. This feature will come together over the next several weeks.
- Key binds added. Currently the following new keyboard shortcuts are now available:
- Scroll map: Arrow Keys
- Zoom in/out on map: Page Up and Page Down
- Show Game Menu: Escape
- Show Leader Power popup: TAB
- Undo: Backspace or left square bracket
- Submit Turn: Enter/Return or right square bracket
- Alera's Range Reduction power and the Archdruid's Storm Call powers swapped (Empire already has a way to reduce enemy range via Seraph and Fae already had way to reduce enemy move via Druids, so swap brings each more options)
- Etheral trait no longer halves damage from combo points
- Treants are now Academy units, and Unicorns are now Castle units
- Prince's Move Out power now works as per description, only refreshing units on buildings which can actually produce them
- Fixed Prince's passive description to properly reflect his ability to reduce unit costs
- Deathknight affected by Necromancer power no longer kills target on overrun
[ 2016-06-27 00:45:40 CET ] [ Original post ]
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.
[ 2016-06-22 22:09:46 CET ] [ Original post ]
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)
[ 2016-06-20 02:38:38 CET ] [ Original post ]
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.
[ 2016-06-12 04:29:21 CET ] [ Original post ]
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
[ 2016-06-10 18:33:56 CET ] [ Original post ]
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.
[ 2016-06-08 17:03:56 CET ] [ Original post ]
- Shattered Throne - LIN [221.76 M]
War has come to the once peaceful kingdom. Her brave knights turn on one another, while sylvan armies emerge from the wilds and necromantic magic commands forces of the dead. Test your tactics on the fields of battle. Master both steel and magic to secure victory.
Turn based strategy at its finest. Follow the story of the young prince as he leads his forces against dark forces that threaten to tear the realm apart. Direct powerful combo attacks to destroy the enemy and fuel game changing powers. Multiple play modes will challenge your ability as a general to the limit.
- Three unique armies, each with their own distinct play style
- Choose your general from a variety of characters, each with their own special powers and enhancements
- Strategy without the random, results are fully deterministic
- Unlimited undos to find the best method of attack
- Combo system makes each follow up attack against the same target stronger than the previous
- Upgrade villages to increase your economy and access special units and effects
- Battle the AI across a sprawling campaign with unique battles
- Units gain experience by defeating enemies, yielding powerful champions and heroes
- Challenge perfection with a variety of puzzle scenarios
- Battle others online with asynchronous game play
- OS: Ubuntu Linux 12.04+
- Processor: 2.0 GHz+ IntelMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 256 MB NVidia or ATI graphics card. Intel HD Graphics 3000 or better
- Storage: 500 MB available space
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