Update 13
We've added a few different modes and options to play besides the original battle. There was a lack of win conditions previously, or limits which meant you could find yourself in a stand-off where neither side wanted to advance. You can still have this if you want, but now you can break this up with the following options:
Since we've added up to 4-players now for multiplayer; we felt it was prudent to include teams. This makes the primary ally and opponent based on your team number, rather than faction. You can have any combination of teams 4-players allows. Only Attacker vs Defender is limited to 2 teams for obvious reasons.
4-Player can be best played on larger maps, so we've added a larger desert-tiled map to give you more room for battles.
We've updated the unit display on the HUD to make quick-glance info more readable and changed the stat values and traits panel entirely optional. Whatever state you leave these panels in will be saved, so no need to keep re-opening them if you like to see them. We have further work to come on the Combat Window element.
[ 2015-10-21 15:46:28 CET ] [ Original post ]
This week we're adding the previously mentioned Multiplayer modes that were in development and held up by our front-end update. Along with these modes includes new maps and we've expanded the number of players up to 4.
Multiplayer Modes
We've added a few different modes and options to play besides the original battle. There was a lack of win conditions previously, or limits which meant you could find yourself in a stand-off where neither side wanted to advance. You can still have this if you want, but now you can break this up with the following options:
- Attacker VS Defender - The defender wins if he holds out for a specific amount of turns, while the attacker wins if the defender is defeated or routed from the map. In this mode, you can specific the deployment points of each team independently.
- Capture of the Flag - Capturable flag points are scattered around the map to be taken and held. You may set the number of flags to be taken, requiring either the whole map worth, or only some to win.
- Turn Limits - You can specify turn limits for your game, to create a sense of urgency between players or allowing one player in the lead to go on the defensive and hold out for victory.
- Siege Maps - Attacker VS Defender has the option to have siege battles, adding a map specific fortress to be fought over.
4-Players with Teams
Since we've added up to 4-players now for multiplayer; we felt it was prudent to include teams. This makes the primary ally and opponent based on your team number, rather than faction. You can have any combination of teams 4-players allows. Only Attacker vs Defender is limited to 2 teams for obvious reasons.
New Large Map
4-Player can be best played on larger maps, so we've added a larger desert-tiled map to give you more room for battles.
New Unit UI and Combat Window
We've updated the unit display on the HUD to make quick-glance info more readable and changed the stat values and traits panel entirely optional. Whatever state you leave these panels in will be saved, so no need to keep re-opening them if you like to see them. We have further work to come on the Combat Window element.
Update 13
We've added a few different modes and options to play besides the original battle. There was a lack of win conditions previously, or limits which meant you could find yourself in a stand-off where neither side wanted to advance. You can still have this if you want, but now you can break this up with the following options:
Since we've added up to 4-players now for multiplayer; we felt it was prudent to include teams. This makes the primary ally and opponent based on your team number, rather than faction. You can have any combination of teams 4-players allows. Only Attacker vs Defender is limited to 2 teams for obvious reasons.
4-Player can be best played on larger maps, so we've added a larger desert-tiled map to give you more room for battles.
We've updated the unit display on the HUD to make quick-glance info more readable and changed the stat values and traits panel entirely optional. Whatever state you leave these panels in will be saved, so no need to keep re-opening them if you like to see them. We have further work to come on the Combat Window element.
[ 2015-10-21 15:46:28 CET ] [ Original post ]
This week we're adding the previously mentioned Multiplayer modes that were in development and held up by our front-end update. Along with these modes includes new maps and we've expanded the number of players up to 4.
Multiplayer Modes
We've added a few different modes and options to play besides the original battle. There was a lack of win conditions previously, or limits which meant you could find yourself in a stand-off where neither side wanted to advance. You can still have this if you want, but now you can break this up with the following options:
- Attacker VS Defender - The defender wins if he holds out for a specific amount of turns, while the attacker wins if the defender is defeated or routed from the map. In this mode, you can specific the deployment points of each team independently.
- Capture of the Flag - Capturable flag points are scattered around the map to be taken and held. You may set the number of flags to be taken, requiring either the whole map worth, or only some to win.
- Turn Limits - You can specify turn limits for your game, to create a sense of urgency between players or allowing one player in the lead to go on the defensive and hold out for victory.
- Siege Maps - Attacker VS Defender has the option to have siege battles, adding a map specific fortress to be fought over.
4-Players with Teams
Since we've added up to 4-players now for multiplayer; we felt it was prudent to include teams. This makes the primary ally and opponent based on your team number, rather than faction. You can have any combination of teams 4-players allows. Only Attacker vs Defender is limited to 2 teams for obvious reasons.
New Large Map
4-Player can be best played on larger maps, so we've added a larger desert-tiled map to give you more room for battles.
New Unit UI and Combat Window
We've updated the unit display on the HUD to make quick-glance info more readable and changed the stat values and traits panel entirely optional. Whatever state you leave these panels in will be saved, so no need to keep re-opening them if you like to see them. We have further work to come on the Combat Window element.
Warring States
polynation games ltd
polynation games ltd
2018-01-29
Strategy Singleplayer Multiplayer
Game News Posts 35
🎹🖱️Keyboard + Mouse
Mostly Positive
(65 reviews)
http://www.warringstatestactics.com
https://store.steampowered.com/app/282680 
The Game includes VR Support
Linux Content [1.73 G]
Warring States Tactics is a turn-based battle strategy game set during the Warring States period of Ancient China. The Warring States period is one of turmoil in China, where various feudal states struggle for control of all of China. Lead the forces of Qin through numerous historically-based missions as they challenge the other states for supremacy.
The story is told between missions as dialogue cutscenes using beautifully drawn character portaits; as well as in game dialogue relevant to the battle at hand.
Also included is a fully composed soundtrack, which really helps bring the feeling of Ancient China to the game's atmosphere.
Features
- Single player campaign
- Online and Local Multiplayer: Point-buy battles
- Turn-based (IGOUGO) battles
- Special Moves paid for by tactical points earned for making positive tactical decisions
- Original soundtrack
- Hexagon tiles
- Tactical combat (flanking, spear wall, terrain,...)
- Siege Warfare: Assault castle walls with numerous siege engines
- No Building: Focus entirely on the combat, and tactical choices
MINIMAL SETUP
- OS: Ubuntu 10.10+
- Processor: Dual Core CPU 1.6Ghz
- Graphics: 512Mb VRAM. Minimum 1024x768 resolution. Intel HD 3000 and higher. GeForce 8800 and higher. AMD Radeon X1600 and higher
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