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Plans for Future Development Teasing the 0.5 Update

Hello there, Companions!
Were back with some fresh news and development updates. Well talk about our plans for the future of GCs development, as well as the contents of the next update. To be frank, in the recent months weve thought a lot about the direction were taking with this game and weve spent a lot of time analysing the feedback weve received since our EA release. Weve decided that what the game lacks the most at the moment are not new races or abilities. Our biggest priority right now will be fixing and improving the gameplay foundations, and youll see the first batch of that in Update 0.5. Weve come to the bitter realization that no amount of new playable units will make the game fun, when theres little to do on the world map and the battles dont offer enough challenges and/or variety after the first few. Fortunately, based on the feedback weve received and our own conclusions weve got a solid plan on how to get the game to where we want it to be. Itll require a lot of hard work but were confident that itll be for the best.

Update 0.5 Major Contents


Anyhow, for now lets go back to the upcoming 0.5 Update that will be released in the first week of June. Besides the QoL improvements, smaller features and bug fixes, here are the two biggest changes that were preparing for you:

Fog of War



This is the biggest feature weve been working on recently and it meddles with a lot of other mechanics, especially with the AI and special abilities. Weve still got a lot of testing, balancing and bug fixing to do when it comes to it but the core mechanic is already up and running. Were hoping that this change will make battles more interesting and thrilling. It should also allow for more intricate strategies and tactics to be used successfully on the battlefields.

Battle Win Conditions


Weve read a lot of your feedback suggesting that the current win condition (killing the enemy captain) makes battles boring instead of exciting (which was our intention). After a few discussions weve decided that while this mechanic serves its role in a competitive multiplayer setting, it doesnt work quite as well in a single player experience when playing against AI controlled enemies. But we also didnt want to completely get rid of it. In the next update killing the enemy captain wont end the battle, but instead itll substantially hinder enemy morale. First of all, death of the enemy captain will trigger a Fear check among the party and each unit will receive a slight debuff thatll weaken its fighting capabilities. That way aiming to take down the enemy captain will still remain important to win the battle, and yet it should also make for a more fun and balanced gameplay. Oh, and letting your own captain die will still trigger an instant defeat like it did so far.

Plans for the future


Okay, so lets go through the biggest features/changes that were planning for further development (as in stuff that we want to have in the game when we release the full version / leave EA).

Skills / Abilities rework


We thought that itd be fun to leave units at special training facilities so they can master new skills, but it turned out to be a lot more tedious than we expected. Additionally, its not very intuitive and some players might even completely miss that there are abilities to be learned in the game. Instead, were working on a system where units will gain special skill points used to unlock abilities every few levels, and players will be able to use them right away in the Unit Panel. Thus learning new abilities wont require time and gold anymore. We also plan to implement a lot of smaller skills that units will be able to learn besides the major abilities we have implemented at the moment. When maxed out, each unit will have 5 skills, of which at most 3 will be active abilities.

Story / Gameplay Direction


Heres the biggest news: weve decided to scrap the idea of going full-on sand-box mode with Glorious Companions. Rather than that, well focus on implementing a main quest line so that players have interesting stuff to do from the get-go. Weve realized that we simply do not have the manpower to ever get to the point where that mode alone would be compelling enough for most players. That doesnt mean that were downgrading our vision. Instead, we hope to hook you with an interesting story and a mystery to solve around the continent, one that will require a skilled commander. We have something quite special prepared for that and its certainly a big topic, so well be back to talk about it in more detail in future devlogs.

Dungeons


We also plan to implement a Dungeon system, and with it a lot of unique enemies and bosses. Therell be a total of 5 dungeons (one per biom), each with its own defenders and a tough boss at the end. Theyll be much more challenging than your typical world map encounters, as you wont be able to heal up between rooms and their defenders will come equipped with some interesting abilities of their own. Youll have to put in some work to even find some of them, and then in the final room youll face a big ol boss that youll need to defeat to complete the dungeon.

New World Map / Cities


Weve already teased that a completely new world map is coming, but theres still work left to be done before we can release it. Along with the graphical overhaul youve already seen, well be adding a brand new soundtrack to fit the visual changes and the darker fantasy mood were aiming for, composed by Zofia Domaradzka. Heres a little preview, a track titled Restless Night Ahead that will be featured in the new main menu screen. Check it out for yourself! [previewyoutube=QTXILrea1bo;full][traczek zofii na yt][/previewyoutube] The new world map will bring in more interactive events, objectives and encounters for you to face. Additionally, well be rolling out a neat looking volumetric fog of war for the world map, as we strive to make exploration more meaningful and dangerous. After the World Map upgrade we plan to change the way cities look and their UI.

NPC Interactions


Last but not least, we will be reworking the NPC interactions and dialogues. At the moment NPC interactions along with the city UI are the most outdated and underdeveloped aspects of the game and we definitely feel the need to improve them before we leave EA. This will go hand-in-hand with our focus on the new main story within the campaign.
Let us know your thoughts in the comments and remember to follow the game for more updates!


[ 2020-04-23 15:12:50 CET ] [ Original post ]



Glorious Companions
Ancient Forge Studio
  • Developer

  • Ancient Forge Studio
  • Publisher

  • 2019-06-04
  • Release

  • Strategy RPG Singleplayer EA
  • Tags

  • Game News Posts 63  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mixed

    (111 reviews)


  • Review Score

  • https://gloriouscompanions.com
  • Website

  • https://store.steampowered.com/app/1001040 
  • Steam Store

  • Glorious Companions is a turn based tactical RPG set in an original dark fantasy world of Navaroth where you craft your own journey as a leader of a mercenary company. Aspire to become a powerful lord, solve the mystery of the Ancient Guardians or just ride around the continent building your fortune on trade.



    The world of Navaroth has been carefully built and maintained by us throughout the years. The whole premise began as a pen-and-paper RPG system. Even the game itself had many different forms throughout the years. In 2009 it was a small mini-game with 2D cards representing the characters. However, it has turned into so much more.


    • Custom and gritty combat system: no one is invincible as a single well-aimed strike can take out a careless warrior.
    • No battle is truly over until it’s over: eliminate the enemy captain to win the battle, but be careful as it works the other way around too!
    • Tried and proven formula: the world of Navaroth has its roots in an original pen-and-paper RPG system featuring a science based magic system.
    • Pick your side: become an ally to the vengeful Scarres or join the ranks of the wise Valrenay militia. More factions will be revealed during the development.
    • Take care of your men: keep their morale high by serving them luxury food and alcohols, train them at special facilities when they gather enough experience and crucially - don’t let them bleed out after a tough battle.
    • No two soldiers are ever the same: play to your units natural predispositions, train and equip them to your liking.
    • New world on each playthrough: the continent and its political climate are procedurally generated at the beginning of every journey.
    • Start small and expand: focus first on making a name for yourself as a lord by winning small skirmishes, or lay the foundations of a thriving merchant guild.
    • More power means more responsibility: a wise leader is not merely an army commander; attend to a variety of political and economic issues as your empire grows.
    • Danger from afar: try not to get too complacent, as the Ancient Guardians eventually wake up and threaten the known world.


    At the very beginning there’s only you, your family’s grumpy servant and a rusty sword against the entire world. Forget about a big army of professional mercenaries, you’ll have to settle for a bunch of shoddy, club-wielding scoundrels as you work your way up and gain enough credibility and coin to hire better companions.

    Remember that the journey is not a fairy tale. You will scramble for gold to keep your party fed, rested and more importantly, with their pouches full of coins - as your men will not stay with you for very long without their wages paid on time.



    Your units earn experience points proportionate to their contribution on the battlefield. Send them to train in militia barracks or to master new abilities in distant shrines and they’ll come back stronger a few days later. You’ll be able to choose from a plethora of different equipment to gear them appropriately. Each item and armor piece has different qualities and there are no clear-cut best builds for every possible scenario - all the weapons are designed to be viable under favorable conditions.


    Folks say that a brave commander doesn’t hide behind their troops. What they don’t tell you, though, is that they’re usually not alive for their second battle. You’ll have to be very careful to not overextend and yet not appear too scared to join the fray, as your men will take notice of that.

    Depending on your starting archetype your lord commander will provide a different aura that helps nearby companions. Fighter’s Command is a buff that will help you to build a protective formation around your commander by granting nearby units a shielding/parrying bonus for each ally unit in direct contact with one another. Skirmisher’s Path on the other hand, grants a dodging and mobility boost for nearby units who are not standing next to allies. You’ll unlock more unique commander abilities as you progress in the game.


    The game is a big breathing world where things happen even if you stay idle or focus on doing your own thing. Decide between rising in the ranks of the chosen faction, or risk making more enemies by founding your own kingdom; between playing dirty and taking any advantage you can, or becoming an honorable hero; between making bank and making allies.

    Your end game is dependant on your play style and the actions you took. There’s no set story in the world of Navaroth. You may end up managing wood supplies between a dozen cities you own. Who knows, you might simply enjoy the life of a vigilante’s band leader and decide to stay on the run. This is your story.
    MINIMAL SETUP
    • OS: Ubuntu 12.04+
    • Processor: i5-4690+Memory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: GTX 660+
    • Storage: 2 GB available space
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