Update 18
Sometimes you really want to move your unit a very specific way, but the pathing is forcing you down a specific route. Now you can use waypoints (hold shift + right click) to define the path you take. Avoid that scary forest you *know* has an ambush waiting.
The previous unit flags had some needless information and we're very clear. We've cleaned them up and also made them change size depending on your zoom level (which is adjustable in the options under Flag Zoom Threshold). Unit information is now more direct and clear and it should be easier to identify units while zoomed out.
A commonly requested feature - we've added a framerate limiter to the options. If you're running on a low spec laptop this lets you slow the game down and keep it from blasting your battery or boosting your CPU and melting your poor legs.
We've done some really thorough cleaning of the special attack code and fixed tons of softlocks and special case oddities (eg charging along roads not giving a speed benefit). Along with this we added a few features to some of the specials. One example is the Heavy Thrust attacks - when the tile you're attempting to push them into is occupied, it instead damages both units (if an enemy).
The tile highlight code got a serious rework and testing done - the result should be really clear and consistent highlighting for Zone of Control, limits, enemies and so forth.
When siegeing you can now capture gates and towers, making an entire assault via siege tower possible. This also takes over their auto-firing and they will turn on their former owners. Along with this - we've cleaned up the tower shooting phase (lovingly called the Upkeep Phase) and the towers now shoot more like archers with continuous fire.
We've hammered out more bugs than I care to recall. There should be no more soft-locks in the game and if one happens, there is now code to recover it and continue the game. Additionally we've updated our error reporting system to always catch the first error and not spam with any additional errors.
A lot of you (one user in particular) has been quizing us about our final release. Obviously we've blown way past our original plans but we keep wanting to polish the game as much as we can. The project has grown quite large for our team size - so our estimates have been a bit poor. Despite that, we're now approaching what we see as a releasable game. We have more bug fixing to do, a lot of balance and AI tweaking and localisation. Our release plan depends on getting Chapter 4 out so we can get the final text localised by a third-party. From that point we will nail down an actual release date. Going forward from here we will probably be doing regular updates with minor fixes and stability improvements (as well as Chapter 4 asap). We will also be taking the game off Early Access sale in the near future. It doesn't mean the game will be "Out of Early Access" just simply not purchaseable. We don't need any new Early Access users at this point to help out with feedback and testing, and we'd like to have some time off sale to prepare for the final release version. So if you want to get it at the lower EA price now is the last chance.
[ 2016-09-19 12:54:59 CET ] [ Original post ]
New update rolling out as this message is posted. I had hoped to get Chapter 4 in the update but we found an issue at the last minute with the missions and rather than postpone the update any further I wanted to get it out - since it included a ton of bug fixes.
Waypoint Movement
Sometimes you really want to move your unit a very specific way, but the pathing is forcing you down a specific route. Now you can use waypoints (hold shift + right click) to define the path you take. Avoid that scary forest you *know* has an ambush waiting.
New Unit Flags
The previous unit flags had some needless information and we're very clear. We've cleaned them up and also made them change size depending on your zoom level (which is adjustable in the options under Flag Zoom Threshold). Unit information is now more direct and clear and it should be easier to identify units while zoomed out.
Framerate Limiter
A commonly requested feature - we've added a framerate limiter to the options. If you're running on a low spec laptop this lets you slow the game down and keep it from blasting your battery or boosting your CPU and melting your poor legs.
Special Attack Improvements
We've done some really thorough cleaning of the special attack code and fixed tons of softlocks and special case oddities (eg charging along roads not giving a speed benefit). Along with this we added a few features to some of the specials. One example is the Heavy Thrust attacks - when the tile you're attempting to push them into is occupied, it instead damages both units (if an enemy).
Tile Highlighting Improvements
The tile highlight code got a serious rework and testing done - the result should be really clear and consistent highlighting for Zone of Control, limits, enemies and so forth.
Gates and Towers Capturable
When siegeing you can now capture gates and towers, making an entire assault via siege tower possible. This also takes over their auto-firing and they will turn on their former owners. Along with this - we've cleaned up the tower shooting phase (lovingly called the Upkeep Phase) and the towers now shoot more like archers with continuous fire.
Bugs, Bugs, Bugs
We've hammered out more bugs than I care to recall. There should be no more soft-locks in the game and if one happens, there is now code to recover it and continue the game. Additionally we've updated our error reporting system to always catch the first error and not spam with any additional errors.
Release Plans
A lot of you (one user in particular) has been quizing us about our final release. Obviously we've blown way past our original plans but we keep wanting to polish the game as much as we can. The project has grown quite large for our team size - so our estimates have been a bit poor. Despite that, we're now approaching what we see as a releasable game. We have more bug fixing to do, a lot of balance and AI tweaking and localisation. Our release plan depends on getting Chapter 4 out so we can get the final text localised by a third-party. From that point we will nail down an actual release date. Going forward from here we will probably be doing regular updates with minor fixes and stability improvements (as well as Chapter 4 asap). We will also be taking the game off Early Access sale in the near future. It doesn't mean the game will be "Out of Early Access" just simply not purchaseable. We don't need any new Early Access users at this point to help out with feedback and testing, and we'd like to have some time off sale to prepare for the final release version. So if you want to get it at the lower EA price now is the last chance.
Update 18
Sometimes you really want to move your unit a very specific way, but the pathing is forcing you down a specific route. Now you can use waypoints (hold shift + right click) to define the path you take. Avoid that scary forest you *know* has an ambush waiting.
The previous unit flags had some needless information and we're very clear. We've cleaned them up and also made them change size depending on your zoom level (which is adjustable in the options under Flag Zoom Threshold). Unit information is now more direct and clear and it should be easier to identify units while zoomed out.
A commonly requested feature - we've added a framerate limiter to the options. If you're running on a low spec laptop this lets you slow the game down and keep it from blasting your battery or boosting your CPU and melting your poor legs.
We've done some really thorough cleaning of the special attack code and fixed tons of softlocks and special case oddities (eg charging along roads not giving a speed benefit). Along with this we added a few features to some of the specials. One example is the Heavy Thrust attacks - when the tile you're attempting to push them into is occupied, it instead damages both units (if an enemy).
The tile highlight code got a serious rework and testing done - the result should be really clear and consistent highlighting for Zone of Control, limits, enemies and so forth.
When siegeing you can now capture gates and towers, making an entire assault via siege tower possible. This also takes over their auto-firing and they will turn on their former owners. Along with this - we've cleaned up the tower shooting phase (lovingly called the Upkeep Phase) and the towers now shoot more like archers with continuous fire.
We've hammered out more bugs than I care to recall. There should be no more soft-locks in the game and if one happens, there is now code to recover it and continue the game. Additionally we've updated our error reporting system to always catch the first error and not spam with any additional errors.
A lot of you (one user in particular) has been quizing us about our final release. Obviously we've blown way past our original plans but we keep wanting to polish the game as much as we can. The project has grown quite large for our team size - so our estimates have been a bit poor. Despite that, we're now approaching what we see as a releasable game. We have more bug fixing to do, a lot of balance and AI tweaking and localisation. Our release plan depends on getting Chapter 4 out so we can get the final text localised by a third-party. From that point we will nail down an actual release date. Going forward from here we will probably be doing regular updates with minor fixes and stability improvements (as well as Chapter 4 asap). We will also be taking the game off Early Access sale in the near future. It doesn't mean the game will be "Out of Early Access" just simply not purchaseable. We don't need any new Early Access users at this point to help out with feedback and testing, and we'd like to have some time off sale to prepare for the final release version. So if you want to get it at the lower EA price now is the last chance.
[ 2016-09-19 12:54:59 CET ] [ Original post ]
New update rolling out as this message is posted. I had hoped to get Chapter 4 in the update but we found an issue at the last minute with the missions and rather than postpone the update any further I wanted to get it out - since it included a ton of bug fixes.
Waypoint Movement
Sometimes you really want to move your unit a very specific way, but the pathing is forcing you down a specific route. Now you can use waypoints (hold shift + right click) to define the path you take. Avoid that scary forest you *know* has an ambush waiting.
New Unit Flags
The previous unit flags had some needless information and we're very clear. We've cleaned them up and also made them change size depending on your zoom level (which is adjustable in the options under Flag Zoom Threshold). Unit information is now more direct and clear and it should be easier to identify units while zoomed out.
Framerate Limiter
A commonly requested feature - we've added a framerate limiter to the options. If you're running on a low spec laptop this lets you slow the game down and keep it from blasting your battery or boosting your CPU and melting your poor legs.
Special Attack Improvements
We've done some really thorough cleaning of the special attack code and fixed tons of softlocks and special case oddities (eg charging along roads not giving a speed benefit). Along with this we added a few features to some of the specials. One example is the Heavy Thrust attacks - when the tile you're attempting to push them into is occupied, it instead damages both units (if an enemy).
Tile Highlighting Improvements
The tile highlight code got a serious rework and testing done - the result should be really clear and consistent highlighting for Zone of Control, limits, enemies and so forth.
Gates and Towers Capturable
When siegeing you can now capture gates and towers, making an entire assault via siege tower possible. This also takes over their auto-firing and they will turn on their former owners. Along with this - we've cleaned up the tower shooting phase (lovingly called the Upkeep Phase) and the towers now shoot more like archers with continuous fire.
Bugs, Bugs, Bugs
We've hammered out more bugs than I care to recall. There should be no more soft-locks in the game and if one happens, there is now code to recover it and continue the game. Additionally we've updated our error reporting system to always catch the first error and not spam with any additional errors.
Release Plans
A lot of you (one user in particular) has been quizing us about our final release. Obviously we've blown way past our original plans but we keep wanting to polish the game as much as we can. The project has grown quite large for our team size - so our estimates have been a bit poor. Despite that, we're now approaching what we see as a releasable game. We have more bug fixing to do, a lot of balance and AI tweaking and localisation. Our release plan depends on getting Chapter 4 out so we can get the final text localised by a third-party. From that point we will nail down an actual release date. Going forward from here we will probably be doing regular updates with minor fixes and stability improvements (as well as Chapter 4 asap). We will also be taking the game off Early Access sale in the near future. It doesn't mean the game will be "Out of Early Access" just simply not purchaseable. We don't need any new Early Access users at this point to help out with feedback and testing, and we'd like to have some time off sale to prepare for the final release version. So if you want to get it at the lower EA price now is the last chance.
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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