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This update took longer than I expected or wanted, but now it's finally here. I had originally intended for the next update to be a upgrade of the Unity engine version and some pending graphical improvements. However, due to the delay in bringing you this update, I want to put out at least one, maybe two, smaller updates on the heels of this one, before doing anything with even a small risk of delay. There is a decent backlog of QoL improvements and misc. requests that I will want to make sure are done in the not too distant future. I realize the updates have been sparse these last months, but there are things happening that should help me pick up the pace a little. I don't want to over-promise, but hopefully the next few weeks will feature game updates that show what I'm talking about. If things pan out as I hope they will, it should increase my development bandwidth a fair bit. Either way, I will keep you all informed on the forums.
A somewhat small update this time, as I took some time off after the rather grueling effort of fixing a very nasty save game bug in the previous update. But still a few very requested features/tweaks that I'm happy to finally have had the time to do.
Bug fixes and single minor resource site tweak.
Work on custom 'mundane' unit types is still on-going, but here is an interim game update. You'll see some of the work on streamlining equipment mechanics and how they relate to unit types reflected below, but there is a lot of other stuff. In particular, I'm very happy about the custom deity icon/image feature for the mythos editor. I think this new way to add custom graphics without leaving the editor, thus not requiring manually linking image files with arcane script files, is much more user-friendly. This also ties in perfectly with custom unit types, culture editing and other in-progress features. Note that one of the new Celestial City Buildings, Hall of War, wasn't really supposed to be enabled yet, so it is missing a unit buff that it should have (and which will come in a future patch). But when I saw I had accidentally enabled it, I just kept it in, as it has Unrest reduction and that's something a lot of players have been asking for. Mechanics and Content
The Mythos Editor has arrived! I am pretty excited about this, as it's the first part of the Editor support for custom world creation. I want to expand this to eventually cover everything the World Generator does, so that players can create and share their own fantasy worlds - from scratch or by modifying something created by the generator. There are still a few issues with the Editor - the UI is a bit rough, you can't specify custom Plane unit rosters, etc. I'm sure there are a few bugs in it, also. The next patch cycle is dedicated to Sovereigns and custom unit mechanics - but I will be giving some 'hypercare' attention to the Mythos Editor, and adding some things I didn't manage to squeeze in for this version (custom deity/plane icons and backgrounds in particular). This update cycle stretched a bit longer than I would have liked, so I will try to avoid large tasks for the next couple of cycles, in order to get the weekly / bi-weekly update schedule back on track. There is a good amount of smaller tasks pending and a slightly higher number of open bug reports than I normally have, but I expect to have those bugs stomped out during this week. So there will likely be one or more small hyper-care/QoL/bugfix patches before the Sovereign improvements are in a patch. But I am aiming for the first of those in the quite near future still. I had hoped to have Steam Cloud Saves in for this update, but I wanted to give it more internal testing. I am sure everyone can appreciate that save game integrity is important, so I am hesitant to rush this. Hopefully it will be available later this week, for those who wish to use it. Editor:
First update of the year! I will try to keep a weekly update cycle, as I think that is the best cadence, but I hope you will forgive if it slips now and then. I'll count this one as a success, even if I didn't get as many things into this update as I would have liked. There are a few bugs still left open and I didn't manage to get any new Editor functionality in. The Allied Race bug turned out to be pretty severe, so I had to rip out most of the old code and write a new version. I'm pretty happy with the new one, though, as it has much more flexibility and potential. But it ate a significant amount of time. Still, I am happy with this first update of the year (and the 1.0.3 version). Next week, I should be able to find some time for a recap of 2021. But as always bugs take priority. Thank you to the many players who contribute feedback, ideas, bug reports, create mods and offer words of encouragement. I very much appreciate it, and I will do my best to put into these updates, as much as possible from that treasure trove of ideas and suggestions. Features:
New update to celebrate a new year - happy new year everyone! And thank you so much for a great year. The support and positivity from the player community has been truly amazing. You have provided me with ideas, beta branch testing, bug reports, words of encouragement, constructive criticism and more - I am grateful and I hope that the game will provide you with entertainment and enjoyment for years to come. It's been a little bit more than a year since version 1.0.0.1, and a lot has happened since then. I will try to get a post up with a summary of the changes and improvements made, highlighting the major milestones. I will also share my plans and ambitions for the coming months. I look forward to another year of work on this game and I'm excited to see how the game will grow and improve during this time, and interacting with the community, trying to get as many of those awesome ideas and suggestion into the game as possible.
Just a small bugfix patch. The regular update patch is expected to be ready within the next couple of days.
Wasn't intending to release this one quite yet, as the Road Building feature isn't ready yet. But the number of bug fixes piling up on the beta branch made the decision for me. Road Building is still slated as the next feature and is progressing well, but it would be silly to hold back bug fixes longer than necessary. Hopefully there will not be enough bugs to warrant a new patch before Road Building can go out (and 'Accelerated Game Start').
Just a small bug fix patch.
1.0.2.16
With a focus on Battles and Dungeon Expeditions this update is named 'Valor' as a reference to the courage of those delving into the dangers of haunted crypts and fiery depths, and the ranks of poor infantrymen who stand on the battlefield bravely receiving the charges of Phoenixes, Zombie hordes and Death Knights. Patch notes are below. I'll add a few more words to the update in a separate post on the forums later. If you're curious about what happened to my plans for cities or if the Golem update is next, those question should be answered there. I'll update this with a link when I've made that post. A big thanks to P. Casimir and Verroth for submitting an awesome amount of Dungeon flavor text. You can enjoy this in your game by enabling the new Lore Module. Optional Grid-Based Battles
Just a small patch to fix some bugs and issues. A more solid update is getting closer, but needs a little bit more time in the oven.
Unit Types
Just a small bug fix patch. A good amount of my time since the patch a few days went into the battle beta patch coming out later today. Bug Fixes / Tweaks
Mechanics and Units
Just a small patch today. Didn't really plan for a patch today, but I thought the scaling fix should be released asap.
Magic and Wizards
This path side tracked my work on the beta branch, but I think these are important fixes and changes, and absolutely worth postponing the beta branch update by a day or two. I will also add more options like the Golem Workshop in the coming days - for other types of Units. They may not all be buildings, but I want to add more ways to recruit magic units away from the Tower.
Very small patch with more smooth map panning and a bit of bug fixing. I'll have an update to the Beta Branch tomorrow with more 'meaty' changes, and as soon possible after that a main branch update with a combination of select Beta Branch changes (Recruitment UI improvements mostly) and a number of other things (AI/Content/Misc).
These are the aggregated patch number from a successive series of minor patches. A larger patch and the Experimental Grid-Based Battle beta is coming soon.
Didn't really plan to push this out yet, but I had some odds and ends that might as well piggy-back on the bugfix which was the reason for this patch.
This update is a hodge-podge of graphical upgrades, modding functionality, quality of life improvements, bug fixes and user requested content/features. It was never really my intent that 1.0.1 should arrive this late - and on the heels of more than 80 total main and beta patches. But I overworked myself somewhat in time immediately after 1.0, and after suffering a period of reduced productivity, I have now found a more sustainable pace. Those who have taken a break from the game may notice that some of the in-progress 1.0.1 work has been shelved. The explanation is too long-winded for this already long-winded post, but the important part is that I'll resume work on those shelved things after a brief period of hyper-care for this update. I haven't given up on the economy and city improvements. A beta branch for 1.0.2 should go up later this week. I have some catching up to do on the forums, but after that, the journey to 1.0.2 can begin. And I will try to keep the wait shorter this time. The beta for 1.0.1 was too long, and I will try avoid that in the future. I'm happy with the amount of 'stuff' in the continuous patches delivered to the beta during this time, but not too happy with the time which passed before it hit main. Thank you to those who reminded me about the need for a push to main. Finally, I would also like to extend thanks to everyone who submitted bug reports, ideas, feedback, encouragement and/or constructive criticism. You are too many to mention by name without the risk of forgetting someone, but you have my sincere thanks. User Interface and Graphics
A small bug fix patch. These are not merged to the 1.0.1 Beta Branch yet but should be today or tomorrow.
Just another small bug fix patch, as the majority of attention is given to the 1.0.1 beta branch. All of these fixes have also been made on the beta branch alongside the various new developments.
Just a small bug fix patch. I'll merge these over to the 1.0.1 beta branch later today as well.
This patch has living on the beta branch for some time now, and is somewhat overdue for being promoted to the main branch - I generally want to avoid long-lived beta branches unless it's to playtest a major change. My focus is still primarily on catching up on lost time in regards to the 1.0.1 update. Hopefully I'll have more to share on that one very soon. I'm generally keeping the roadmap updated, so you can always follow my plans for the near and medium-term future there. Thanks to everyone who provided bug and issue reports, feedback, ideas, and more. I still have a rather substantial back log of tasks - and this is just a bug fix / minor tweak patch, as I try hard to only do non-1.0.1 tasks/bugs if they are critical, have a very high cost-benefit ratio or I am already making changes to the code as part of one of the two previous cases.
General
A few more issues had to be fixed before I can dedicate my time more fully to 1.0.1 development. A few improvement snuck into the patch as well. I'll try to stick to fixing game-breaking / critical issues until the next proper Update is ready, but I will probably end up patching a couple of things which are either particularly annoying to players. It's been a hectic few weeks, and the bug fixing + stabilization + tweaking according to popular requests did take longer than expected, so it's cut into some of the time I had expected to use for 1.0.1 development. On the other hand I think these changes are really good, so it was definitely worth the one-to-two weeks it probably cost in relation to the City Update. When I read through the patch notes from 1.0.0.1 to this one, I'm pretty happy at what's been accomplished (a little bit exhausted too, maybe). Thank you so much everyone for your kind and encouraging words, constructive feedback, excellent ideas and detailed bug reports (+ logs/saves!). I am sorry to anyone I have not replied to yet or have only given cursory replies - or even worse, those whose posts I may have overlooked. As things cool down a bit I will try to find time to go through posts from the last few weeks and make sure I have not missed anything.
After this round of fixes, I have a few high-priority bugs and tasks left. I will hopefully close those tomorrow and then I'll shift to dedicating a greater portion of my time on the 1.0.1 Update, which aims to bring improvements to City Mechanics, Battle UI and the new player experience. I will still fix game-breaking and serious bugs as soon as possible, but the less serious bugs and changes will be lumped in with 1.0.1 so that I can maintain some traction on getting a nice meaty update out for you with more than just fixes and tweaks. We'll see how next week plays out, but my intent is to prioritize slightly differently - circumstances allowing.
This one is going out as a beta patch. I want to do a bit more testing on it before pushing it to the main release branch. If nothing horrible is found, it will probably be pushed to the main branch within a day. It should be pretty stable, so feel free to go ahead and try it out (make sure to keep a save game from before the patch). You can get it via the Properties > Beta tab as usual in Steam. It might take a short time from this post to the beta is shown in the Steam Client - as the servers need to synch up.
This update marks the transition out of Early Access. Updates will continue as usual, but I think shedding the Early Access branding better reflects what this game is about: An actively evolving indie strategy game made by yours truly as an homage to the Fantasy genre and its numerous works, digital and analog. This is a niche game for sure, and perhaps not the most accessible of games, but I'm proud of what it has become, and I'm excited about what is to come. That being said, I want to keep focus on what the game is right now, and what is coming in the next 1-2 updates. Time permitting, I will share more of my thoughts regarding the future of the game, in a post on the Development sub-forum. The release as a 'proper' title also underlines my commitment to fixing any issues players may encounter. I usually manage to fix any reported bugs during the same or next day - some bugs may be more stubborn, but that has been a rare occurrence so far. Some may notice there is no special moniker for this update - I thought it fitting this one should stand on it's own. For the next update, there will once again be an update moniker. User Interface and Graphics:
General
Diplomacy:
Release notes below. A brief update on development status can be found after the notes. Battle Resolution:
This update was originally intended to focus on battles and warfare, but achievements, Steam Workshop integration and various bug fixes on the 'active' game version took up a bit more time than expected. So the improved battle experience and warfare game play has been postponed to the next update. Still there are some game play and user interface improvements in this update, mostly concerning characters and improving depth and visibility of follower simulation and ambient factors. Thanks to the players who provided me with bug reports, ideas and feedback, in this development cycle and the previous. You make a difference and I am very grateful for your efforts. Please note that the integration of Steam functionality may result in more bugs than usual. I will try to fix any such issues with utmost haste. Also note that the Road Map will posted tomorrow, rather than alongside this update, as I need a bit more time before it's ready for posting. User Interface and Steam Integration:
General:
Mods
Features and Content:
Workers
Sorry for the late update. The patch notes below cover most of the changes, but I will update them over the next few days as I iron out a few of the bugs I'm bound to have missed in the final round of testing. There's more in-progress changes than I'd like in this update (also some not mentioned in the notes), but I really wanted the update out now, as it was way overdue and had some critical bug fixes. I will do my best to keep a better cadence for the next update. For the next week or so I expect to release daily bug fix patches for this update. After that I will focus on UI for fortress upgrades, the new province control mechanics and making battles more fun. If all goes well that means an update out in two-three weeks time (after the stabilization week). I know the new border graphics are not pretty, but they're still an improvement over not having any faction-specific color to the provinces at all - and I hope to improve them sooner rather than later into something at least passable. Then they will be upgraded to a proper aesthetic in a few months time (alongside rivers). That's the plan, at least. Thanks to everyone who supplied invaluable feedback and bug reports, lately - and in the past. I know this build is probably a bit more messy than usual and might even be rather buggy pending a week of patches or so. However, I am confident the mess will be worth it and I'm really happy with where the province system is going. Anyway, time to get some rest before the bug fixing frenzy. Looking forward to delivering more updates after that. It's a pleasure to work on this game, and I'm so grateful for the valuable feedback, ideas, support and constructive criticism coming from you all. Battles
General
A somewhat small update, as several in-development tasks are not complete yet. I expect an incremental patch will follow relatively soon with some other odds and ends. And hopefully the meatier tasks will be ready for the next update in a week or two.
General
Sound effects and overhauled recruitment pool mechanics are the highlights of this update. As noted below some of the changes made are relatively "high-risk", and if you encounter any problems which may have slipped past testing, please contact the support email or make a post, and I will try to get a hotfix out asap.
In what has sadly become a habit as of late, here is yet another belated update. As mentioned before I have had some challenges and obstacles causing development to slow down (which is also why this patch is relatively small). I am sorry that the slowdown has lasted this long. Fortunately, things are clearing up and I will soon have the opportunity to pick up the pace again. I still have a few challenging weeks ahead of me, but I am looking forward to being able to provide more frequent and substantial updates. I have high hopes and ambitions for the coming months, and I will do my utmost to turn these into tangible content and gameplay for you. Especially those of you who been along for far longer than I anticipated this Early Access would last. Patch Notes:
Very sorry for the delay on the update. I'll add some additional info to the notes later, but need a bit of rest now. User Interface
I don't have the game update ready just yet, but here's a belated New Year's status update on the game. Hopefully needless to say, I am still here and working hard to get an update ready. My apologies for another period of relative silence and the delay on the update. This does not mean work isn't progressing on a daily basis (apart from a short break for the holidays), but that there's been more challenges than expected. As I've mentioned before, I am exploring ways to remedy this problem by getting more resources, through various partnerships and initiatives. These are taking longer to pursue than expected. An actual game update should be released within a week or so. Meanwhile, I will try to be active and responsive here and on the other forums, but if I periodically fail to do so, and you have any issues - please do not hesitate to contact the support email. That brings it to my attention immediately, and I will always try to fix any serious issues with a hotfix. Thanks to everyone for your support - I give you my sincere promise to do my utmost to continually improve the game in 2019, hopefully with various initiatives and opportunities resulting in a more satisfactory pace of development, but either way, still working towards a finished and fun game.
Raw first version of patch notes below. Will be expanded with more detailed information over the coming day or two.
Here is the latest update. As is usually the case, there is a mix of bug fixes, improvements and new content (still focused on Death/Necromancy). The biggest change in this update is that necromancers can now raise undead units directly from the fallen after a battle, through a dedicated UI appearing after battles. Full notes below. Thanks to everyone who made bug reports, sent in logs/save games, gave feedback, shared ideas, etc. Quite a few crash bugs were fixed in this cycle, and bug reports often save me a lot of time investigating and reproducing issues. Misc and Bug Fixes
This update is a mixture of bug fixes and progress on the Undead/Death/Necromancy theme. The next one can be expected to have a similar focus, but shifting a bit from Death mastery to Necromancy and improving the various unique mechanics related to those dark arts. Full patch notes below. Misc and Bug Fixes
A patch has been deployed fixing the game-breaking issue reported by several players. A big thanks to everyone who reported the issue, provided logs and/or save games.
Here is the promised, and much delayed update and "state of the game". I dislike making excuses, and would rather let actual updates speak for my sincerity, but I think with this delay, I owe those of you who have been so very supportive a proper explanation. First off, I am truly sorry that I haven't been able to deliver updates and design diaries at the promised rate. This also goes double for the increased reponse time to posts and mails. These issues are not due to abandonment, technical problems, or lack of interest on my part. Rather, I've been increasingly struggling to keep the development funded out of the budget I had when early access launched, so I've been forced to divert time to secure my day-to-day costs, as well as various development expenses. I've also spent time on initiatives to secure more stable and significant infusions of resources. I am sorry that these diversion have been affecting my ability to keep up development progress and attention to community feedback and bug reports. Rest assured, I have still poured many hours into development and bugfixing, and a lot more has been done than can immediately be seen in these somewhat meagre patch notes. The goal is still the same awesome and deep game. Regardless of which of these initiatives bear fruit, I will still finish the game. I will still do my utmost to deliver as much content as swiftly and regularly as I can, and I will also try to return to the previous standard of responsiveness. I ask for your understanding that despite my intentions, at times I will fail at living up this. Hopefully the initiatives will result in this being moot, but I must consider all eventualities. As for the actual game update, it's focused on the Undead. I've wanted to give Necromancers and Undead some unique ways to recruit heroes and units. This includes searching the world for ancient tombs and raising the heroes of the past Eras. I didn't manage to finalize all aspects of this, so the next update will also feature the Undead. Implementing a few missing corners of Tribal/Clan mechanics also didn't manage to get done in time, but they're very close. In general, I am going to stick with the Undead until the Necromancy and Death masteries, as well as the related general game mechanics can be considered fully playable. There may be other unimplemented odds and ends fixed as well, but I really want to avoid spreading myself too thin, the current development challenges taken into account. Patch Notes:
I know updates have been sparse as of late, but as in the past when the intended schedule has faltered, progress does continue. Patch notes for the latest update below. I'll try to get a small general status update ready in the near future and attend to some of the questions/feedback that has been sitting for too long without a reply from my side. My sincere apologies for the period of quiet. I'm also working on various initiatives to improve the pace of progress. More on that in the coming status update.
Some bug fixes and various odds and ends, including the requested improvement to dungeon exploration rewards. I have not abandoned the work on Planar Portal events mentioned in the previous update, but the bug fixes in this update meant I wanted it out sooner rather than later, and not delay it until the Planar Portal events were completed.
This update contains some important bugfixes, neutral army icon improvements and the usual miscellaneous content. Besides this work has been done on improved dungeon rewards and planar portal mechanics, but that's not quite ready yet, but should hopefully be so for the next update.
The highlights of this update are the first versions of Planar Invasions and "Goody Huts". There is also the usual mixture of bug fixes and misc. content/minor features. I am somewhat exhausted from the final testing of the build, so will leave you with the patch notes for now, and post a development update tomorrow.
Here's the latest round of fixes and improvements. Planar Invasions are in progress, and quite close to being ready for inclusion. I also haven't forgotten about the tutorial videos, which are in progress, but proving to be somewhat a nemesis of mine. The somewhat meagre appearance of the patch notes is partly due to the new marauder/wandering monster settings. This was a very requested feature. It ended up taking more work tha initially planned, as I wanted the settings to be more than just a one-dimensional power slider. Instead, frequency, power and scaling can be customized. For example, you can have rare apperances of powerful forces, or the opposite, regular events spawning weak armies. You can even choose not to have any marauders at all or enable scaling to make the enemies stronger as the game progresses. As this update was sadly delayed quite bit, I would like to state that when delays such as this happen, it is by no means because the game has been abandoned. Circumstances, challenges and impediments can conspire to make it more difficult to keep schedules than anticipated. Nevertheless, I will work hard to make the next update happen sooner, but still be full of good things. Patch Notes
This patch fixes some serious issues with loading games and a number of issues in the battle system. I'll compile the full patch notes within the next day or so and update this post, but wanted to get the patch out asap to fix the unloadable save games some players had. Edit: Patch Notes
Another round of battle engine fixes and misc. changes.
Rather small update mostly consisting of a number of important bug fixes, regarding battles, clans and Windows XP. Tribal Chiefs
This update adds back Transmutation, available in a limited form to Alchemists in the very early days of Early Access. It's been given a major overhaul, including integration with the Mastery system (making it available to more than just Alchemists, with the right research). Quite a bit of work went into this specific feature, so the update is a bit smaller than usual, but there are also some other additions, most notably the first iteration of the Warlord tutorial and the option to use a numerical seed for the world generation. Full patch notes below: Wizards and Magic
Here's the latest update, with a mix of new content and a new iteration of the battle resolution system with some pretty big changes. There are also bug fixes and various tweaks - thanks to everyone who reported issues, it is always very helpful and much appreciated.
Tribal Chiefs
A belated patch focusing on Tribal Chiefs. The delay was due to a variety of unfortunate and unexpected circumstances, including illness. The plan is still to have weekly updates, so if there is a delay such as this one, by no means take it as indication of abandonment, loss of interest, critical development issues, or other such dire events. Even during delays, bug reports, feature requests and ideas are very welcome and will be looked at. Thanks to everyone who submitted feedback and crash logs for this update. Logs and save games are great tools in making bug fixing a much faster process. The patch notes can be found below, and consist of a somewhat even mix of new features/content, bugfixes and usability improvements. The next update will also focus mostly on Warlords, but I will do my best to add some incremental updates to the Wizard experience as well. It would seem unwise to neglect the arcane overlords for too long. Patch Notes:
The first playable Warlord archetype is ready: Tribal Chief. Some of the work took a bit longer than expected, hence the delay. There's a nice variety of new mechanics defining this archetype and some relevant content, but there is also more to come. Especially in the area of diplomacy and interactions with other clans. In addition, there are new spells, units, characters, bug fixes and miscellaneous improvements. Full patch notes below. As always any bug reports are much appreciated, and I will try to get a fix out asap for any issues. Otherwise the next patch is expected in a week or so, and will be a mix of incremental improvements to Wizard and Warlord mechanics. As mentioned diplomacy and non-player factions is the next general focus area. Wizards
Here is an update on the progress of the first playable Warlord archetype. I had hoped it would be ready this week, but despite best efforts it's not quite there yet. To keep everyone in the loop, here's a dev diary on what you can expect from playing a Tribal Chief.
First off, you'll notice there are far fewer choices here than there is for Wizards. In fact, only one of these will be enabled by the next update. This is by design, with the intent that all core mechanics are implemented and a properly differentiated gameplay experience in-place, before it is made available. In hindsight it would have been better to add the various Wizard archetypes and traits one at time, instead of a the somewhat difficult navigate mix of wizard with features and content in various states of completion/design, or as placeholders.
Now, adding the first Warlord does not mean development on Wizards has been abandoned. A lot of the mechanics, systems and content created for the Warlords can be reused for the Wizards.
Tribal Destiny is the mechanic allowing the player to develop the character and capabilities of the Tribal faction, in a somewhat similar way to Wizard Research. It is divided into 6 paths:
Ambition: Casting aside ancient taboos, embracing new ways, exploring the world and seeking power.
Tradition: Maintaining tribal unity, power from shamanistic magic and mastering the traditional warrior ethos.
Warfare: Organizing a powerful tribal army for defense and conquest, mastery of strategy and tactics and strength in numbers.
Valor: Superior martial ability, powerful champions and focus on quality over quantity.
Vitality: Abilities related to the harsh life of barbarians and nomads, connections to the primal powers and energies of the world, wilderness skills.
Prosperity: Technological and economic progress, superior craftsmanship and making the most of available resources.
Spoils of war is another core mechanic. The tribal economy is simpler than the one currently used by Wizards. Spoils, food, influence and slaves are the core components - with gold representing misc. resources and trade goods. Choosing how spoils gained from conquest and warfare are divided among the various sub-factions is an important element in maintaining order and power. Units have very low base upkeep, but failing to provide sufficient spoils will result in desertion or even armed uprisings.
Finally, Camp mechanics are have been expanded. They can now be upgraded, somewhat like cities, with various buildings/infrastructure. And more uniquely, they can be moved around the map at a cost in time and resources. Stay too long in one place and food+resources will deplete.
The final mechanic I will mention are Clans. You being the game controlling one Clan, but other important Clans of the same Tribe have territory adjacent and/or close to yours. Subjugation of these clans, or integration through diplomacy and/or bribery, is a large part of the early game. As the game continues, these Clans will be harder to keep in line than the characters, population and military units of your primary Clan.
That's it for now. Hopefully the update will ready soon, but rest assured I am working hard to get it you as soon as possible.
It is finally time for an update! As you may have noticed, it has been a bit longer than usual since the last update. In the future, if another long update cycle cannot be avoided, we will try hard to provide a design diary or similar, to keep the community involvement at the high level which is the reason for having an Early Access. Speaking of design diary, one should be forthcoming in the next couple of days, with information on the first playable Warlord, highlighting some of the key features, technical and design challenges, etc. If there is a delay (due to unexpected bugs, etc.), there will be a forum post declaring it, and not a "full" announcement, to minimize the notification spam. As was mentioned last time, translation work is a priority. However, as an indie developer, resources are limited, and this is a time and resource heavy area, so progress will seem slow at times. This update cycle work was done on tackling some technical issues related to handling language-specific tool tips. This went well, and a few tool tips were translated to verify the functionality. There is still work left to be done on handling dynamic text translation - and then the actual body of work getting everything translated. While the work on getting the first playable Warlord into the game progressed, a number of bug fixes, new spells and misc. features/improvements were done in parallel. Full patch notes can be found below.
Bug fixes, UI improvements and a bit balancing this time around, including a character search filter (with a special hidden way to access an in-progress feature ;)). Thanks to Tchey, Guteck and others who chipped in with ideas and issue reports for this patch. You should be able to recognize some of your input. There's also the usual odds and ends - a new spell, some AI work, and more. See below for the full notes. Finally, the requests for translation to spanish, russian and other languages have not gone unnoticed - the basic framework is in place, and it will be getting attention. I cannot promise much when it comes to the timing of this, but I will promise a bit of progress on translations for the next update. And plans are being made for getting all the way with this.
A bit of a small update, as it's only been a few days since the last one. But some players encountered a serious load/save game bug, so pushing it early to get that fixed asap. Thanks to everyone who has chipped in with ideas and bug reports. I hope you can recognize some of your suggestions and feedback in this and the coming updates. (Note that the MacOS build is slightly delayed, and may not go up until tomorrow).
This update introduces healing magic and two related unit abilities: Vampiric and Feast. The first two research projects unlocking unit item upgrades have been added. There is also the usual mix of bug fixes, usability improvements, balance tweaks, and miscellaneous features and expanded mechanics. Full notes below: Magic and Research
Fortresses and Dungeons have gotten some attention this update, in addition to the some bug fixes, miscellaneous mechanics improvements and a few more battle spells. Full notes below.
Another small update somewhat off-schedule. It fixes an issue with some save games not being able to load. Also included are world gen tweaks, user interface improvements and assorted bug fixes. General
A somewhat small update since it's only been 2 days since the last one. There were some extremely annoying bugs that warranted releasing an out of band update. General:
This update focuses mostly on bug fixing, interface improvements and usability/quality of life issues. A good number of game breaking bugs have been fixed - thanks to everyone who supplied save games and bug reports, they are very helpful and much appreciated. From a game play point-of-view, there are some AI improvements, Wizard Trait improvements, battle loot, and a few odds and ends as listed below. I hope you enjoy it, and as always you are most welcome to share thoughts/ideas/wishes in the various forums and communities.
A stability-focused patch, but with a few new features: time speed slider for battles, faction greeting messages and the humble beginnings of a unique Soul mechanic/resource for Wizards using Dark and Demon magic. Also a few other minor odds and ends (full notes below).
Graphics
Just a brief update on development and a small teaser of the upcoming graphical improvements. The next update will have the new art for tiles and wizard towers. This also includes new terrain types: marsh, shrub-lands, climate-specific mountains and hills, and quite a few more. There are also improvements to tool tips, the tutorial, more spells, bug fixes, and some other odds and ends. It should be ready during the next week or two, and with the summer coming to an end, should mark the resumption of more frequent updates.
Here's the latest update - delivered in a slightly different way than usual. Due to summer vacation, there will be little to no available developer support from now till July 18th. Until then, the update is an opt-in found via Properties->Beta in the Steam Client. Once the ability to respond quickly to support inquiries and push out hot fixes is restored, the build will be pushed to the main branch. Patch notes are as follows, a mix of battle system improvements and the (very early) beginnings of non-English language support.
This update is mostly bug fixes and some tweaks to the battle/unit ability mechanics. It is a little smaller than the updates usually are, but there a lots of interesting things in the pipeline, and the next couple of updates should have a lot more 'meat'.
As mentioned, the graphical overhaul is being worked on in parallel. Here's a teaser of the new map graphics that the talented Max Heyder is currently working on:
The next update will focus on improving everything about the new combat resolution: graphics, army control, usability, and probably the first battle spells. There will also be the first steps towards localization (ie non-english languages), as there have been a lot of requests for this.
Battle Mechanics:
Apologies for the long update cycle this time around. Tasks related to the new battle resolution taking longer than estimated is the primary reason for the delay. This also means it is in a quite basic state of progress, has a lot of bugs and missing features, and placeholder graphics. Make sure to save before trying it out. There are also a good number of other improvements with a more immediate effect on game play. See the patch notes below for the details. The next update will probably be focused on bug fixing and stability, with a smattering of misc. improvements. After that the plan is another iteration of progress on battle resolution, with world content and mechanics being worked on in parallel. The map graphics overhaul has left the concept stage, with several terrain types finished, and the artist delivering more at an impressive pace. Integrating these graphics and polishing the map shaders will also take some time in the coming updates. Patch Notes User Interface:
This is a small interim update with some important bug fixes, but also a few new spells, mechanics, and user interface improvements. The next large update will focus on battle resolution and is expected to be ready within a week at most.
Patch Notes UI
This patch introduces a completely reworked magic and research system. Please note that there are still rough edges due to the extensive nature of the changes. The main one is that you cannot raise mastery levels in this build. That will be enabled in the next update, which is coming very shortly. Patch Notes:
This update is primarily a usability focused one: text quality improvements, more tool tips, collapsible headers in the encyclopedia, the foundations of a tutorial, and more. There are also a few mechanics changes and some bug fixes. The full patch notes are below. The next update is planned to focus on reworking the Research mechanics and user interface, which ties into the magic system as a whole. User Interface
Warfare
Patch Notes: Pushing this update early as it has a fix for an AI bug that makes the turn processing get stuck. The OS X and Linux builds are still being built so are slightly delayed, but will be pushed out very soon. User Interface
Patch Notes: General
Patch Notes: A bug fix focused updated quickly on the heels of the one earlier today, which is why it is a bit smaller than usual. However, the load game bug needed fixing asap, since it was extremely annoying when testing. Mechanics:
Patch Notes: Features/Content/UI:
Patch Notes: UI
Patch Notes: UI
Patch Notes: UI
Patch Notes: Diplomacy
A new build has been deployed for beta testers, and the store page has been launched in anticipation of the coming Early Access. Patch Notes: AI
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