Hello all! I have been working hard on my new RTS project called Liquidation, and things are starting to look up. Yesterday we have released our Kickstarter announcement trailer and on 10th of june we are starting out kickstarter. [previewyoutube=QQQbbLZmQrg;full][/previewyoutube] Those of you who like how Liquidation is shaping up can follow the steam page here https://store.steampowered.com/app/896250/Liquidation/ And those of you who feel generous can find kickstarter here https://www.kickstarter.com/projects/liquidation/liquidation-a-rts-rpg-hybrid As a cherry on top Liquidation will come with free demo to play for all of you :) This however comes with bit of sour news for Loria as well. I have decided to make the game free to play. It seemed like the right move, as I cannot in good consciensce support the game as I would expect myself paid game to be supported. Game will go free in upcoming weeks. And I understand if someone has just recently purchased the game, that this might sound bit frustrating. So please feel free to refund the game if you can. And if you feel still upset about the situation come visit me on our discord https://discord.com/invite/aNX4QSU and we can figure out how to rectify the situation for you : ) I hope many of you are excited for Liquidation and I really wish my efforts will be good enough for wonderful RTS community! Thank you!
After long months of hard work trailer for Liquidation is finally here! Hopefully after seeing this some of you will forgive me that I had to abandon Loria 2 to create this gem : ) [previewyoutube=6iGFGyK5TyU;full][/previewyoutube] if you want to know more about Liquidation: https://store.steampowered.com/app/896250/Liquidation__Echoes_of_the_Past/ And if you want to support upcoming KS campaign: https://www.kickstarter.com/projects/liquidation/liquidation-a-rts-rpg-hybrid Thanks!
Sadly, I have to start with a little bit of sad news. As of current situation, I have failed to secure funding to develop Loria 2, and at the moment I am evaluating other options. But there is possibility Loria 2 development will stop, at least for time being.
I hope you will understand current situation and how difficult it can get for single developer, to secure everything necessary to create RTS game.
However for those of you who like Sci-fi, fantasy combo RTS, there is a silver lining to this. Since Loria framework is starting to shape up nicely, I decided to borrow it to fellow RTS game developers, and together we are moving towards functional demo of game called Liquidation! Liquidation launched steam page recently and you can get to know a little bit more about the game there.
https://store.steampowered.com/app/896250/Liquidation/
also you can visit Liquidation discord and ask owners directly.
I won't let RTS fans hanging and will develop new RTS game one way or another : ) Be it Loria 2 or Liquidation.
Features: - Introduced "fluent tasks". Some commands, like Dalts wide swing, will no longer break current task. Instead, Dalt will perform wide swing and continue with his original task. - Reworked collision system, resulting in smoother movement. - Sludge and blinding potions are autotriggers now. Fixes: - AOE of siege weapons will no longer hit air units. - Building construction remains in shortcut groups after build was completed. - Fixed pathfinding issues occuring in dungeon levels - Fixed cliffs pathing problem. - Fixed health regeneration aura. Once equiped it was never disabled - Corrected formation position for several units - Void prison no longer overlays healthbar - Ghost storm no longer spawns missile while game is paused Balance: - Increased retribution cooldown to 5 seconds, mana cost to 60 - Crush Bones no longer reduces damage - Increased hearth grip cooldown to 5 seconds - Increased hearth grip mana to 55 from 45 - Decresead pestilence damage from 18 to 16 per second - Ground smash from magic to siege damage. - Fist rocket stun is not dispellable anymore - Summon blood golem on 20 second cooldown
- Implemented cleave attack ( as seen on gif )
- Implemented fluently transitioned tasks. Some tasks should transition seamlessly, without interrupting other tasks, that should follow them, or task that is currently performed. Good example for this is Dalts 'Battle shout' ability. With new fluent tasks implementation, Dalt will perform 'quick shout' and continue moving to his destination ( if one was issued ). Before this, he would have stopped and never returned to his original command.
- Unit traits. Units can now have special traits that will create certain advantages and disadvantages for them. Examples are: Demon, Elemental, Holy, Magic Immune, etc.
- Attack can now have a secondary attack that will trigger simultaneously. This will allow units to perform complex attacks. Example for this would be catapult which fires single boulder. But with upgrade, it will add another attack to it, and will fire Single big boulder + lot of small pebbles as scattering attack.
Have a good one!
I promised myself I will keep you guys more in the loop of Loria development.
So here goes the update:
- There was a lot of refactoring to increase performance and make upgrades more flexible in terms of what they can achieve and trigger.
- Weapons enchantment: weapons can now be enchanted, enchantment will be able to change attack type of unity and trigger various effects/buffs or debuffs on attack.
- Several attack types were added to the game. Holy, Demonic, Elemental, Fire and Ice at the moment.
- Several armor types were added to the game. Demonic, Holy.
- Making progress on some new units and abilities.
As you could have guessed, one of the subfactions that I am working on, is faction of Holy zealots.
Thank you!
Ps.: Tell your friends about Loria, it would help me a lot to support further development.
Title says it all ;) Now you can listen to 'soothing' OST if you have bought Loria :)
I have been a little silent in past few months. So here is a little update on Loria and where is the development heading currently.
Multiplayer:
After exploring options how to integrate multiplayer into RTS game build in Unity, it became obvious there are no good options.
- Official Unity networking solution got deprecated and new one is still in works.
- Most of RTS networking is based on Deterministic simulation engine - and unity is not one of those.
- RTS games need to exchange lot of data, compared to other genres.
but biggest one of them is
Loria does not yet have sufficient community
I have been following several of other RTS games that have came out recently and the most common complaint is: "Multiplayer is dead", "Long waiting times".
In order to have working multiplayer, I need to gather more users, that will be interested in Loria :) So how will i go on about it ? New content of course!
New content will be aiming mainly on extending races with new units and create subfactions. I hope this will add re-playability to the game and attract new players as well. So these new updates are aimed mainly to support good multiplayer experience in the future.
I am hoping that by the time I implement new content that is planned, unity solution on multiplayer will get released and I will take it further from that point, using their native solution.
PS: I included soundtrack to Loria in latest update as little compensation for having to wait this long for update : )
So, thats about it. Have a little sneak peek of some new units.
Bugs - multiple hippogriffs occasionally mounted same unit - fixed selection square getting stuck, when selecting action (shortcut) during selection - higher priority on music, so it does not cut off, when to many audio sources are playing - show level label only on levelable abilities of hero - reworked intro, so voice does not get cut off prematurely PS: I included soundtrack to Loria in latest update as little compensation for having to wait this long for update : )
Fellow Linux gamers! The news are short and sweet: Loria now supports Linux! Enjoy!
Loria started as small project fueled mainly by passion for game giants from golden era of RTS, and was intent to contain single player campaigns only. We wanted to provide nice story-telling and simple, relaxing gameplay as the player advances through story driven missions. However, we feel Loria has grown a lot since then, and with encouraging support from community, we have decided to start working on multiplayer. Multiplayer is of course in its earliest stages, but we are dedicated to make this work. It is too soon to set any release dates, but stay tuned for more news. To sum it up... Multiplayer is coming!
Balance: - (Vaand) adjusted paralyzing arrow distance & damage from 15 to 12 per second Bugs - When ranger mounts hippogriff, he is removed from selection groups
Bugs: - Fixed flying unit twitching when changing directions rapidly - Chaos-01 fixed optional objective failing before starting it - Items effects (attributes) now stack - Workshop maps list is now displayed properly Improvements: - Item chest is now bigger and more visible - Extended colliders on cliffs, hopefully closing all gaps that allowed units to pass through cliff Balance: - Knight now uses slashing attack instead of piercing attack
- Fixed a crash sporadically occurring through larger scale battles
Improvements: - Selecting peasant through idle button now centers camera on him - Peasant idle button now has shortcut (F8) - Fixed cutscene edge-case in Chaos-08 mission which might have caused early victory - You can now select multiple buildings of different types and group them - Added subtitles to intro - Maps now consume less memory - Map editor: can remove player - Map editor: can scroll screen using arrows or WSDA keys. - Map editor: Rotate units while placing changed to Q and E + mouse scroll Bugs: - Mini-map allied mode now applies also to new units and buildings - Gunship now is affected by veteran bonuses
Bugs: - Fix Armor Upgrade on buildings applied twice - No cooldown graphics on empty slots - Shift click selected unit deselects it
Fixed more bugs when skipping cut scenes Fixed optional graveyard objective not enabling in mission Order-06 Fixed Buff and Debuff graphics effects visibility in Fog of War
Improvements
- Added merchant to all skirmish maps
- Added merchant to map editor
- Energy Orb spell duration reduced from 3 seconds to 2.5
- Added Game Speed setting - from 75% - 125% of normal game speed.
Features: - Beta Map Editor connected to Steam Workshop Improvements: - Added version to main menu - Chaos and Order now have building armor upgrades Balancing: - Manticore: Siege attack range is decreased from 10 to 8 - Manticore: Siege attack damage slightly decreased - Necromancer: Pestilence damage increased by 4 per second - Mage: Meteor damage increased from 80 to 100 - Hippogriff: HP decreased from 420 to 375 - Gunship: Increased flak attack damage from 6-8 to 7-9 - Building armor: Effectiveness agains piercing attacks increased by 10% - Red demon: Increase of anti-air damage - Red demon: Armor increase - Chaos golem: Increase of anti-air damage - Towers: Decreased range of towers & monoliths
Bugs: - Fallback solution for casters getting stuck (Release command after 1 second) Improvements: -Cheats ( "left-shift" + "~" toggles console):
- ineedgold - 10000 gold and wood
- fow - toggle fog of war
- upgradeall - researches all available upgrades
- victoryshallbemine - complete all objectives
Improvements: - Skirmish AI will request help from his allies, if under attack - Skirmish teams are not placed next to each other if possible - Magical heroes now use magic attack Balance: - Added armor to Citadel - Increased goblins damage
Bugs: - Loading game does not reset hero tier requirements Improvements: - Added view size setting
Bugs: - Building volume now respects settings - Music in briefing screen now respects volume settings - Summoner now remembers his summons after load - AI will not try to retake allied goldmine anymore Improvements: - Added icon to shortcut - Stop will now set units to hold position
Balance: - Manticore HP decreased from 720 to 650 HP - Burning plasma now deals 20 damage per second instead of 15. Improvements: - Building SFX volume was reduced by 30% - Lower memory requirements for maps
Bugs: - Fixed hero selection - Fixed "hack" where player was able to build unavailable tech Improvements: - Cursor should now be locked in window - Added impossible difficulty - Added 0 as valid key for selection group
Bugs: - Fixed issue with small tile gaps on lower resolutions - Fixed select group creation, when buttons were pressed too quickly - Sanitized some cutscenes that sometimes soft-locked Improvements: - Shift + # adds selected units to group - Added tooltips to hero attributes - Added tooltips to armor & damage
Bugs: - Fixed issue with unit occasionally getting stuck in building Improvements: - Ctrl + click on unit will now select all units of same type visible on screen - Double tapping selection group sets camera to location of control group
Loria
Loria
Loria
2018-11-27
Singleplayer
Game News Posts 27
🎹🖱️Keyboard + Mouse
Very Positive
(265 reviews)
http://loriagame.com
https://store.steampowered.com/app/946660 
LoriaLinux [1012.58 M]
Game introduces not just RTS elements but also RPG elements such as: hero units, collecting items and quest driven missions offers for a more interesting take on the RTS genre.
Goal of Loria is to take the best concepts from the classics and create a modern user-experience, intelligent AI, smooth controls, pleasing aesthetic and to add interesting content.
Loria was made with passion and love of the RTS genre, that has given us so many hours of fun.
Hopefully we have managed to recreate the experience and fun.
Loria features:
- 2 playable races
- 2 campaigns with 8 missions each ( 16 missions in summary )
- Entertaining story
- Dozens of units, buildings and upgrades
- 6 unique heroes
- Levelable heroes with backpack
- Veteran units
- Skirmish games
About Multiplayer:
Multiplayer was not planned in Loria at all and is not implemented in game at this point. However due to lot of requests to include multiplayer, we started to work on the feature. Stay tuned for more news about this!
- OS: Any modern Linux distribution
- Processor: CPU: SSE2 instruction set support.Memory: 4086 MB RAM
- Memory: 4086 MB RAM
- Graphics: Graphics card with DX10 (shader model 4.0) capabilities.
- Storage: 1250 MB available space
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