





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Change log Game -Divided base camp into multiple smaller ones -Reduced size of buildings -Increased number of buildings which can be placed per camp per player -Added neutral hostile faction -Added units of neutral hostile faction which guard expansion camps -Killing neutral units reveal foundations to build upon below -Workers are no longer traded in for military units -Workers are now capped per region and drop-off buildings UI -Added support for FOW to minimap -Added various icons to minimap to guide players -Fixed some bugs for options menu -Polish
Change log Game -Added development age progression -Available Technology levels now depend on current development age -Integrated Order Map. Players may now give indirect orders to units in each sector of the map -Building supply has been removed from the game -General polish and updated game engine to latest engine version UI -Cleaned up ui a bit, making space for new ui elements and improved flow -Added support for Order Map
Game -Added three mounted units for each faction -Added a building to produce mounted units for each faction -Added base expansions to bases. Now every teams base starts at level 1, after a while they level up and add more foundations and palisades to enhance gameplay. Each base levels up two times per match -General polish and updated game engine to latest version Aesthetics -Moved further into cartoon look Animations -Added missing animations Performance -Improved performance and reduced memory load a bit Bugfixes -Fixed a nasty bug which prevented the game from properly loading at startup -Minor fixes
Change log Game -Free building placement system has been replaced with foundation system which offers building options to the player on click -Taking objectives provide foundations to the controlling team on the spot -Buildings can be upgraded several times -Produced units inherit the unit level of their producer -Higher unit levels improve hit points, armor and damage output -Players now can construct main tents which act as a drop-off point for resources and produce workers -Troops now require at least one worker unit to be traded in for the recruitment process -Player units spawn in the team’s base -Each base provides numerous foundations to each player in the team -Added another power fantasy: Titan (become a sword wielding giant for a short time) -Troops follow the player unit when they have reached a minimum head count to prevent trickling (and dying) -Polish across the board UI -Adjusted UI to the new gameplay -Added more hints to the player
Change log Game -Hero units now inherit stats from other unit types -Set window mode to full screen by default -Convention: Unit names are now single word only -Changed a couple of unit names to conform to this convention -Added some checks to prevent incorrect building placement -Added attack boni vs other types to all units -Now preventing key clicks from opening windows which don‘t make sense for the current game mode Animations -Added some missing animations UI -Fixed a couple of bugs for tooltips -Now hiding buttons which are invalid for the current game mode -Re-added selection circles for the currently selected unit -Now showing unit stats and info for the currently selected unit Graphics -Changed some materials to prevent silhouettes from showing on some units when behind the weapon Known Issues -Sometimes units are not playing animations
Change log Game -Hero units now inherit stats from other unit types -Set window mode to full screen by default -Convention: Unit names are now single word only -Changed a couple of unit names to conform to this convention -Added some checks to prevent incorrect building placement -Added attack boni vs other types to all units -Now preventing key clicks from opening windows which dont make sense for the current game mode Animations -Added some missing animations UI -Fixed a couple of bugs for tooltips -Now hiding buttons which are invalid for the current game mode -Re-added selection circles for the currently selected unit -Now showing unit stats and info for the currently selected unit Graphics -Changed some materials to prevent silhouettes from showing on some units when behind the weapon Known Issues -Sometimes units are not playing animations
Change log Animations -Changed which animations are played by different units and at different speeds UI -Fixed a bug which prevented icons from being destroyed on game over Game -Fixed some minor bugs Version 0.4.4 UI -Added hero portraits to the minimap -Updated text elements of the options menu for better readability Known Issues: Some dropdown menus may act weird
Change log Animations -Changed which animations are played by different units and at different speeds UI -Fixed a bug which prevented icons from being destroyed on game over Game -Fixed some minor bugs Version 0.4.4 UI -Added hero portraits to the minimap -Updated text elements of the options menu for better readability Known Issues: Some dropdown menus may act weird
Change Log UI -Fixed an issue which culled text in the game over score sheet Game -Improved load times -Added checks to prevent important objects from being created in the void
Change Log UI -Fixed an issue which culled text in the game over score sheet Game -Improved load times -Added checks to prevent important objects from being created in the void
Change log Open Battle -Added ~20 maps UI -Changed appearance of minimap to only show walkable areas -Aligned minimap to camera rotation -Fixed some tooltips (i.e. skills) -Added colors for hero units on minimap -Changed local hero color to white -Reduzed size of minimap icons and made them less intrusive Game -Minor bugfixes -Minor code cleanup -Reduced the number of props visibile at all times -Performance improved
Change log Open Battle -Added ~20 maps UI -Changed appearance of minimap to only show walkable areas -Aligned minimap to camera rotation -Fixed some tooltips (i.e. skills) -Added colors for hero units on minimap -Changed local hero color to white -Reduzed size of minimap icons and made them less intrusive Game -Minor bugfixes -Minor code cleanup -Reduced the number of props visibile at all times -Performance improved
Change log Game -Fixed a bug which caused the map the be really dark at the start of the match UI -Fixed a bug which caused some sprites to appear white -Changed positioning of morale text a bit
Change log Game -Fixed a bug which caused the map the be really dark at the start of the match UI -Fixed a bug which caused some sprites to appear white -Changed positioning of morale text a bit
Change log Campaigns -Added campaigns to all game modes which use named maps (all competitive modes and new Stronghold) Stronghold -Players now start in a corner of the map -Objectives are created closeby which need to be captured and held for some time -After that time, your team scores -New objectives are created further away -Score until no more objectives are created -Added 140 new maps to support the new release Morale -Added a morale system -A player kill increases your morale by a small amount -Death decreases your morale by a big amount -Gain kill participation by staying in the general vicinity of the victim Terrain -Increased heightmap resolution to support the new maps -Fixed a bug when generating terrains Gunship -Added 4 autonomous weapons to the gunship -Players may change the loadout of the gunship at anytime UI -Added kill messages -Made improvements to readability of texts -Improved tooltips for some elements (mainly appearance and weapon dropdown menus) -Restructured main menu navigation to improve flow -Restructured match lobby to show match, campaign and other settings in different windows -Players need to be ready before starting a new match -Added a chatbox to the match lobby -Changed the appearance of loading and game over screens -Capture bar screen position now adjusts to the objective’s position in the world -Connected some loose ends Multiplayer -Implemented various smaller fixes to improve integrity and stability, enforcing synchronicity between players Game -Improved general stability of the game and error handling -Changed perspective to ortographic/isometric -Fixed a rare bug which prevented players from shooting Known Issues -In rare cases some sprites are not rendered correctly -In some cases the terrain appears too dark after map load, moving into differen areas solves this issue
Change log Campaigns -Added campaigns to all game modes which use named maps (all competitive modes and new Stronghold) Stronghold -Players now start in a corner of the map -Objectives are created closeby which need to be captured and held for some time -After that time, your team scores -New objectives are created further away -Score until no more objectives are created -Added 140 new maps to support the new release Morale -Added a morale system -A player kill increases your morale by a small amount -Death decreases your morale by a big amount -Gain kill participation by staying in the general vicinity of the victim Terrain -Increased heightmap resolution to support the new maps -Fixed a bug when generating terrains Gunship -Added 4 autonomous weapons to the gunship -Players may change the loadout of the gunship at anytime UI -Added kill messages -Made improvements to readability of texts -Improved tooltips for some elements (mainly appearance and weapon dropdown menus) -Restructured main menu navigation to improve flow -Restructured match lobby to show match, campaign and other settings in different windows -Players need to be ready before starting a new match -Added a chatbox to the match lobby -Changed the appearance of loading and game over screens -Capture bar screen position now adjusts to the objectives position in the world -Connected some loose ends Multiplayer -Implemented various smaller fixes to improve integrity and stability, enforcing synchronicity between players Game -Improved general stability of the game and error handling -Changed perspective to ortographic/isometric -Fixed a rare bug which prevented players from shooting Known Issues -In rare cases some sprites are not rendered correctly -In some cases the terrain appears too dark after map load, moving into differen areas solves this issue
Change log (v.0.3.0) Multiplatform release: Added executables for Mac and Linux Added 2 new coop gamemodes: Open Battle and Corridor Battle Added a melee unit Open Battle (Coop) -Huge open space map with a couple of palisades scattered around the map creating chokepoints and lanes -Control the flow of battle and outplay your opponent to win -Production is disabled Corridor Battle (Coop) -Stretched area with two teams placed at opposite ends -Classic tug of war -Production is disabled Maps -Added secondary maps to all game modes which support unit production -Secondary maps act like home maps for a team and may be entered and exited by clicking on a position on the minimap -Added links between main map and secondary maps at specific points, usually at team starting positions Units -Added a close combat unit to all factions equipped with a shield and relatively high health pool, causing splash damage AI -Added cannons back to the default production rotation Weapons -Generally increased the cooldowns of all weapons to reduce clutter and adjust pacing UI -Unified tooltips for all game modes to make them more consistent -Added MoveTo/Show function to the minimap, one makes your character move there, the other pans the camera to the targeted location -General cleanup and improvements FOW -Improved visual quality of the Fog of War Performance -Threaded a lot of tasks improving performance Multiplayer -Added various sanity checks to prevent irregular actions
Change log (v.0.3.0) Multiplatform release: Added executables for Mac and Linux Added 2 new coop gamemodes: Open Battle and Corridor Battle Added a melee unit Open Battle (Coop) -Huge open space map with a couple of palisades scattered around the map creating chokepoints and lanes -Control the flow of battle and outplay your opponent to win -Production is disabled Corridor Battle (Coop) -Stretched area with two teams placed at opposite ends -Classic tug of war -Production is disabled Maps -Added secondary maps to all game modes which support unit production -Secondary maps act like home maps for a team and may be entered and exited by clicking on a position on the minimap -Added links between main map and secondary maps at specific points, usually at team starting positions Units -Added a close combat unit to all factions equipped with a shield and relatively high health pool, causing splash damage AI -Added cannons back to the default production rotation Weapons -Generally increased the cooldowns of all weapons to reduce clutter and adjust pacing UI -Unified tooltips for all game modes to make them more consistent -Added MoveTo/Show function to the minimap, one makes your character move there, the other pans the camera to the targeted location -General cleanup and improvements FOW -Improved visual quality of the Fog of War Performance -Threaded a lot of tasks improving performance Multiplayer -Added various sanity checks to prevent irregular actions
Change log Maps -Added 155 new maps to competitive game modes CTF -Reintroduced the game mode Objectives -Increased their radius to make them more responsive AI -Fixed a couple of bugs across the board -We are now telling the AI which objectives are more important than others UI -Added an ingame event log which shows the most important events as they occur, also color-coded -Made several changes to the score sheet including better tooltips, actual teams in the match and color matching Misc -Established a common map size for all current game modes and maps
Change log Maps -Added 155 new maps to competitive game modes CTF -Reintroduced the game mode Objectives -Increased their radius to make them more responsive AI -Fixed a couple of bugs across the board -We are now telling the AI which objectives are more important than others UI -Added an ingame event log which shows the most important events as they occur, also color-coded -Made several changes to the score sheet including better tooltips, actual teams in the match and color matching Misc -Established a common map size for all current game modes and maps
Change log Misc -Fixed a bug which assigned players to the wrong team in rare cases -Fixed a bug which prevented the sword which is shown during a skill animation to disappear afterwards, also hiding the original weapon -Fixed a bug which prevented the campaign screen from showing up
Change log Misc -Fixed various bugs which were introduced in the last update
Change log Artstyle -Improved the look of the game Gameplay -Turned all arcing projectiles which targets foes on a different plane into straight projectiles, this is a workaround to their otherwise awkward trajectory -Reduced the speed of arcing projectile moving that way Balance -Increased the damage of all bows Visuals -Improved support for team colors on all models -Added various special effects to all environment -Changed how the fog of war is drawn Game Modes -Disabled CTF for now while we work on a fix which affects flag carriers Misc -Various improvements to integrity and stability of the game client
Change log Artstyle -Changed the art direction of the game to be more cartoony improving aesthetics and image acuity Gameplay -Added the ability to zoom in and out a lot using the mousewheel Visuals -Improved support for team colors on characters -Disabled the outline effect on units inside the crosshair for now Terrain -Removed grass for now -Changed texture size to accommodate for the new artstyle UI -Fixed a bug which prevented users from going through the tutorial a second time in the same session -Changed the loading screen to show a random character portrait along with tips for the currently loading match Misc -Various smaller bugfixes -Made some changes to how FOW is processed; needs more testing and a performance pass
Change log Long Campaign -Fixed a bug which carried the save state of the current campaign over to the new campaign UI -Fixed a bug which prevented users from exiting the campaign screen Visuals -Reduced the polygon count of character models improving performance and load times
Change log Multiplayer -Fixed a bug which prevented matches from being properly hosted and advertised on Steamworks in Private and Public lobbies Long Campaign -Reworked the Long Campaign mode -The Long Campaign mode is now a selection of matches using different game modes which are played in consecutive order and with increasing difficulty -Winning a match unlocks the next match -Progress is saved between sessions -Currently only solo/couch coop play is supported -Uses a recurring cast of named bots -The match selection can be regenerated in the campaign screen Skirmish Campaign -Now only selects competitive modes Gameplay -Replaced the weapon of the Prim cannon with one that shoots straight projectiles -Introduced workers which can be killed in game modes with enabled production -Disabled regular income in game modes with enabled production -When killed, Workers respawn after some time automatically -Workers add income on their return to the main tent -Reworked how difficulty is realized in coop game modes: Now all difficulty settings except hard reduce the max hitpoints of CPU controlled opposition -Increased the damage, range and weapon cooldown of arrows giving them more punch and reducing visual clutter at the same time -Increased the rate at which units can dodge to evade projectiles Visuals -Removed trails which previously visualized resource exchange -Added a new character model used for workers by all factions -Reduced the amount of flickering caused by Fog of War -Removed melee weapon trails for now due to bad performance and crashing the game and SDK -Replaced the player marker with a more appealing special effect -Replaced the marker for the player respawn with a more appealing special effect -Again, replaced some of the arrow sfx with some which look more like arrows -Added support to an outline effect which is played when targeting enemy units, needs more work tho Collision Detection -Improved collision detection of projectiles Performance -Improved performance a bit and fixed some of the bugs which caused hiccups during gameplay UI -Increased font size of the description segment in tooltips -Implemented a mission select screen used for the Long Campaign Mode Tutorial -Added a short input tutorial which is played for the first couple of matches Misc -Added several map layouts which will be used in a later update for Capture The Flag and a new game mode -Added a system which makes the creation of procedural shapes easier, future use
Change log Game Modes -Added a new game mode: Coop Crawl -Added a new game mode: Coop Unbeaten Coop Crawl -Primary Objective: DO NOT DIE! There is no respawn! -Primary Objective: Capture every objective on the map -Secondary Objective: Increase your score by killing enemies -Note: After capturing an objective, enemies start spawning there -Capturing an objective kills all enemies in close proximity -Unit production and player respawn is disabled -At the end of the match your personal score is uploaded to the leaderboards -Objectives cannot be recaptured Coop Unbeaten -Primary Objective: DO NOT DIE! There is no respawn! -Secondary Objective: Increase your score by killing enemies -Secondary Objective: Capture every neutral objective on the map to increase your score and fortify these positions -Capturing an objective increases wave strength of your enemies -At the end of the match your personal score is uploaded to the leaderboards -Objectives cannot be recaptured Gameplay -Added support for the new game modes -Adjusted FOV and camera distance to get a closer look at the action -Increased scaling of player characters to make them stand out from the crowd Visuals -Added an effect which is played when capturing objectives in Coop Crawl -Reduced the amount of lights in the scene a little -Terrain: Replaced 2d grass with 3d models AI -Fixed a bug which would prevent bodyguards from moving in certain situations UI -Disabled buttons which are not supported by the current game mode
Change log Gameplay -Added diplomacy in preparation for the upcoming single player mode -Added personality traits to NPCs, which are used for diplomatic decisionmaking -Added skeleton single player campaign mode; it is still in alpha, so you might not see it in your version -Improved projectile collision detection on clumped up units which was introduced by disabling local avoidance -Fixed a bug which prevented new matches from starting correctly -Fixed a bug which gave players a head start on consecutive matches -Removed cost of soldiers -Reduced rate of income -Removed wave movement from arrows -Increased arc and velocity of arrows to make them more distinguishable from regular bullets Visuals -Changed the look of various arrows Audio -Muted death sounds on game over Pathfinding -Disabled local avoidance, it caused desyncs in multiplayer Performance -Reduced memory allocation during gameplay a little, hiccups are still there, tho UI -Added dropdown menus which enable the player to change the look and weapon of bodyguards and their player character -Added icons for primary and secondary fire modes and their standard key binding; Those will change according to selected weapon in a future update -Cleaned up the ui and added buttons to show or hide panels which are currently irrelevant to the user -Removed buttons from the technology panel which are currently not in use -Added support for diplomacy overview, diplomatic events and diplomatic actions -Fixed a bug which made certain ui components unresponsive on consecutive matches Capture The Flag -Fixed a bug which moved the flag outside the map -Fixed a bug which made it impossible to return your own flag -Changed AI of the flag carrier: They now also try to return their team's flag to avoid stalemates Escort -Added decorations to each destination -Fixed a bug which prevented scoring Input -Replaced the input interface with a more robust system supporting a variety of game controllers and buttons; needs more testing, but we feel more comfortable with this system in place.
Change log Audio -Capped the number of concurrently playing SFX audio clips -Reduced the volume of SFX clips (mostly affects weapon sounds) -Reduced the range from which you can hear audio clips -Regular soldiers no longer play death speech sounds on incapacitation Visual -Your player character now spawns and respawns on a circle placed behind your start position(visualized as a tent) -Your player character is now always marked with a light above their head UI -Moved buttons used to manage troops and their targets into a new panel -Screen resolutions can now be selected properly without going full screen
[ 6083 ]
[ 756 ]
[ 4088 ]