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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]


Upcoming turn-based rpg: Sandwalkers

Hello guys! Our friends at Goblinz are releasing today (19th june 2024) a new tactics, turn-based game, similar to Urtuk (if you like). They've gone through a successful Kickstarter campaign, released several demos, ran some betas, and tweaked the game the best they could. If you liked Urtuk, you may also like Sandwalkers: Sandwalkers is a roguelike turn-based exploration game. Build your team, traverse varied hostile environments, face countless dangers, and gain knowledge that will help you find and resurrect the Mother Tree Umama. [previewyoutube=lVtfoWXtkmk;full][/previewyoutube] https://store.steampowered.com/app/1639080/Sandwalkers It also comes with as a bundle with Urtuk (on Sandwalkers page), so if you haven't got Urtuk yet, now you have the chance to get it with a 76% discount! thanks! David


[ 2024-06-19 18:00:35 CET ] [ Original post ]


Urtuk 75% off & New game announcement!

Hello all, after some time of silence, we are glad to announce our new game - MARAKA. This game is a bit different from Urtuk - it is an action-packed top-down survival game featuring physics-based combat. Features - environment as your weapon - magnetic gun to pull, push, propel and activate special physical effects - fully destructible environment - procedural generation of huge cave complex - undertake missions to collect resources and craft new items Today we have also made playtesting available for you to check Maraka out! You can now get the latest builds immediately - any feedback would be stellar :) I'll be pushing playtest builds to steam for any testing and bug reporting. Also, as a celebration of this event, you can now get Urtuk at a 75% discount (starting 10am Pacific)! David
https://store.steampowered.com/app/2586720/Maraka


[ 2023-12-19 15:52:16 CET ] [ Original post ]


Path 1.0.0+91

Hi all! this is another path/fix update. I've also added some minor new stuff (see below), hope you'll enjoy! changelog [v.1.0.0+87 -> v.1.0.0+91] v.1.0.0+87 Patience - now auto unlocks at level 15 for any class (QoL feature) Capping recovery time to 20 days for all diff. Prisoner calamity: the prisoner should now have a banner to make him better visible/distinct from common enemy Crystal skin (v3): disabled when acid applied v.1.0.0+88 Added new option when it's about time to absorb a mutator - now you can 'grow' it, meaning increasing the underlying trait level by one at 1/2 absorption days cost. fixed tooltip overlapping in Campaign start screen v.1.0.0+89 bugfix: winning with Necroreavers/Shattered will now unlock the new start mutators 'Growing' mutators - now can be applied only to scalable ones v.1.0.0+90 russian loc.updates v.1.0.0+91 fixed a bug with weaponmaster quest where some unit's would not get the Soldier perk upon successfull completion of quest french loc.updates David


[ 2021-11-24 09:04:49 CET ] [ Original post ]


Path 1.0.0+86

Hello all! During the last weeks, we have been working on many bugfixes and balance issues, let's summarize it: changelog [v.1.0.0+81 -> v.1.0.0+86] v.1.0.0+82 Weaponmaster quest - when you free the master, he will also now grant the Soldier perk to a random armoured unit in your current battle roster Valdor outpost and Weaponmaster quest have now better items rewards Desolation diff.: recovery times reduced by apx.20% weaponmaster quests now have double chance to occur Birdy, Revitalizer and Weaking Criticals - small buffs absorp. slots increased 1->2 for classes with just one. text fixes (diff. explanations) Protector - hp cost lowered 10% -> 1% french loc.fix text fixes Prisoners calamity: increased the frequency; spiked thorns won't grow onto higher(2+) elevated hexes anymore v.1.0.0+83 save fix v.1.0.0+84 Crystal skin rework: Now, consecutive hits on the same current turn deal 70% less damage. The name of the trait is now 'Crystal Skin III' (ie. 3rd version). small fix (absorp.slots kept at 1 for some classes) Swamp shaman: replaced Improvizer with Cleansing v.1.0.0+85 Crystal skin now works only with normal damage hits. Revitalizer: adjusted heal values and now upon full focus, gain some stamina back. Traders selling medicine quest: reduced enemy mobs by 10%, villagers got Speeder. some high tier rewards have been reduced in quality (weaponmaster & valdor outpost quests) v.1.0.0+86 boulder pathfinding: now death pits are considered as 'obstacle', thus boulder cannot bypass it. Enjoy! David


[ 2021-10-11 07:51:07 CET ] [ Original post ]


Vagrus - The Riven Realms Launching on Steam!

Our friends at Lost Pilgrims have just launched Vagrus - The Riven Realms into full release here on Steam.


Vagrus is a turn-based, open-world, dark fantasy RPG. The game moves out of Early Access with well over a hundred hours of playable content . Vagrus and its haunting world were born from decades of tabletop RPG campaigns played by the founders of Lost Pilgrims, which adds vastly to the games unique atmosphere and the richness of its setting. [previewyoutube=ROY7ieCcWWc;full][/previewyoutube]
Vagrus is an award-winning roleplaying game with a narrative focus, open-world exploration, and strong elements of strategy. The player takes the role of a vagrus - a caravan leader who strives to survive in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.

Feature list


  • A DARK REALM A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.
  • BRANCHING NARRATIVE A large selection of longer and shorter stories make up the games narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.
  • TURN-BASED COMBAT Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.
  • RESOURCE MANAGEMENT Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.
  • UNIQUE COMPANIONS A wide variety of companions can work for you in versatile caravan roles, such as scoutmaster, guard captain, treasure hunter, or beast handler. Each companion comes with unique combat skills, background stories, and personal quest lines that can upgrade them further when you complete them.
  • POWERFUL FACTIONS Ally yourself with mighty factions that shape the Riven Realms with their influence on commerce, brutal wars, and constant scheming. From prosperous Trading Houses to criminal syndicates and religious organizations, these groups offer powerful rewards and boons to those loyal to their cause. But take heed - befriending a faction will more than likely antagonize others.

Centurion Edition


A special Centurion Edition of Vagrus released alongside the full game. This special edition includes the base game, the original soundtrack, and the Patronage Pack at a special launch price during launch week. Those who already own the base game can also purchase the DLCs individually. Try your hand at Vagrus to see if you can make profit while surviving in the wastelands!
https://store.steampowered.com/app/909660/Vagrus__The_Riven_Realms/?snr=1_5_1100__1100

Vagrus also has a FREE Prologue available here on Steam


If you are interested in getting a glimpse of Vagrus, check it out here.


[ 2021-10-05 13:18:37 CET ] [ Original post ]


Free DLC available now!


Hello all! After some time, and no updates in several months, I am really pleased that Urtuk is now getting a new content in the free DLC! We have worked on it for some time now, so sorry for not posting any updates during that time. So what's in the new content update? In a nutshell: new faction - The Shattered new biome the Obsidian 30 minutes of new music new events, items, objectives, boss maps, game mechanics, and steam achievements lots of improvements, balances and fixes .. you can read all the changes and additions in the changelog located in the steam forum. The new Shattered event is present already in first zone, and you will encounter them quite quickly! I don't want to spoil the story behind them, so it's up to you to discover more. However, after fulfilling a special event, you can even unlock them as playable faction! Please note that the DLC content has been integrated directly into base game, so you don't have to do anything to get this update! Just make sure steam is automatically updating Urtuk. Unfortunately, with this major update, your saves won't be backwards compatible (sorry!). The version of Urtuk with the DLC integrated is 1.0.0+81. With this special day we will be also running a 20% discount for several days! I hope you'll enjoy the content, and please make sure you'll give us feedback on the new stuff, so we can improve it further! (Best place is steam forum or our discord) David


[ 2021-09-18 17:02:37 CET ] [ Original post ]


Path 1.0.0+69 is LIVE

Hi all! This is a regular update, addressing some issues in Urtuk, let's summarize it: v.1.0.0+63 Epic/Deso difficulties changes: now for player HP, stamina, attack and focus gain the penalties are -10% for epic and -15% for desolation. The healing penalties stay same (-40% for epic and -56% for deso). v.1.0.0+64 Shield ally re-work: now shielding unit will receive 50% of damage (even can be killed!), stamina cost lowered to 40, and 'Shield ally' ability won't end your turn anymore v.1.0.0+65 minor fix (shield ally NPC) v.1.0.0+66 bugfix (shield ally) v.1.0.0+67 Shield Ally: reduced DR 50% -> 30%, and increased stamina cost 40->60 focus ability icons gx updates, 'wait', 'undo' icons gx updates v.1.0.0+68 resource icons updates Deathcatcher: added 'Heavy charge' trait for epic/deso difficulties some icons updates v.1.0.0+69 Small fix Werebeast axeman icon fix, beasts faction: now you get also human mercs in battles Throwing/flipping a unit onto 'Spiked pillar' will kill it instantly (like barricade) russian loc.updates We're hard working on the upcoming free DLC, featuring new faction and a new biome, so stay tunned! David


[ 2021-06-19 18:11:37 CET ] [ Original post ]


Path 1.0.0+62 is LIVE

Hi guys! It's been a month since we last updated Urtuk, and the reason is simple - we're hard working on the new free DLC - coming with a new faction, new biome, music tracks, game mechanics and more! I think we have quite a solid ground of already new stuff implemented, so I want to tease you a little bit! Let's see the new faction concepts here:

The new faction will be built around minerals & crystals. We have to yet figure out the proper name of the faction - I am open to suggestions so please post your ideas into the forum! And also, we are still maintaining the core build of Urtuk, so here few updates: v.1.0.0+59 Strong VS Bleeding: renamed to 'Bloody' and also now triggers against Necro bleeding targets Necro blood: now after entering the infected tile, the blood disapears bugfix: Bashing into barricades from 2 hex dist. falling from high ground (3+ elev.levels) when you're shatterproof won't now void applying immobilized anymore. v.1.0.0+60 Necroreaver game-win: new unlocks - Masochist, Bloodless and Colossus Cleansing: now also removes necro blood Attempt to fix tooltips in overworld map not fitting the screen viewport v.1.0.0+61 bugfix: necro unlocks muts v.1.0.0+62 status icons gx improvements Engagement: small bugfix small bugfix Amos: raised his alcohol addiction by 50% Vampire unlocks: replaced Masochist with 'Vampire's Speed' minor updates & improvements We think we'll finish the DLC by the end of july this year, so stick with us! enjoy! David


[ 2021-05-22 13:17:34 CET ] [ Original post ]


Path 1.0.0+58 is LIVE

Hello all, based on your feedback and suggestions, I've rebalanced some core aspects of the gameplay - mainly, the zone maps were reduced by 30%. Along that, other elements of the game were adjusted to make the game less repetitive, like the absorption of mutators, etc.. Let's summarize it in the changelog: v.1.0.0+49 Added 'black & white' ability icons option (can be set in Game Settings) v.1.0.0+50 Necroreavers: added new trait "Necro blood", reduced their HP. french loc.updates gx updates status effect icons UI update v.1.0.0+51 bugfix (traps hidden) v.1.0.0+52 Status icons: now they are drawn only once per type, so if you have multiple effects of same type (like 'extra hit'), only one icon of this type is drawn. Also added 'Black & white' status icons draw option (via the Game Setting). v.1.0.0+54 Added Necroreavers to starter party (unlocks when you reach zone 4) small updates Necro Blood: reduced duration 3 -> 1 v.1.0.0+56 Zones size reduced by 30% Forsaken fortress removed from 1st zone v.1.0.0+57 Every vampire should have 'Super healing' Stunned icon moved to other location to not overlap status icons v.1.0.0+58 russian loc.updates Deathcatcher: reduced his base AGI for lower difficulties (expl., adv., veteran) to make his crazy charge-jumps a bit less frustrating for newer players reduced absorption times by 25% (11,22,33) beast turtle gx fixes (helmet) Necro blood stacking fix That's it for this update! Enjoy, David


[ 2021-04-24 15:31:14 CET ] [ Original post ]


Path 1.0.0+47 is LIVE

Hey all, for this udpate we have prepared new UI icons for abilities (other icons are already in the works), new battle mechanics (you can now push an enemy onto a barricade from highground for instakill, or push a boulder off a clif onto enemy for instakill), balaces and bug fixes. Here the changelog: v.1.0.0+33 When boulder falls onto a character from high ground (min. 2 elev.levels) - he is killed instantly (like death pit) When character is pushed onto barricade from high ground (min. 2 elev.levels) - he is killed instantly (like death pit) text fixes fort update (map12) Brilliant mind: reduced HP cost 25% -> 16% bugfix v.1.0.0+34 Boulder AI improv. Boulders can now be pushed off a clif (min. 2 elev.levels higher) onto an adjacent enemy for an instant kill bash-barricade fixes bash anim. updates v.1.0.0+36 UI ability icons (17 out of 33): updated visuals Added a bunch of traits for classes for Desolation diff: - Valdor crossbow elites: irresistible force - Valdor assassin elites: assassin's retreat - Werebeast hound: default hastening crits or karwla speed (very stat hungry) - Vampire ghoul: heavy attack default - Cultist archers: brilliant mind - Cultist spear guard (caged head) elites: devil's pact, unextractable. (suicide bomber unit, has to be killed with bleed/poison/spikes/death pits etc.) - Beast Turtle: default flagrant or cleansing - Elite beast porcupines: acid v.1.0.0+35 fort maps updates (12, 14) v.1.0.0+37 UI ability icons update (completed) Slaughterer: damage increase up to 65% (was 75%) Lyncher: now per focus-reach damage is incerased by 7%(was 10%) up to max. 70%. chinesse loc.updates, 'Scout' mission is now parto of 'Scavenge' mission. fort map (14) update small updates (added mmissing deso traits) v.1.0.0+38 Lyncher: reverted back last change: now dmg per focus reach=10% and capped at 100% Russian loc.updates Villages cornered quest: small update Mission (scout) fix on taming target also remove Taunted effect Flipping onto barricade (min. 2 elev. levels lower from the thrower) will kill target Aegis effect blocking now disables UNDO v.1.0.0+39 replaced 'Aegis' consumption sound Added 'stucked dead unit' fixer Executioner: now applies 50% bonus damage (was 100%). Assassin's mark: when triggered, ranged units won't trigger strongVS. Repose won't trigger if you're stunned Earthquake: small fix Stun recovery fix v.1.0.0+40 small fix (early disappearing of dead unit) v.1.0.0+41 another attempt: small fix (early disappearing of dead unit) text improvements v.1.0.0+42 minor fix (ram) v.1.0.0+43 Champion trait: increased hp gain 10% -> 20% and damage 10% -> 15% text fixes Cultist spear(caged): removed Devil's pact v.1.0.0+44 polish loc. french loc. Devil's pact rework: When receiving a lethal blow, deal 99% of attacker's current HP to the attacker as pure damage, leaving him at a minimum of 1% HP. Cultist spear(caged) elites: they get Devil's Pact v.1.0.0+45 russian loc.updates Flagrant: now the effect is added on any damage (was normal only) Increased max. absorption slots for: Monk, Assassin (human + scavenger), Swamp shaman, Forsaken Axeman,Necro javelinier, Necro abomination, Porcupine Bash ability fix bugfix v.1.0.0+47 Revenants: added +1 absorption slot As always, it should not break your saves. Next update will come in another 2 weeks. Enjoy this one! David


[ 2021-04-10 15:39:38 CET ] [ Original post ]


Path 1.0.0+31 is LIVE

Hello all, this update brings lots of fixes and balances, and along with that we've added brand new sounds (missing sounds when casting spells, new sounds for pain/death, etc..). Here the changelog (1.0.0+20 -> 1.0.0+31) bugfix: Amos takes his wage (alcohol) weekly now (did not work) Immortal - changed the full-hp regen from 4 to 2 turns Necromancer: max DR reduced 99% -> 95% fix: Evasion should work now, only when a melee enemy apporaches you (previously any enemy) fix: if enemy's Evasion triggers (upon entering his ZoC), you won't be able to UNDO movement french loc.updates russian loc.updates Added and updated lots of new sound for human pain/death, abilities, effects, foc.abilities Added 50+ new human names sounds updates (aegis, strongVS) UI work Steam Achievement: winning on higher difficulty grants automatically achievements also for lower difficulties as well Ram: AI should not kill itself when ramming Evasion: improved logic small bugfix (OnBattleStarted executed sometimes multiple times resulting in Delirium killing unit) sounds updates UI work, minor fix re-fix of: small bugfix (OnBattleStarted executed sometimes multiple times resulting in Delirium killing unit) russian loc.updates added some Debug functions Elusive trait: now grants immunity also against immobilizing russian loc.updates Added new fort map (kitten) Beastmaster quest: reduced map size and made it more 'flatten' Beastmaster quest: last wave is spawning in east map gen. improvements UI updates raised Amos alcohol base wage 6 -> 10 Blood Strength: now the bonus damage is calculated from base(unmodified) damage. Unmodified means flat damage without applying any trait dmg-modifiers like Masochist, Lyncher, .. This should stop acquiring huge amounts of dmg when BS was applied multiple times with many trait dmg-modifiers. fort(kitten) updates uplift ability: now can throw enemy up to 2 elevation levels higher. text improv. Added new human 'pain' sounds Earthquake: now 'unreachable islands' should automatically change into death pits UI icons update center village (yellow hexes) fix for map generation Capture village (yellow hexes): minor fix (allies should now 100% spawn) small fix (earthquake) small fix: Immobilize should now apply for max 1 turn Throat cutter: reduced cost Valdor Piercer: now also adds +20 CONC Weakened status effect now is projected into 'calculated damage' in the tooltip Flagrant: reduced cost 88->44 life essence Enjoy! David


[ 2021-03-27 17:01:33 CET ] [ Original post ]


Path 1.0.0+19 is LIVE

Hello all! During the last week, we have been working on many bugfixes and balance issues, let's summarize it: changelog [v.1.0.0+1 -> v.1.0.0+19] Rejuvenation foc.ability: increased buff 100% -> 150% Massacre: on last wave a bounty hunter will join you and if you win/he survives, then will join party Added 'com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file:' error to Debug discord msgs; text updates Added 'error loading pixmap' error to Debug discord msgs Necromancer: gets Bloodless trait Final battle fix: can't respawn boulders as revenants Urtuk mutation: added First strike to his pool; Berserker Duelyst and Duelyst focus ability: both now won't trigger against stunned or out-of-breath targets. Also, attacker gains 25% damage reduction in duel. bugfix CampaignAdvisor additions Immobilizing effect: now cannot stack over 1 turn Beast preserv. damage recovery buff: increased 10%->20% Werebeast hound, puller, warrior: increased absorp.slots 1->2 Added setting for Hardware/Software mouse cursor. Now defaults to hardware (ie. systeam), can be changed in Game Settings Adding new game settings: "Disable mouse edge map scrolling" text improv. on Werebeast/Vampire classes Urtuk mutations: Flagrant & Quick reflexes lvl increased 4 -> 8 Hastening crits: base reduced to 10; Tiring crits: base reduced to -15 text improv. Maximum Force fix: now won't stun shatterproof units anymore boss classes cannot become vamps/werebeasts russian loc.updates Boss tooltips in campaign map: they will now disappear if you moved to next zone bugfix for immobilize > 2 turns text improv. Retreating soldiers: improved map gen (now your units will reach allies in 1-2 turns) Massacre: the bounty hunter who joins you after 3rd won battle will have player's party lvl Armour damage projection (tooltip) fix Traitor mission: reduced enemy count by 15% Amos: now he will demand alcohol as his wage after 4th battle. Vampire virus: added notification when unit will turn into vamp (7 days before) Allied ranged units won't fire if friendly fire involved bugfix (hopefully) small update Evasion: will now trigger only if enemy walks into melee range minor updates Agressor (revenant start) - won't banish recruited revenants anymore fix: if unit enters trap, he can't undo movement french local.updates text improv. Weaponsmith: better error messages when equiping invalid gear Shield Ally: stamina cost 60 -> 65 Beast Porcupine Changes: Blowpipe --> Javelins Nerve Sense --> Poisonous Criticals Toxic Cloud --> poison for 1 turn and only against unarmored Added chainmail Fast recov 2 from elites --> to birdy Rhino: added Thick skin + Rage (deso only) Added new savanna visuals (rock, bush) that's it for now, but we continue to work on the new modding support, new faction, and a brand new biome. Expect those regular pathes every 2 weeks. David


[ 2021-03-13 16:24:13 CET ] [ Original post ]


FULL RELEASE!


Here we are! Finally, the day has come - Urtuk is ready to leave Early Access! Its been a long and winding journey these past 6 years, and now it's time for the full release. We added a ton of new content during Early Access, completely overhauled game balance, and improved the overall experience in countless ways. We've listened closely to our players concerns and advice, and done our best to make Urtuk as fun and brutal as possible. Lastly, we want to shout out a huge THANK YOU to all our supporters beta testers, Early Access players and the community at large. Urtuk could never have become what it is today without your help. So what did we add during Early Access? In a nutshell: - new faction: the Forsaken - made additional 6 unlockable factions playable at start, added unlockable items - added Ironman - 4 new village battlefields, 25 new battle types/quests - reworked all fortresses along with new reinforcements system - new battle mechanics: projectile deflections, boulders, evade, .. - new mechanics: scaled mutators, merging of mutators, mutator absorptions, butchering, .. - new missions - new battlefield interactive & hazardous objects - new legendary items, relics and special rewards (Mocker's Mark, Death Stone, Life Stone, Valdor Piercer, ..) - new classes for Beasts, Werebeasts and Vampires - all classes got 'elite' skins - 10 bossses - localized into russian, polish, french and chinesse(simplified & traditional) - added Steam Achievements - 3 new difficulties - UI additions and improvements - character banners - countless bugfixes and enhancements You can see the full changelog here: https://steamcommunity.com/app/1181830/discussions/0/1747897354334441246 But the journey is far from over! We have a big plans for the future content for Urtuk. We're already working on: - new faction - new biomes - new bosses - modding support These should come as free content in very near future! Of course we'll maintain the core gameplay and fix any issues or bugs. We're still eager to hear from you - so please if you have any suggestions, balance ideas, bug reports or anything which could improve Urtuk, let us know! Best on our Discord server or on Steam forums. Again, I want to thank all our Early Access players for their feedback, suggestions, and even content additions! Oh, and I won't increase the price of the game. David


[ 2021-02-27 17:02:00 CET ] [ Original post ]


URTUK IS LEAVING EARLY ACCESS FEBRUARY 27!

I'm incredibly excited to announce that Urtuk: the Desolation will be leaving Early Access on February 27th, 2021! Its taken 6 years to get to this point, with just over 1 of those years in Early Access. Players whove been hacking and slashing their way through the Steam Early Access version of Urtuk will automatically gain access to the full game. Urtuk will release simultaneously on all three platforms Windows, MacOS and Linux. The games final release wouldnt have been possible without the incredible contributions of our dedicated Early Access community. Weve put our hearts into this adventure and its been awesome getting so much support from players throughout this last critical year of development. Weve made many significant changes during Urtuks journey in Early Access, and done our best to meaningfully integrate players feedback and requests as we march toward the version 1.0 launch. We cant wait to welcome you all to the epic adventures of the world of Urtuk next week!


[ 2021-02-21 15:09:05 CET ] [ Original post ]


Update 0.87.08+97 is LIVE


Greetings slayers! We bring you another small bunch of updates, this time it's around the Final boss fight with a brand new Boss and lore and some tweaks around balancing and of course bug fixes. Here the changelog: v.0.87.08+80 Starting as werebeasts: they are now 'ancient' werebeasts and won't transform to human form, thus keeping their werebeast form forever and loosing their 'super healing' ability. (Also they won't be affected from the deso bug: they won't loose their extra absorp.slot anymore) v.0.87.08+82 Map Editor: added selection of map sizes Forsaken defender: added new trait: "Cleansing" (on max focus heal over 2 turns + remove bleeding/poison) Ranged support won't trigger strongVS anymore v.0.87.08+81 french local. updates Monster Hunter quest: reduced enemy count a little bit Party screen: dismantling items won't happen when you're not enough close to th dism.slot v.0.87.08+83 added campaign advisor v.0.87.08+84 minors bugfix v.0.87.08+87 final battle updates Ivadd story line updates Reflexive skin won't trigger if you're out of breath v.0.87.08+85 Leeching crits: improved scaling Abomination map updates Aggressor perk: now upon expeling a member, his items are dropped to player's inventory 'game won' screen overhaul gx updates new mutators Russian loc.updates v.0.87.08+90 Added 'Necromancer' boss gx bonefisher Yesterday 8:48 PM Blood curse: increased HP penalty (-10% -> -15%) final battle updates v.0.87.08+91 final battle updates (dead channeler will reduce spawn rate by 50%) Added 'final battle' biome v.0.87.08+92 Increased maxIterations for map gen. final battle updates v.0.87.08+95 Final battle gx udpates added 'Channeler' model small updates, tweaks v.0.87.08+97 polish loc.updates This update should in most cases keep your saves playable. Enjoy! David


[ 2021-02-03 14:17:50 CET ] [ Original post ]


Update 0.87.08+79 is LIVE

Hello all once again! This is a regular update which brings us small improvements. Here the changelog: v.0.87.08+71 Boulder damage is now calculated from unmodified base attack from the unit who launches it. small fix limit to boulder count is now 5 per battle Dungeon biome won't play same 2x tracks all the times now, will use whole battle music pool minors v.0.87.08+70 bugfix v.0.87.08+72 Shiggy PC: exceptions not being sent to Discord channel bugfix: kaleta.hex3.utils.HexGameException: ClassDefinition by given name does not exist in collection. Name:revenant/vampire/lord v.0.87.08+73 Added new class: Werebeast Hound bugfix (ranged attacks) v.0.87.08+74 gx updates; english desc.updates werebeast hound avatar added Turgul: gained 'immortal' trait faction recruits in quests: now for some factions (vamps,werebeast, revenant) there is a small chance you get your faction unit instead of the human class unit v.0.87.08+75 Monster slayer (WaitingEnemies_Rescue): improv.on generation increased flesh income from villages by 15% Blood butcher: now yields 36 blood (was 45) Forsaken wrath: reduced the heal/damage by cca 25%. v.0.87.08+76 FleshConsumer: clamping high values of flesh upkeep Added elite version of Werebeast Hound bugfix small updates v.0.87.08+77 Replaced werebeast mongrel minors v.0.87.08+78 Added elite version of werebeast mongrel; v.0.87.08+79 veteran, epic and deso diff.: reduced the 'extra diff. spike' when entering new zone (adjusted world level scaling factors). Death Stone: now won't reduce equipped trait level after battle, instead there is a -15% max hp penalty. Enjoy! David


[ 2020-12-07 12:59:35 CET ] [ Original post ]


Steam awards nomination - Urtuk

As with every year, some of the top-selling and arguably best titles happen to fall in the big-budget category. Simply put, worlds like in The Witch 3 and Fallout 4 arent feasible with a small team. Thats why were excited to see our favorite triple-A titles receive well-deserved awards this year. At the same time, it was very satisfying to see 2020s show give independent games some attention. Indie titles received plenty of minutes to show us what their small, passionate teams are cooking up for us next. This is a direct contrast to previous game awards shows that focused entirely on the big titles and rarely mentioning the small projects we enjoyed throughout the year. With this, we would like you to nominate Urtuk for the Steam Awards in the category of "Labor of Love", as we've put in the last 5 years of development so much of our hearts and soul into making of Urtuk! And we still continue, even if we are still in Early Access! Thanks a lot for a all your support, David & team


[ 2020-11-25 22:06:17 CET ] [ Original post ]


Update 0.87.08+70 is LIVE

Hello all, after another 2 weeks, we've pushed another regular update. With this, we introduce new Vampire Ghoul class, which is very unique compared to all other classes in game. He can spawn a new interactive object - the boulder and bash it across whole map. Upon impact the boulder will push any unit 1 hex away, maybe to a death pit. Any class with the bash ability can utilize the boulders. This introduces quite a bit of new strategy options and we like it! Besides this, there are many more visual updates, bugfixes, balance improvements. Let's look at the changelog: v.0.87.08+50 Werebeast elites: added extra traits Enhance mission now costs 30 alcohol Werebeasts recruits now restricted to human classes minor fix v.0.87.08+51 bugfix (and refactor of getHashcode()) for class traits & sub-classes: should fix the variant localized traits merge issues minors v.0.87.08+52 Natural Resistance now also removes Acid. Beastmaster battle: reduced reinf. beasts to 5, was 7 Barrel thrower range: 8-20 hexes v.0.87.08+53 added new Fort map (by David) beastmaster & beast revenants quests are now available in zone2+ Endgame (final boss) quest: now after beating the final boss, it triggers the 'game won' status. There will be no further/chainned quests anymore (maybe I'll add in future). New factions & items will unlock and you can still continue playing. Taming beasts: improved the logic bugfix: tamed beasts that become hostile are still under the player's control Barrel thrower range: again 3-20 hexes Slaughterer: max damage bonus is now 75% (was 100%) v.0.87.08+54 break-save bugfix v.0.87.08+56 Adaptive body: speed penalty reduction is now 90% (was 75%). But still not enough for bosses to avoid 'turn lock' with heavy hits (like max.force). Stun: speed penalty is now -200 (was -400). It will still stun, but now the 'Adaptive body' will work better. Added the Blood spider boss to world. It becomes available in zone3+. Added elite skin for cultist guard (caged head) Amos, Victor: added 'engaging effect' immunity AI(ranged): should not kill itself when there are nearby lethal tiles (like death-zone or holes) Delirium & Rage: now only for melee classes Necrophagy: raised hex radius to 4(was 2) minor fix small update v.0.87.08+57 small fix bonefisher Beastmaster quests balance updates Blood spider boss: put back Beast preserv. Adaptive body: speed penalty reduction is now 90% (was 75%). But still not enough for bosses to avoid 'turn lock' with heavy hits (like max.force). Stun: speed penalty is now -200 (was -400). It will still stun, but now the 'Adaptive body' will work better. v.0.87.08+58 small bugfix (reinf. units would not trigger their traits like Delirium) small fix v.0.87.08+59 gx updates small updates Stun: speed penalty again at -400 minor fixes/updates v.0.87.08+60 Ivadd: his medicine treatment is now 3x faster v.0.87.08+61 Furious - can trigger once per turn now improved the RNG for music selection small updates Added new logic for AI: spawning & launching bolders Blood spider boss: made the game a bit more challenging minor bugfix v.0.87.08+63 Added new vamp class: Ghoul; Added new ability: "spawn boulder" (Vampire Ghoul), some refactoring polish loc.updates gx updates improved UI labels (centering) chinese trans. fixes UI: game won't show paths with lethal tiles along (like holes) small updates v.0.87.08+64 boulder updates and fixes v.0.87.08+65 bugfix (intro + boulder spawn) v.0.87.08+66 Boulders are now limited just like traps. Boulder lifetime reduced from 2 turns to 1. v.0.87.08+67 Discord API update (-> 4.2.0_168) - was needed to fix the app not sending error-logs to Discord v.0.87.08+68 bugfix (ghoul/boulder) v.0.87.08+69 small bugfix Improved RNG in same parts of the game This update won't break any saves. Hope you will enjoy it! David


[ 2020-11-12 16:31:27 CET ] [ Original post ]


Update 0.87.08+49 is LIVE

Hello all, this is a regular update with new unlocks after beating the game with a faction (humans, swampers, forsaken, vamps, werebeasts, beasts, ???). These unlocks are 3 extra mutators for choosing when starting new campaign, also now, you can't select any weapon/armour, instead only mutators are for selection. And you can select three of them for your start party! Furthermore, I've implemented are bugfixes, small balance improvements. We've localized Urtuk also into the traditional chinese! Here the changelog: v.0.87.08+37 swamp battlefield: added 'swamp style' tall grass Ivadd after recruiting: added back few of his former traits v.0.87.08+39 trad.chinese updates added new, extra mutators for each won faction (so 7 factions x 3 mutators = 21 extra mutators) simpl.chinese updates Protector trait: now also plate wielders can use it v.0.87.08+43 Added 'teaser mutators' into start item pool small fix in game setup UI minor updates v.0.87.08+44 Revenant beasts quesst: now you can be rewarded with a relic (50% chance). russian loc.updates Added 'tall grass' visuals for dungeon biome v.0.87.08+45 quest updates v.0.87.08+46 All 'recruit/rescue' battle quests: now instead of 'human' classes you will get your starting faction units. The starting class is determined by Urtuk's class (so in case you choose Urtuk as smith, all those new recruits will be *-smiths :slight_smile: ) bugfix for Angel's pact when auto achieved. simpl.chinese updates trad.chinese updates small updates There still might be few which will have the human classes - but that's intended. v.0.87.08+47 Recruitable classes in quests: if your Urtuk is smith/revenant, you will get only human classes. small updates v.0.87.08+48 trad.chinese gx udpates v.0.87.08+49 trad.chinese gx updates russian loc.updates minor bugfix trad.chinese simpl.chinese Vampire recruits now restricted to human classes This update is save compatible, so fear not ;) Enjoy! David


[ 2020-10-25 11:07:08 CET ] [ Original post ]


Update 0.87.08+32 is LIVE

Hello all, this is a smaller update which brings bugfixes, small balance improvements and a new battle quest with new game feature - "Beast taming". There is a new 'sub-class' created - the Beastmaster, it's a version of the Hunter, but he can do more! When all conditions are set, you can tame an enemy beast to your side until the end of battle. Makes the fight a bit more fun if you'are against legions of beasts :) Here the changelog: v.0.87.08+22 weaponsmith/armoursmith will now roll for gear when rewarding. Also they are now treated as warriors when evaluating the 'champion' perk Ambushed treasure hunters battle: now you can control the allies from start, reduced intial enemy size by 20%, if all 3 survive, you get the Evolution Stone as reward v.0.87.08+24 Added "Ambushed beastmasters" battle quest to battle types pool Aggressor: banishing 'unprivilliged individuals' will now occur only on each 4th day (so the new characters have a chance to be useful while in party..) Deso.diff. only.:revenants will receive same extra traits as their necro/valdor contra classes Aggresor (revenant): they won't banish smiths anymore Weakened effect bugfix: the effect lasts for turns (before it was lasting for 'hits') v.0.87.08+25 bugfix (abilities) v.0.87.08+26 small updates Ambushed beastmasters quest: high tier mutator as extra reward Ambushed beastmasters quest: lifestone as extra reward Beastmaster's 'Taming shot' is now overfocus ability Added 'human' visual variants for the Assassin classes (normal & elite) bugfixes v.0.87.08+27 Added placeholder avatars for elites updates (gx) raised +dmg per STR to +2.5% (was +2%) - but only for player This means a total +25% damage increase. Note that AI keeps +2%/STR. v.0.87.08+28 Bugfix: after taming beast, the battle won't end once all enemies dead minor bugfix v.0.87.08+29 Taming shot: now only 1 tamed unit is allowed at once. Beastmaster has this ability by default (was overfocus). bugfix for 'grab and die' - now works also with ranged attacker (like Victor) beast turtle, puller and valdor shieldbearer gained another absorp.slot (1->2) small bugfix v.0.87.08+30 Amos: removed the 'training' unavailability, and added 'Revenant' trait. So watch him in battles! Ivadd bugfix added missing elite avatars v.0.87.08+31 Added StrongVS Brutes (blunt+axe) and StrongVS Swords Removed Strong VS LowHP Strong VS Crippled now applies also against stunned removed Strong VS stunned simpl.chinese polished Strong VS Poisoned also applies against Acided v.0.87.08+32 simpl.chinese loc.updates Ambushed beastmasters quest: now also reinf. will appear Ambushed beastmasters quest: made the enemy more aggressive Tamed beasts won't panic anymore on enemies death This update should not break your saves. Enjoy the game! David


[ 2020-10-14 09:32:56 CET ] [ Original post ]


Update 0.87.08+21 is LIVE

Hey guys, this update comes with some new features we've heard many times from you being requested. For the start, there is the new Evolution Stone. You can use it, to upgrade your existing traits (natural or absorbed) up to level 10. By default, the traits come at level 4. Evolution Stone can be obtained as some battle rewards like "The Battle of X..". Then we have overhauled the weaponsmith and armoursmith: 1. both can now enhance (infuse) an existing mutator into a gear, weaponsmith can enhance melee weapons and armoursmith can enhance armour (helmet, shield, torso protection). 2. weaponsmith can now equip any melee weapon type, armoursmith can equip any armour gear (helmet, shield, torso protection). So you might start to experiment with new builds. Also, both have kept their ability to auto upgrade your gear while traveling in the world map. Then we've finalized the visuals for the elite skins (werebeasts, ..). And more, so let's summarize it in this changelog: v.0.87.08+8 Village center/reinf. battle: capped max reinf. size to 9 Decreased master volume by 50% (music & sound) minor fix v.0.87.08+10 chinesse loc. updates v.0.87.08+9 Village center/reinf. battle: map-regen adjustments, and one of the allies will always be a javelinier - to help to break into the 'village' v.0.87.08+12 Treasure hunters ambushed - moved their spawns closer to player improved the 'ally spawn generation' for village battle(yellow center) gx updates removed Porcupine disengagement (deso only) install/publish scripts updated v.0.87.08+13 AI: units will 'Spearwall' will now be more likely cast it AI: priest will now use 'sacrifize' ability v.0.87.08+14 small updates Added logic for 'tranditional chinese' Added elite skin for werebeast axeman Werebeast engager: added elite skin v.0.87.08+15 Village fight (yellow center) with allies: now if you save at least one ally, you'll be rewarded with the Evolution Stone Soldier perk: increased the bonus armour protection per progress 3% -> 5%, and max 40% -> 50%. Reduced the HP lost threshold to progress 13% -> 12% Added new mutator type: "Evolution Stone" - grants an upgrade of some traits of the class. Is destroyed upon use. small updates v.0.87.08+16 When starting new game, you can now select also a Blacksmith(villager) class from the selection (just for testing purposes) Weaponsmith & armoursmith can now equip any melee weapon and any armour (helmet, shield or torso arm.) Added new trait: "Weapon enhancer" - armoursmith & weaponsmith both have it and now will be able to 'enhance any melee weapon' with any equipped mutator. minor fix v.0.87.08+17 bugfix with Blacksmith v.0.87.08+18 Blacksmith class devided into two separate classes: Weaponsmith(can equip all melee weapons) and Armoursmith(can equip all armour types and staff). Also, in the Start screen, you can select both classes v.0.87.08+19 'Battle Of X' battle now rewards you with an additional Evolution Stone bugfix some udpates v.0.87.08+20 Evolution Stone: now can be applied only to 'scalable traits'. v.0.87.08+21 Strong Vs Beast renamed to Strong Vs Monster and now also triggers against Vampires This update is save compatible, so no worries. For the future update I'll try to keep the save compatibility as much as possible! Enjoy! David


[ 2020-10-05 13:03:57 CET ] [ Original post ]


Update 0.87.08 is LIVE!

Hello all! we have been quite busy for another month and have done further progress. What has been done in a nutshell? Added new boss: Victor the Marksman, comleted all elite visuals for all classes, improved balance and added some new stuff! Let's see what's in this update: v.0.87.07+28 Fixed the bug with 're-rolling' traits when starting campaign Amos boss fight: you can't retreat from that fight anymore Beast Turtle: added Round Strike to random traits added some additional traits to classes (thx yeek: quick reflexes for warlord, recovering criticals for marauder, fast thinker for shaman) v.0.87.07+29 minor fix: boss scaling (amos & judge) french loc.updates small updates v.0.87.07+30 Grand bosses: they will now refuse to go to any mission Jester: removed 'Immobilizing crits' trait, but kept it for deso dif. Deso diff.: added some traits to classes (google doc) Torturer's Tatto mutator cannot be upgraded with Lifestone small bugfix small improv. in game setup UI Amos champ. boss updates (deso only) v.0.87.07+31 Valdor piercer fix v.0.87.07+32 Torturer tooltip minor fix 2h-sword: raised armour shatter to 85% Snipe: lowered stam.cost to 75 Werebeast (hook): added Flesh eater (all diff.) v.0.87.07+33 deso diff.: added additional traits to enemies (see google doc) Urtuk mutations: recovery changed to rec.II fort map fixes minor updates Forsaken Wrath: reduced healing aura effect by 20% v.0.87.07+34 small updates, fixes Torturer minor fix deso/epic diff. recovery injury times reduced by a bit map updates v.0.87.07+35 Valdor piercer bugfix v.0.87.07+36 small updates, typos fixes deso diff.: starter classes get +1 extra absorp.slots v.0.87.07+37 Village center defender battle(yellow escapes): now if you kill 50% of the initial (village center) enemies, the reinf. will stop Removed wage from rescued prisoners from village tunnels v.0.87.07+38 Siege defend battle allies scale fix; Urtuk mutation count raised to 4(was 3), last 4th triggers at day 170 bugfix: applying speed penalty on shatterproof units has not applied 'slowed' effect. Urtuk mutations: now player can choose from 2 candidates traits. The not selected trait can still occur in the next mutation event. Urtuk mutations: added Overdose & Delirium (once again) v.0.87.07+39 small UI improv. v.0.87.07+40 fort maps updates (kitten) added new 'elite' visuals for: Bount hunter, Bounty hunter (flail), Beast rhino, Beast porcupine, Beast puller, new skin for Vampire origin v.0.87.07+41 Added 'Butcher for Blood' misison Necroreaver: thick skin & monster heart is now not extractable to not bloat the reward screen Amos: changed 'unavailability' days 7 -> 5 added elite skin for Bounty hunter (javelin) v.0.87.08+1 new 'fort map' v.0.87.08 Final battle: pulled the 'fort tiles' by 1 hex; Ivadd: the max DR for player is now 50% (was 80%) scav.warlord: replaced his foc.abilty with Rend Armour Amos: 'train days' reduced 5->4 v.0.87.08+3 Desolation diff. traits update for some classes (google doc) small updates AI: added the possiblity for enemy AI to throw all types of traps. The enemy traps are 'red highlighted' so player can differenciate them from his own traps. Stalwart refactored (using now battle.canDisplace); new trait: IgnoreStalwart Added elite skin for Vampire origin gx updates Vampire lesser: using now the Vampire origin skin Added spine2d model for 'Marksman boss' Urtuk mutation 'Delirium': increased charges 2->3 Reduced some calamities' durations. Amos: added 'Quick learner' to compensate his 'unavailbility' v.0.87.08+4 Marksman boss (Victor): is now available in the world (special condition must be met to reveal him) v.0.87.08+5 Ivadd: nerfed his traits & stats once he gets to player party Ivadd: capped his +dmg trait from attacking allies at +100% dmg. Also reduced the +% dmg per attack +20% -> +10% That's it! Unfortunately, this version is not save compatible and will break your current saves. But fear not! You can still continue playing your current run, just opt-in into "Betas" from steam app, and select the 'steam - 0.87.07' version from the selection of versions. Thanks a lot for all your support and feedback! David


[ 2020-09-24 14:02:09 CET ] [ Original post ]


Update 0.87.07 is LIVE!

Hey, another month has passed and we have done further nice progress! We've added two new bosses, improved overall game balance and flow, added elite visuals for all human classes, created 5th highest difficulty and much much more! Let's summarize: v.0.87.06+18 Added 'Dismiss all' button for closing all info messages in worldmap screen (upper left corner) Added shortcuts(1-0) for selecting first 1-10 avatars in deploy phase Ancient General: added karwla speed and mind of genius bugfix: Barrel thrower won't fire if 60% of units are 'inside fort' french loc.updates polish loc.updates russian loc.updates minor fixes . Torturer 'Sadist' trait: now injures him on every 10th day (was 7th) Added new 'Hammer boss' fight (The Judge) . v.0.87.07+1 Judge boss map update minor fixes Thick skin: reduced tier to I (was II) Torturer 'Sadist' trait: now injures him on every 10th day (was 7th) . v.0.87.07+3 minor fixes (Ai should not try displace stalwart/rooted units) russian loc.updates Resilience: triggers now at 35% max hp(was 40%); Flesh eater: improved the description small fixes (ai-behavior forgot to setup in some quests) Forsaken master (mini-boss): added Blood Curse II minor updates Champion unlock: villagers won't count as 'fighters' for evaluation v.0.87.07+4 Fort maps updates: added 'reworked' (by kitten) 3 older maps. After testing will add the existing kitten maps back. Oil + vampire mission: added more 'master' classes to recruit pool and removed vamp lord Traitor mission: reduced enemy count by 20% Abomination & Forsaken King boss balance updates Ancient General Boss (Mandoralen): raised lvl of his 3 bodyguards . v.0.87.07+6 Added new trait: "Adaptive body": reduces any 'speed penalty' by 75%. All grand bosses have it now. v.0.87.07+5 fort maps update (kitten): added reworked fort map . v.0.87.07+7 added new battle objective: 'Defend catapults'; maps updates Deathcather (zone1 final boss): removed Leech, added Leeching Double Strike Battle quest updates text, russian loc.updates Scout mission: increased duration to 6 days(was 3) Poison resistance: minor fix Added 'elite' looks for guardian class . v.0.87.07+8 Added new diff.: "Hell" Jester & forksaken king boss map updates Devil's pact fixes; added two new traits:'Evasion' and 'Sudden Throw' Deathcatcher: removed Rooted, added Stalwart. All bosses: replaced Bloodless with Natural resistance russian loc.updates, text upd. maps update dungeon biome: barricades gx updates . v.0.87.07+9 Added missing revenant classes (valdor reaper & necro warrior) . v.0.87.07+11 Jugde boss: increased HP by cca 300 russian loc.updates Evasion bugfix butcher mission(fles): yield 45 flesh (was 39) For all 1h-sword classes added 'Light Weapon' Swords(1h- & 2h-) reduced shatter to 70% (was 100%). If it doesn't work good (sub optimal), we revert back to 100% combined kitten fort maps to total of 3+8=11 . v.0.87.07+12 Added new grand boss: Amos The Champion; Added new trait: Heavy javelin Diff.names changed. small updates Beast puller: added Light weapon trait Grap & Attack: now adjacent allies attack also critically . v.0.87.07+13 evasion: minor fix; Peltast boss gx updates; maps updates . v.0.87.07+14 english loc.updates (screeg) Evasion: jumps to lower tile at max elv.diff = 1 Village reinf. battle: reduced the reinf.rate by 30% maps updates Amos - added Wage (for now until another balance mechanic is implemented) . v.0.87.07+15 Added logic for any diff.setting to 'customize' enemies. For now, Deathcatcher gets for epic/deso the DoubleLeechingStrike & Revitalizer Torturer's Tatto: now the map location is revealed immediatelly after you merge all pieces in party screen. fixed some copy-edit merging (incorrect Encoding) issues copy-edit updates (screeg) Deathcatcher: removed Revitalizer and Leeching Double strike jump, evasion: can jump up to a max. elev. level of 3. Screen english loc.updates (merging back to java files) russian loc.updates minor fix Amos - added wage (for now, as balance) avatars added (amos, judge) . v.0.87.07+16 Amos the Champion: removed Wage; added new perk: Champion - after a battle, he goes train and thus won't be available (in your party) for 7 days Hell(desolation): increased injured recovery time, cost of medicine, recruit at black market, armour.guild Light Foot: reduced cost of life essence to 22 (ie. is now tier I mutator) Valdor classes: 'Valdorian Armour' is now applied only at epic/deso diff. chinese loc.updates french loc.updates v.0.87.07+17 Exploration diff.: Necros have no HP bonus; Adventure diff.: Necros have +15% HP; Veteran+. diff.: necros - additional +25% HP (so cca x1.40 compared to exploration diff.) Epic+ diff.: added additional traits for some classes (non-elites) Veteran+ diff.: all Valdorians have Vald.armour; Deathcatcher has now double leeching strike & revitalizer (moved from epic diff.) Revenants: all armoured revenants get Valdorian armour . v.0.87.07+18 some fixes bonefisher beast porcupine: for veteran+ added 'strongVs Isolated' (enemy + player) . v.0.87.07+19 Deso diff.: some classes gained extra traits (google doc) Deso: reduced XP levelup by 15% Deso diff.: all grand-bosses have "Bloodless" . v.0.87.07+20 Revenant start camp.: they won't send away boss recruits anymore - so you can have 3 starter revenants + Ivadd/Amos in the party small updates reduced fort reward medicine by one. reduced 'Flesh upkeep' for beast campaign by 20% Added 'inside fort' hex symbol in case of a siege battle . v.0.87.07+21 Deso diff.: added traits to some classes Monster slayer quest: added Taunt immunity trait Fort battle reward: medicine=3x; for epic+ difficulties: medicine=1x map (fort) updates . v.0.87.07+22 small fix (save break) Ivadd: added new trait: "Die not so fast!" (disables progress of injury to death if not treated with a medicine) . v.0.87.07+23 completed all 'elite skins' for human classes (ie.: berserker, footman, bloodknight, spearman, hunter, priest) reinf. now can spawn at tiles with hazardous objects (traps, spikes,..) but not into dead zones. Soldier perk: on hit dmg reduced to 13% (was 15%) to trigger Ancient General: increased the 'awake' rate of Valdorian soldiers 2->3; Devil's pact damage is now calculated based on the attacker's MAX HP x 10. . v.0.87.07+24 deso diff.: added some traits to classes (see google doc) french loc.fix . v.0.87.07+25 Warmonk elite assets added improved rewards for 'Collapsed Mine' quest Delirium removed from Urtuk's mutations pool v.0.87.07+26 minor bugfix v.0.87.07+27 small improvements on UI Unfortunatelly this update is not save compatible with the previous version (0.87.06), but fear not, you can continue your current run: just opt-in into steam branches and select the 'steam - 0.87.06' and you should be fine. Cheers, David


[ 2020-08-17 14:47:48 CET ] [ Original post ]


Boss update is LIVE!


Here we go, we're proud to release this "new content" update with lots of stuff in, mainly: - 5 new bosses (with unique visuals, boss mechanics, unique map and special reward for each boss) - 2 new starting factions: Swampers and Beasts - several new battle objectives (village fights, missions, etc..) - several new unique legendary items and mutators We have introduced end zone bosses for each zone: with that you have to fight a unique grand boss before you can proceed to next zone. Also, there are optional grand bosses roaming in the world of Urtuk and you might find clues how to reveal them! Each boss comes with its very specific mechanics, and it is up to the player to figure out, what works best. After defeating him, you will obtain a unique item which will add new game mechanics to your run! For example, with the "Death Stone", you can kill any of your party member and extract almost any of its traits (even if it's non extractable after a normal battle). We also listened to you players and your feedback and suggestions and made a big list of changes and improvements (HUGE thank you!). Let's summarize all of it in the changelog: - in fort sieges, the enemy archers will be placed into balistrarias; - balistraria: now will also prevent all displacements (bash, flip, ram, uplift,..); - added new feature for player characters: unlocking 'elite' visuals. This 'elite appearance' can be achieved under some specific conditions.This change will only apply if you start new campaign. - 'The Champion' trait: now unlocks at progress=3 (was 5); also it ads +5% dmg and +5% max hp - Grand boss names updates (credit to: soma, savage, yeek, pupuc) - weaponmaster quest: renamed 'crossbowman' to 'huntsman' and he now also teaches both - crossbowmen & blowgun/pipetube classes (floaters) - scav.warlord: increased absorp.slots: 2->3 - Unbreakable: removed the 'taunt immunity'; added new trait 'Unshakable': grants taunt immunity (all bosses have it) - Torturer: added new perk 'Sadist': on every 7th day, he injures himself (if not already injured) - Valdorian Armour: reduced the armour bonus to +50% (was 100%) - Added new grand boss: 'Jester' aka Baccayeek The Deathcatcher - Torturer: removed Murdering sence, reduced max DR to 80% and rate - Champion trait: dmg/max hp increased to 10%/10% (was 5/5) - Made the 'Swampers' as starter faction (reach zone2!); Forsaken starter classesa available upon reaching zone3; - 2h-sword: damage reduced by 10% - Endzone boss for 1st zone is 'Jester' and for 2nd zone it's the 'Abomination' - Added new ability: Throw Jester's trap; - swamp shaman: reduced start CONC; focus gain from casting spells reduced by 30% - added a single Necroreaver fort for 2nd zone - Ancient general: added def. & spine assets - Bounty Hunter (axe): slots 4->1 For Boss fights calamities are disabled - added new 'boss fight battlequest (with map)'; some refactor (non-breaking!); additions - Urtuk mutations: if ranged, some traits are filtered out (flagrant, quick refl., fast recovery), added Karwla speed and Lyncher. - super healing: now recovery is done on 7th day (was 4th) and costs 10/10 blood/flesh - battle quest updates - bugfix: ramming rooted unit won't trigger retaliation anymmore - Added 'Ancient General' boss; - fort/sieges: the contraints for 'inside fort' is now only applied based on distance from player spawns. - fix: Armour piercing traits wont pierce through Valdorian armour - Added 'Beasts' as starter faction - improved RNG for focus mutator selection from fortress rewards (more variety!) - improved RNG for village battle selection (more variety!) - increased the 'inside fort' distance 4->5 (based on Kitten's maps for best results) - reduced villages capture count 35% -> 30% to reveal the exit node (and zone boss) - reduced image size of 'end turn' button in worldmap - Added new perk: "Flesh consumer": now it's used for the Beasts start. - Added new mission: "Butcher(flesh)": kill a unit and get flesh - Barrel thrower min range changed 3 -> 8 - Volcano calamity: now oil spreads slower and dries out quicker (5turns -> 3) - Added new battle quest: 'Traitor' - Beast bloody/toxic class have 100 absorp.slots now - Forsaken 'avenger' (from elites reinf.) got speed buffs - bugfix: bashing a target from balistraria will negate that effect - Flesh bucher missions yields 40 flesh - Flesh consumer: flesh upkeep raised by 25% - 'Avenger' from forsaken elites should not interfere with the 'win conditions' - grand bosses: +20% HP, +Bloodless (let's experiment, if it's too much, I'll remove it) - Traitor battle quest: now if you attack just one enemy, all will turn on you (before only the attacked turned on you, while others were chasing the traitor) - Natural Resistance: now cures both poison and bleeding at 1st turn - zone-bosses have now their own special map; added 'Forsaken King' as 3rd zone boss (we use him (for now) also as optional grand boss in 1st zone with Death Stone reward) - strongVS armour: now applies only when target has some armour hp left. - Valdor Piercer now works only against armoured targets - beast classes updates - added new Village battle - Character selection in the start screen: disabled re-roll of already selected character traits when other character has been changed. - Beast porcupine: on self-hit spread poison cloud (ignores armour) - beast rhino: added pushing criticals, small village(balistraria) updates - Jester boss: reduced delirium charges 5->3 and HP by 20% - Tatoo map count reduced to 7 (was 10) to reveal Torturer boss - Many bugfixes, UI improvements, enhancements - Chinese loc.updates - Russian loc.updates - French loc.updates - Polish loc.updates Unfortunately there are so many changes, improvements and additions in the campaign, that we could not make your current version of Urtuk compatible with the "Boss update" :(. But fear not, as always, I'll keep also the previous version in steam as an optional branch - so you can select it and continue playing your current run! Enjoy! David


[ 2020-07-24 14:00:34 CET ] [ Original post ]


Urtuk chinese localization is LIVE!

Greetings all! Thanks to our chinese fans, we were able to translate Urtuk into chinese language! We can't express how much grateful we are that now also our chinese-speaking players can play Urtuk. A HUGE THANK YOU to Ali213 as it was his and his team effort to make this happen.


Enjoy! David


[ 2020-06-26 13:51:50 CET ] [ Original post ]


Urtuk french localization is LIVE!

Greetings all! Thanks to two of our french fans, we were able to translate Urtuk into french language! We can't express how much grateful we are that now also our french-speaking players can play Urtuk. A HUGE THANK YOU to Xebus & Squashbelge as it was theirs effort to make this happen.


In case you would like to see some of the french streaming, please head to: https://www.twitch.tv/xebus David


[ 2020-06-24 09:16:16 CET ] [ Original post ]


Update 0.87.03+48

Hey guys, another week passed and we have new updates and changes implemented into Urtuk! So let's summarize: v.0.87.03+43 russian loc.updates PL local.updates added new flag icons for french, italian, polish and chinese polish loc. images updates polish fonts updated Vampire lord: removed light foot bounty hunters & villages classes: max absorp.slots increased to 4/6 v.0.87.03+44 PL local.updates v.0.87.03+46 scav.axeman: absorp.slots 3->1 bonefisher added 'sulfur pools' to Obsidian hex tileset battle quest updates Dead expl. wont throw part into some specific tiles (barricades, ..) new 2x music trackts added PL local.updates Main menu: after lang. has been changed, update the screen instantly; v.0.87.03+47 battlemap gen.: neutrals will spawn in reachable locations now forsaken axeman: absorp.slots 2->1 scav.axeman: absorp.slots 1->3 v.0.87.03+48 Valdorian armour: armour pierce is disabled Spike trap: reduced dmg 35% -> 30% Valdorian armour: protection increased +50% -> +100% Traps(all): added max count of 12. Beartrap: removed bleeding Delirium: healing reduced 25%->10% chinese loc.updates Hunter: removed Tactician, scav.marksman: added Tactician polish loc.updates scav.warlord: added helmet, foc.ability is now Lead Beast Preservation: reduced dmg bonus 15%->12% We're also working hard on the french and chinese localization, just bear with us, and hopefully, by end of the june, we will finish them. Also, our design and implementation of new bosses and mechanics are going quite well. We aim (for the release) to create at least 4 new bosses and have very unique rewards after slaying them. Enjoy & have fun! David


[ 2020-06-12 13:42:08 CET ] [ Original post ]


POLISH localization is LIVE!

Greetings all! Thanks to one of our polish fans, we were able to translate Urtuk into polish language! We can't express how much grateful we are that now also our polish-speaking players can play Urtuk. A HUGE THANK YOU to Slawomir Libura (daedalus_pl) as it was his effort to make this happen.


Enjoy!


[ 2020-06-07 13:14:17 CET ] [ Original post ]


Plans Update build (patches)

Here we have another week. And a new update for you! First of all we are working on new Bosses and their mechanics. One is already implemented in this update and you can encounter him in the first zone. (His visuals are to be replaced). We plan to add at least 6 bosses to the game, with each special mechanics and very unique rewards. Here our concept arts:

Now, let's have a look at the changelog for the new build: v.0.87.03+36 Conquest mode updates: removed TR dryout from camps and metal tryout from mines, reduced cosmetics assets slightly in the worldmap Adding french trans.file Capture village (+ thrower): small fix v.0.87.03+36 bugfixes keybinding fix (t/r) 0.87.03+37 Added 'Death Stone' into the starter item collection. swapped Forsaken and Swampers faction in the zones. Forsaken fort is spawn in 1st zone. 'ruins' barricades gx updates Added 'Death Stone': a new mutator able to extract (and kill) a trait from any party member Dead expl. anim. updates ranged AI updates/fixes AI level attr.points distribution at high levels adjusted: they will put points into str, conc and vit, but not into agi (to avoid frequent acting and high stamina) Conquest mode: increased Mines dryout from 0 to 0.5 per day Conquest mode: slightly made the lower tier factions 'stronger'; higher tier factions will become 'active' a bit later russian loc. updates Dead expl. updates added 'Fast forwarding' toggle (on/off) - as icon and as 'F' hotkey. Is persistent. Bash, Grab, Pull and Uplift won't apply bonus damage if present, and also won't consume it. minor refactoring, swamp 'barricades' gx replacements v.0.87.03+38 fix: Death Stone can't be absorbed Armourer's Guild: merc lvl is now on pair with player Preparations for 'Polish' localization; Valdorian armour +protection increased to +50% (was 25%) v.0.87.03+39 Death Stone: now can extract also some non-extractable traits Blood strength: damage modifier reduced 65% -> 60% villages: more enemies added; 'Bounty treasure' quest fixes Berserker: levelup xp increased by 30% to slow down his xp gains from duelyst AI attr.points distribution for late levels updates: STR gains reduced, VIT, CONC gained. Bounty Hunters adaptive challenge factor reduced by 50% added new trait: 'Beast preservation'. For all normal beasts, unlocks at lvl 20. v.0.87.03+40 attempt to fix the 'visual glitch of not animating a character upon hit' forsaken berserker: added Slow Learner minor fix: savanna cosmetics on battlefield re-enabled bugfix v.0.87.03+41 dead expl. v3 updates: ie. reworked Dead explosion animation localization additions (cn) villages defenders reduced a bit Beast preservation: the damage bonus decays per turn by a %. chinese localiz. updates Dead anim. v3. updates v.0.87.03+42 Recovering crits.: base dr 50%(was 40), Beast preservation: reducedt the damage recovery 70%->10%. Death Stone: now the its trait lvl decays per battle down to lvl1. Afterward the Death Stone gets 'depleted' (ie. is empty). Furthermore, following localizations are in the works: Chinese (50% done) French (30% done) Polish (99% done) Italian (10% done) we hope that in 1-2 weeks the chinese and polish translations will be ready to go live. A huge thank to our fans who undertake this great effort! David


[ 2020-06-05 14:35:49 CET ] [ Original post ]


Update 0.87.03

Hello all, it's been a busy week! Let's summarize the changes and improvements: v.0.87.03+16 Pneumonia calamity: stamina reduction is -15% (was -20%); village reinf. battlemap: enemy reinf. will arrive sooner battle quest reward balanced v.0.87.03+17 bugfixes Assassin's mark trap: now allies attack the target with guaranteed crit valdor reaper: added: projectile blocker, preemptive strike, first strike necro axeman: removed delirium from elites v.0.87.03+19 moved the resources UI from left-side to top-side; moved the 'notifications UI' from center to left-side v.0.87.03+20 ranged AI improvements hmath fixes, battle quest updates added new BattleQuest: "Escort allies" small gx updates Easy diff.: now the world scaling is limited by a specified max-lvl for every zone v.0.87.03+21 minor fix Added a fan-based Russian localization the 'retreat' tiles icons are now by default hidden. If you hold ALT or SHIFT, they get revealed. battle quest improv. fixes, ranged-AI improvements added Barrel thrower to 'Escort allies' v.0.87.03+22 added missing localized text into translation file text fixes v.0.87.03+23 russian trans.text updates added Forsaken as start faction v.0.87.03+24 Experimental(!!) 'scaling/relaxing' implementation for world-level calculation (only for epic/deso difficulties) battle quest updates vampire lord: foc.ability changed to 'Concentrate' v.0.87.03+26 bugfix small gx improv. added english, russian flag icons v.0.87.03+25 Normal diff. - changed the world scaling to 'stairs' system, similar to epic/deso diff. v.0.87.03+27 Forsaken villages reduced in 1st zone minor perf.opt. added 2 new music tracks added elite gx versions of Forsaken v.0.87.03+29 added new 'Escort traders' battle quest, Forsaken Wrath unlocks at lvl10 for Forsaken v.0.87.03+28 added missing localized text bonefisher v.0.87.03+30 Default campaign: fortress's defenders - slightly increased count Sieges: enemy barrel thrower won't fire if player has >50% of his units 'inside the fort'; Siege enemy reinforcements are now enabled for all difficulties. v.0.87.03+31 battle quest updates 'Siege attack' battle quest: defenders count increased + thrower Agressor perk: now will also keep members if that member is of same faction as agressor. retaliate: target must be hostile to attacker translation additions (ru) v.0.87.03+32 added missing trans.text, text updates, russian fonts updates battle quest update epic/deso diff.: slightly increased the challenge scaling in the start of zone Forsaken villages count reduced in 1st zone v.0.87.03+33 Angel Pact: auto achievement at lvl 15+ (player units only). v.0.87.03+34 Angel pact: small fix v.0.87.03+35 new ability: "Toss"; placeholder for new 'grand-boss' Healer-priest: now creates medicine only on demand (via the mission) Tiring criticals: lvl1 value= -20 (was -15) v.0.87.03+36 added new fonts for chinese charge anim.: attempt to fix the 'hit effect not triggered' bug keybinding fix (t/r) Conquest mode updates: removed TR dryout from camps and metal tryout from mines, reduced cosmetics assets slightly in the worldmap Adding french trans.file Capture village (+ thrower): small fix that's it for now! David


[ 2020-05-29 14:49:30 CET ] [ Original post ]


Russian localization

Greetings all! Thanks to our russian fans, we were able to translate Urtuk into russian language! We can't express how much grateful we are that now also our russian-speaking players can play Urtuk. A HUGE THANK YOU to these russian translators: Denis Bychkov (K0chevnik) Dmitry Yakovlev (Dimon485) Igor Korolev (ObjectDoom)



[ 2020-05-21 08:55:54 CET ] [ Original post ]


"FORSAKEN" update is LIVE!

Hello all! There has been a ton of work done and now we are pleased that our major update goes LIVE! What are the major highlights of this update? 1. Forsaken faction. You can encounter them already in 1st and 2nd zone, and they are mid-tier faction.
2. Character customization. From now on, you have the ability to "equip" each of your character with a banner (in party screen with the small banner icon). There are 30+ banners right now to choose from and many will come soon.
3. Projectile deflection. A brand new battle mechanic. With footman, and some other classes, you will now be able to deflect projectiles from enemies! A great way to protect weaker classes. 4. Forth zone added. Just expect to die here a lot! This update contains lots of new content, graphics, sound and music, quality of life features, bug fixes, balance tweaks, and overall improvements. And here the biefy changelog of all changes: v.0.86.01 Reflexive skin - no stamina cost, instead cost is 10% of current HP (if above 25% HP). refactor, footman spine2d updates (deflect) Necro Skin: max DR is 36% (was 30%) Angel's pact now is guaranteed to consume 2x lethal hits/effect within turn/next-turn. added new special hex tile 'Tall Grass'. Grants hit-chance penalty for ranged units firing at a character remaining in the grass. added new feature: projectile deflection; added new class: 'forsaken defender' spearwall: first 3 hits are 100%, then it's 0%. for Conquest mode, global XP gain is 2x Naming sites (showing only when captured by player) Garrison at any player owned site; garrisoned members autolevel up (75%-100% of main party level) v.0.86.00 Berserker: removed Improvizer, added Flagrant; Bloodknight: added Masochist & Repose ironman saving - now also creates backup of previous ironman save. added new 3 music tracts (1 for worldmap, 2 for battles) b party screen music - doesn't change from previous screen battlefield map: enemies are now faced towards player bugfix (hammering not applying immobilized & weakened effects) Bloodknight - added Masochist trait, some text fixes axe werebeast: removed "heavy attack", collosus trait: +75%dmg -> +65%dmg Healer - now doesnt create medicine randomely while traveling. Created a new mission type - "Create Medicine" so you can tell exactly when to create a med. Missions not applicable are not visible in the mission popup anymore Revenant start party - added necroreaver javelinier and valdor assassin crossbow damage -10%, 1-hand axe +20% damage Projectile blockers now block projectiles with 100% (was 90%) v.0.86.01+1 when Injured, your max HP in battle is reduced by 33% (all difficulties). projectile deflection: now also works on the deflector self, and stamina cost=0. Let's see if that won't be OP, but I find it very situational because of positioning & terrain. campaign camera can be zoomed to 200% protector % to shield reduced to 33% (was 40%) Valdor outpost quest: better reward forsaken updates conquest updates, added Forsaken Shieldbearer Relic worshippers - max 1 party to be send after your acquire the relic; v.0.86.02 'projectile deflectors' units will also deflect 'missed' hits of own allies (to avoid friendly fire) ranged AI will target 'projectile deflectors' units with much lower priority conquest updates spearwall stamina cost=30(was 25), after 3rd hit, hit chance is 20%. minor fix Masochist: max. damage modifier is 50% (was 100%) balancing tiring criticals: reduced the speed penalty base (-30 -> -15) v.0.86.02+1 overfocus abilities are now shown in UnitInfo & traits list v.0.87.01+1 (merged other versions 0.86.00 .. 0.87.01) Mutators extraction: distribution changed Mutators extraction: now you get much more after battle stun recovery triggers earlier on multiple stuns projectile deflect - made the 'check range and height' a bit more wider (to make the whole feature a bit more reliable) Urtuk possible mutations added: Repose,Speeder,Rage and Overdose removed. AI Shamans won't cast berserk on already berserked allies; Mutator absoptions duration reduced -25% Quick Reflexes boost "Sharp eyes" mutator made scalable added 'Reinforcements' to fort sieges (all types, inc. final battle AutoResolve (conquest) with win result yields mutators (didn't before) Armourer/Weaponsmith - increased the chance to upgrade (4%->6%) per day made the garrison UI more compact if >32 members added 'conquest' button into main menu bonefisher overfocus abilities are now shown in UnitInfo & traits list v.0.87.01+2 small updates v.0.87.01+4 Boiling oil spreading is now at fixed rate instead of RNG few improv. on siege reinf. sieges: ranged units are not rooted in the gun port anymore. Tall grass & Gun port: reduce damage instead of reducing hit-chance projectile blocker blocks at 95% (was 100% but was causing confusion when not even attackable targets were in range b/c of hit-chance=0%). reinf. for sieges is disabled for easy dif. v.0.87.01+5 added new battle quest: 'Troubled villagers' (reiforcem. mechanic) Boiling oil now spreads also onto hexes where a unit stands siege reinf. disabled (again) for normal/easy diff., and added new warning messages, and you can't retreat while reinf. arrive and are alive (kill them to be able to retreat) siege reinf. strength adjustments for all difficulties (scales 25%(easy) up to 100%(desolation)) bugfix: enabled showing achiev.traits in Unit Info screen (was bugged and so hidden) boil.oil reduced spreading rate by 20% Sharp Eyes don't scale HP villagers (all types) have "light foot" v.0.87.02 added new biome atlas: 'obsidian' added 'Macemaster' to the types of Weaponmaster, also added strongVs Armour for the random trait as reward. new music track added "Protector" made scalable mutator new battle quest: ReinforcedEnemyVSDefenders AI: if enemy char. has 'Light Foot' and is blocked by his ally, he will swap with him. removed boiling oil from one siege map added better descriptive UI for failing loading save files. allies AI improvements in many battle objectives/quests 'under siege' allies AI: made more aggessive added the ability to delete saves improved condition for siege enemy reinf. for evaluating when we are 'inside fort' Added 'loading screen' when descending to next zone village battle (oil): they hold off for the player to attack first engaging strike & speawall hit won't apply on-hit effects like criticals anymore prisoner calamity: vampire, revenant added. banner updates Vampire & Werebeasts can now be 'civilized' and thus won't injur party members when out of blood/flesh. Added 'Banner selection' to party screen. update (banner UI in party sc.) volcano calamity: oil spreads slower and cools off. boiling oil: lowered damage 15->10% banners update, alter terrain charges at start is 3(was 6), then you regain 1 charge/turn config.allowSoftwareMode = true; for soft openGL when hw openGL fails. added 'banners' for characters. spine2d done. Now we need to just add them. Vampire perk: now can also exists as non-injuring member (ie. will take only blood wage) Angel's pact - if depleted, it will show in the traits list (big tooltip) v.0.87.02+1 Bounty Hunters - added adaptive challenge factor (ie. if you have abundant numbers of members in party, the challenge increases) added sounds/voice to Forsaken classes v.0.87.02+2 memory leak fixes small updates AI can swap only with its allies. Barrel thrower is now 'rooted', ie. cannot be rammed or swapped(AI). gx banner fixes (werebeasts) v.0.87.02+4 added new QoL feature: two buttons for: displaying up to given layers' elevation level in battlefield map new banners added v.0.87.03 Forsaken faction added to world (default campaign only), 1st & 2nd zones. 4th zone added (ruins). 3rd zone is "Undergrounds" as before. Mutator extraction after battle: no more than 2 duplicates added new trait: Forsaken Wrath (aura) scavengers: removed Light Foot from: warrior, spearman and axeman for balance reasons AI: charge, ram and grab won't be rolled at 50% anymore, rather 100% of time if available targets ally AI won't swap with player-controlled units anymore 'proj. defl.' fixes, other small updates spine2d updates bonefisher added 'Forsaken Berserker'; Blood Lust II: MAX HP heal on killing blow 60 -> 70% projectile deflection: slightly reduced the 'deflection range' snipe min-range set to 1 more banners added (each strongVS has its own banner!) banners update (paged UI in party screen & gx fixes) Delirium: made scalable mutator, ie. charges: 1 (at lvl 1) -> 5 (at lvl 10), start MAX HP is now 40% (was 50%) removed Delirium from necro warrior and beast puller v.0.87.03+1 made Delirium extractable v.0.87.03+2 small bugfix v.0.87.03+3 bugfix v.0.87.03+4 Forsaken Wrath: the bonus damage calculation now works same way as Flagrant Battle quest (EnemyVsDefenders) updates Battle quest (EnemyVsVIP) updates added loading screen visuals for next zone descending minor AI improv. v.0.87.03+5 copy-editor text corrections v.0.87.03+6 small sounds updates ranged AI won't attempt to fire at projectile deflectors and rather try to find a better target v.0.87.03+7 better descriptions/shouting regarding ranged support: now the camera won't focus at ranged supporter if no fire will occur (because of friendly fire, or obscured LoS or deflection). It will appear only in shout-text & log. ranged support(in case of a deflect): damage projection updates ranged support won't fire at proj.deflector targets v.0.87.03+8 StrongVS trait is now showed also in big tooltip in battle; Forsaken elites: they have 2x strongVS. v.0.87.03+9 minor bugfix strongVS Crippled is now applied also to "injured" character. v.0.87.03+10 fix for 'hanging' text bubble window on screen in battles bugfix Forsaken elites: now only 1x strongVS from only a subset (weapons + crippled) v.0.87.03+12 Forsaken axeman: reduced absorp.count to 2, shieldbearer & defender to 5(!). 50% of elites have strongVS, rest has the 'revenge'. Forsaken elites: added 'revenge' on death (spawning an ally taunted to the killer) reduced the quest rate where you could possible get a new recruit small gx updates v.0.87.03+13 Bloodknight: removed Masochist new Village battlemap added Added 'Max mutator absorptions' info to party screen & unit info screen added elite visual versions of vampires (lord & vanquisher) UI updates: LabelElement will bubble mouse clicks minor bugfix v.0.87.03+14 CaptureVillageCenter battle updates/improvements Euphoria damage calamity: reduced max dmg bonus to 20% (was 50%) v.0.87.03+15 Normal/Epic/Desolation diff. balances (reduced the 'challenge' factor a bit) forsaken villages biome is 'ruins' Before we conclude this post here's a game we can recommend you to wishlist here on Steam! Rising Lords is a medieval turn-based strategy game with card and board game elements. Send your serfs to fight and die in your name... or let them prosper, and use them to your advantage! [previewyoutube=j8dTS_kumX4;full][/previewyoutube] Wishlist it to get reminded about Rising Lords' release on 29.05.2020.


[ 2020-05-12 14:12:36 CET ] [ Original post ]


Progress update

Hello all, for the past weeks we've done a good progress on new features and this is what you can expect in the following weeks to come:

The Forsaken


All graphical assets for the new faction are finished. Once the last 2 characters are animated, we'll be ready to set them loose in the world of Urtuk! These formidable warriors will pose a significant threat to your party. The Forsaken have special traits not accessible to other factions. They also use advanced tactics and will attack in formation, so don't underestimate them! [previewyoutube=TpbI_Ap1LGA;full][/previewyoutube]

New biome and 4th zone - The Chasm


We have a new zone in the works - The Chasm This biome will be used for the new 4th zone where the Forsaken make their dismal home. There are still a few outstanding mechanics and hazardous environmental features to implement before the battle maps are 100% ready.

Unit banners


In response to a frequent player request, you can now customize the appearance of your units on the battlefield. If you field multiple units from the same class, the ability to add banners will give you a clear overview of whos who. On the party screen, youll have the option to equip every character with a banner, or just leave him without one if you prefer. We're also preparing editing tools so you can craft your own banners and import them into Urtuk!

Conquest mode


Conquest mode is still in active development while we refine the core mechanics and make sure everythings balanced for a challenging player experience (which takes time of course). But were getting there. Anyone interested in playtesting Conquest mode can opt-in to our beta branch and play it right now! Your feedback is highly appreciated and will help us shape the best possible game for public release. If interested, head to our steam forum to find out how to play it: https://steamcommunity.com/app/1181830/discussions/1/ that's it for now!


[ 2020-04-24 14:12:01 CET ] [ Original post ]


Progress (Conquest) update

Hello everyone! Weve been very busy the last two weeks with the new Conquest campaign map, and Urtuks new faction the Forsaken. Were still working on the final design, and the Conquest campaign will likely go through many iterations until we can offer the best possible experience for the player. This new mode features vastly different gameplay from the default campaign. The biggest changes are that you can field up to 12(!) units on the battlefield; capture and exploit sites like camps and fortresses; hire new mercs; manage more resources; and defend your holdings against other hostile factions with the same goal as the player to seize every site on the world map. Furthermore, youll be able to build new structures on the world map like barricades and strongholds. You can also acquire metal from mines and craft gear for your conscripts, villagers whove enlisted to serve you. Medicine will be a very scarce resource in this mode, so be prepared for men under your command to die. You will have a tough (and fun) time in this War of The Realms.

New battle mechanics


We listened to player feedback regarding ranged enemies, and decided to introduce a new counter to ranged attacks: a new trait, Deflection, that nullifies incoming projectiles! Use any unit with this trait to shield your weaker characters, and arrows fired their way will vanish into oblivion! Of course, certain parameters must be met for a successful deflection, like elevation, range, necessary stamina, and projectile trajectory. Some enemies will also enjoy this advantage, so be wary! [previewyoutube=3c8M-3VJkh0;full][/previewyoutube] Furthermore, we created a new hex tile, High Grass. Enemies firing at units in High Grass will suffer a -50% hit chance.

Forsaken


This hostile faction lives deep underground, and consists of warriors long dead and forgotten. Many ages ago during the Giant Wars, they were fearless, elite fighters. But after the war ended, the commoners feared their great strength and murderous rage in combat. So it was decided they would be cast out into the Deep Abyss. There they lived in darkness for centuries, and eventually died out altogether. But thanks to an unknown Mutation these ancients rose again, as undead but still intelligent warriors. Now they turn their rage on any who arent their own kin! Visuals for 4 of the 6 Forsaken classes are already done, but class details (abilities, traits, strengths, weaknesses) are still being fleshed out.
We also want the Forsaken to be a bit more challenging than other factions, so hopefully well be able to finish their formation AI in time for release. Programming AI is always one of the most difficult tasks in a strategy game. Thats it for this update! Stay well and stay tuned for more!


[ 2020-04-10 14:40:18 CET ] [ Original post ]


New faction new campaign mode in the works!

Hi guys! Since the beginning of March, weve been working on a completely new faction the Forsaken. These ancient creatures have been cast out and now skulk alone in the darkness beyond the margins of civilization. No man would have the courage to visit the cursed lands they normally inhabit, but now theyve begun to invade the territories of men! Their special abilities and traits will pose a great challenge in battle, forcing the player to try new and very different tactics to overcome them.


The second big task for us has been the design, implementation and testing of a new campaign mode: Conquest. The Conquest campaign will play completely differently from the default Adventure campaign. Your goal will be to attack and capture sites in one huge world map comprised of fortresses, camps, mines, villages and so on. Youll be able to field up to 12 combatants in battle, as opposed to only 6 in the default mode.
Tactical decisions will grow more complex as the battlefields are larger and youll face many more enemies. Formations, frontline soldiers, archers and possibly even siege weapons will have to be considered! Furthermore, youll have the option to garrison some of your units in world map nodes to secure different areas against roving hostiles. Your enemies will have the same goal they will try to capture nodes, increase their income, and hire new soldiers to fight for them. There will be more factions in the world map, and each faction can declare war on its neighbours, just like the player! There will also be a new resource to gather, metal, which will be used to craft new weapons and armour. Youll be able to free oppressed villagers and enlist them to fight for you (in which case you can choose their class and gear), or to become a blacksmith or miner. Or you can assign them to manage a fortress and raise its income. As you can see, Conquest is much more focused on the strategic layer; youll have to plan long term to succeed in this much more complex campaign. We plan to publish a playable build of this new mode in our beta branch soon, hopefully by the end of next week. From there we will gather feedback and suggestions from our beta testers to finish the work as soon as possible, maybe even before final release!


[ 2020-03-27 13:36:19 CET ] [ Original post ]


New update! 0.85.24+18

Another week has passed and we are here with lots of improvements, balancing, tweaks and additions. Also we've added a new Vampire class which will wreck you if not handled in time! The changelog what has been done for the last week: v.0.85.24+12 Vampires - updates on traits, added Vampire Vanquisher and Lord to starting Vampire chars. added Vampire Vanquisher; added new ability: "Uplift", AI improv. (flip) slightly reduced elites spawns (all diffs.) UI overlapping buttons fix: primary abilities (big buttons) have higher priority over secondary (small buttons) when overlapping AI combat - now the battle outcome is based on Faction type for any given member in party werebeasst & vampire virus wont apply through Delirium Easy diff. - slightly increased difficulty reduced spawn rate for Bounty Hunters (-25%) BATTLEFIELD_AGILITY_THRESHOLD_TO_2TIMES 75->85 (more Agi/speed bonus needed to get next turn) Vampire Lord - Repose has unlocks at lvl 25 Repose - lifesteal reduced 200% -> 100% v.0.85.24+14 added 2 new siege maps added new Hex tile: "Oil geyser" charge: damage applied is 135% (was 100%). Valdorian armour - also increases armour protection by 25% battle UI - improved buttons positions for resolutions < 4:3 charge abil. - if the landing hex is lethal, don't allow to jump & show an icon above such hex. Werebeast campaign: get 100 flesh at the beginning Vampires campaign: get 100 blood at the beginning Boiling oil: cannot grow to higher ground (ie. +1 of elev.level) anymore. v.0.85.24+15 added 2 new music tracks to world map v.0.85.24+16 In the 1st zone no Valdor fortress is spawn anymore. Party button disabled if all party members are dead (worldmap screen) balances, minor fixes gx updates (oil geyser additions) Hammering won't apply negative effects when hit was blocked by Aegis, Shield-ally, Delirium or anything which nullifies damage. v.0.85.24+17 internal build v.0.85.24+18 maintanance build Additionally we are working hard on a completely new faction and new battlefield biome graphics! Stay tuned!

A big shout-out to Vagrus - The Riven Realms


Before we conclude this post here's a game we can wholeheartedly recommend you to wishlist and follow here on Steam Vagrus is a turn-based dark fantasy RPG. The development team has been playing table-top RPG (DnD) on their home-brew setting, The Riven Realms, for over two decades so it has incredibly deep lore and immersive story. They have just opened up their beta build for their Crowdfunding Backers to test the open-world main campaign. [previewyoutube=jQuSl7sHbmM;full][/previewyoutube] Wishlist and follow Vagrus to get notified about upcoming features and more.


[ 2020-03-20 15:55:59 CET ] [ Original post ]


New update! 0.85.24+11

For the last week we have done quite a lot of improvements, balancing, tweaks and additions. Also added new Vampire class which will wreck you if not handled in time! The changelog what has been done for the last week: v.0.85.24+4 fixed a bug for Angel's pact, Immortal and Last Stand when in Desolaiton diff. it would kil the character (b/f of reduced healing) Major refactor: attempt to make the timeline absolute accurate. Elites - elite traits count fixed by given count, ie. not (1..count); scavenger spearman: first strike only for elite volcano calamity - slightly slowed down the erruption barrel throwers won't fire if there is an melee enemy adjacent desolation diff. - melee enemies +25% dmg, ranged +15% (was 25%) Acid trait/mutator - now acid is applied on any normal hit (ie. must not be blocked or critical). villagers - added foc.abilities starting werebeasts made elites RAM ability - now showing also target's new position if pushed away. improved virtual turn-order for the left graphics + above-head-numbers (ALT) lifesteal effects now stacks v.0.85.24+6 starting werebeasts are elite (thus their start lvl is 8) Flagrant change: On taking normal damage, get bonus damage calculated based on the percentage of your HP lost, multiplied by the damage modifier (100%-150% based on mutator lvl) and your original attack, for your next hit. Long weapon reach - now takes into account also height differences bonefisher 3/9/2020 11:51 AM added new trait "Repose" (similar to last stand foc.ability), new base char.: Vampire Lord added new ability "Hammering", small fix v.0.85.24+8 gx updates hard/des. diff. slight balances (at zone2+ enemy lvl increased slightly) Lyncher - on max-focus increase damage by 10% (was 5%) Overdose - curr.HP is reduced only when above 50% MAX HP; spearwall - first 3 hits have 100% hit chance, then it decreases by 25%. On new turn, hit chance resets again. added spine2d assets for Vampire Lord balance, added new trait 'Blood Frenzy' (Vampire Lord) Projectile blocker and shield wielder are now shown as traits for corresponding classes. start initial speed reduced (0,10) -> (0,1) Toxic calamity Pneumonia - stamina reduction 33% -> 25% v.0.85.24+9 Angel's pact - now also showing 'depletion' status; GlobalStore clear() on battle-screen spearwall - all hits are 100%, but stamina cost raised 20->25 Fortress - valdor mercs now have wage increased by 100% v.0.85.24+10 internal build v.0.85.24+11 Ally shield now costs 60 stamina (was 50) Last Stand - after triggered, MAX HP is reduced by 25% for the duration of battle. Enjoy this update! Next update will come in one week again.


[ 2020-03-13 14:39:25 CET ] [ Original post ]


New update - 0.85.24

For the last weeks, we have done quite some work and added tons of new content and updates into the game! So let's summarize the main points: - Ironmode - New difficulty setting: Desolation - 2 new beast classes - Mutators absorptions - New quests and battle objectives - 3rd zone removed (we want to make the game more compact for now, and will add a new zone when we add new faction) Changelog: 0.85.21 added new feature: Mutators absorption - after x battles, a equipped mutator might get absorbed into character and become a permanent part of him. in villages, when player attacking, sort the player spawns to be near the enemy removed boiling oil from villages Poison resistance - now makes progress only when poison appl. duration > 1 (ignores poison.torns) small fix (scav.spearman had 'fire xbow' overfocus) Discord - now sending crash logs only at 1 file at a rate of 30s. leg.items - trait levels now range 4-10. 0.85.21+1 Bounty hunters - the spawn rate now is based on days elapsed and battles fought. balance - cultis archer wont snipe by default, only on max-focus fix: we cant merge leg. mutators (aka relics) 0.85.22 Hard diff. scaling overhaul 0.85.23 set Max Mutators absorptions count for each class. Most human classes have 3. Revenants have 0. The others range 1-2. Blood Strength - bonus damage is now calculated based on current attack instead of MAX HP. Flesh eater - bonus damage is now calculated based on current attack instead of MAX HP. mutator absorptions - added tracking and limiting abs. to max 2 mutators. balance diff, for diff. at hard.: no level is shown in the unit info UI. Instead just "???". balance diff, villages threshold next zone is now 50% (66%) bounty hunters count reduced globally "StrongVS Armour" is replacing "StongVS below" barrel thrower: min range 6->3 Mutators absorption - now you get a proper UI prompt asking if you want to accept or reject given mutator. 0.85.23+1 small bugfix (mut. abs. crashing game) 0.85.23+3 easy/normal diff. settings balances (less enemies, lvl better scale) 0.85.23+4 bounty hunters - slightly increased the spawn timer calamities - tuned down enemy numbers (relic, plague, escaped creatures) hard/norml diff. scale updates/fixes for zone2+ 0.85.23+5 Ram now ignores Stalwart 0.85.23+6 Introducing new game mechanics - "projectiles blocking". it's a kind of 'ranged counter'. 1 .when a enemy character with shield (or a special trait) stands between your archer and target, the hit-chance is reduced by 90% and the blocking (guardian) enemy is most likely hit (90% as you can see) 2. any character wielding shield reduces damage of projectiles by 33%. with this mechanic we can use the guardian, spearman and footman (who also acts as 'projectiles blocker') as a wall for blocking incoming projectiles. 0.85.23+7 small fix crashing the game when battle starts v.0.85.23+8 integrated ironman UI into start game screen; v.0.85.23+9 added 'stunlock' preventer: if a characters gets pushed back in timeline too much (with slow/stun/..) within short time, it gets a 'stun recovery' for 1 turn which prevents him to be further slowed (thus prevents stunlock). v.0.85.23+10 worshippers bugfix - now the numbers are normalized around 13 (before 20+) v.0.85.23+11 added new 'Scout' mission 0.85.23+12 Vampire transf. - add only traits which fullfill gear requirements (i.e. 'stunning blow' trait won't transfer to a billhook vamp) barrel thrower not firing at neutral obj. balancing (hard diff.), levelup XP increased for later levels + aprx. 50% increased BATTLEFIELD_AGILITY_THRESHOLD_TO_2TIMES 50 -> 75. I.e. you need more speed bonus to act sooner. added new fortress map hard diff. - reduced the diff. scaling maybe a bugfix for crashing game in ironman on closing rewards UI added new siege map, small fixes balance, 2 new siege maps v.0.85.23+13 bugfix v.0.85.23+14 increased armour value scaling at higher tier levels Drafting prisoner calamity - prisoner's lvl scaled to player's lvl v.0.85.23+15 new Battle Quest added, minor bugfix char. initial speed is now (0,10) random chosen when ent.gets created for its class. The drawn turn-order in deploy phase should reflect more accurate. Also added 'display turn-order' when holding ALT key in battles. v.0.85.23+17 added new Game Difficulty - "The Desolation". It's the hardest. 'Desolation' difficulty: . healing -40% . stamina -20% . enemy dmg +25% . focus gain -25% . no last stand from beginning . injury recovery duration x1.5 . medicine cost +100% v.0.85.23+18 village map generation updates (slightly more variety), beast won't have catapult. min stamina is now 40 (was 50) added the possibility to manage party members (equip gear, ..) while in deployment phase. balances; new BattleQuest in works v.0.85.23+19 small fixes, gx updates added new beast class - "Rhino", AI now can use 'flip' v.0.85.23+20 battlefield camera - allowed to scroll more to left final battle - no terramorph calam.allowed v.0.85.23+21 added strongVS traits to unlockable start chars (vampires, werebeasts, ???) minor bugfix (missions) v.0.85.23+22 added more variety to village battles added new battle quest - Traders on boiling oil when you bring into battle underleveled character (at least 2 levels below party lvl) - he will gain massive extra XP to cach up with others injured: -33% max hp on desol.diff. xp gain slightly reduced armour protection raised at later levels hard diff. balances v.0.85.24 removed third zone from game. Now we have a total of 3 zones. XP numbers showing in battles are now disabled by default. Will add a setting option to turn it on. v.0.85.24+1 villagers in villages should not be attacked by enemy too often werebeast axeman is projectile blocker minor updates, tweaks and balancing v.0.85.24+2 desolation diff. - foc gain -25% -> -30% desolation diff. - removed the stamina penalty (-20%). v.0.85.24+3 reduced villages count by 25% per zone. added new beast class "porcupine" Improved spawns for parties respecting the melee ratio Grab - you can grab target on a landing with death pit; Flip - added better info about not being able to flip villagers in villages: have low dmg


[ 2020-03-06 09:00:13 CET ] [ Original post ]


Update v.0.85.20+26

Hey guys, thank you for supporting us and giving your feedback and suggestions! With that, we were able to improve the game. So, for the last 2 weeks we've done quite some work, so let's summarize it in the changelog: v.0.85.18 Infested creat. calamity - reduced the count disabled terrain changing from calamities(volcano, moles, earthquake) for Fortress & Stronghold builders Diff. global: AI count progress slowed down accross all diff.settings. AI optimization (partial route disabled when normal routes found) better(fair) upkeep wages for mercs & revenant Refactor or RNG - now we use RandomXS128 for the pseudo-RNG generation - is better balancing: nerfing some updradable mutators added audio for 'barrel throwing', small gx updates AI beh. fix (spearwall casted infinitely) Added new trait: "Veteran" (+35% armour protection) and added it to the adv/spearman class added spine2d 'Barrel thrower' Spearman - spearwall is not 'toggable' ability - you can activate/deactivate it. Doesn't end turn. increased stamina cost for normal attacks 35 -> 40 "Siege attack" quest balance - reduced ranged ratio from 0.75 -> 0.30 Angel's pact - removed the extended title(didn't work well) small fix (focus void st.eff.) Height bonus/penaly damage balancing: now per one level of difference apply +15% / -15% dmg. Max bonus: apx.75%, max penalty: apx. -50%. Moles intensity reduced OnMaxFocus -> Mansplitter bugfix: I didnt enabled the nullify focus when max focus was reached -> thus it generated extreme Focus -> even more bonus dmg.. Fortress battlefield builder now persists its rolled map. Stronghold AI improv. Battle in arms: progress max: 8 -> 20, reduced the assist chance slightly. Valdor classes have now immunity against acid effects Angel's pact - reduced charges 3->2. balance (Light weapon), Immortal doesn't stun anymore and grants 200% HP regen over 2 turns (so effectivelly a bit less with Healing rate). Siphon life fix (225% -> 75%) boiling oil gx updates/additions 0.85.19 refactored Settings screen, also added more options. changed wording "Healing rate" to "Mending" and showing the mending amount also in ext.tooltip. Poison Immunity achie.trait now progresses if char. gets poisoned 2x within single turn (previous there was a % chance to progress) earthquake calamity now morphs terrain at steady turn(s) instead of random rate captured & unsealed villages now have label "Unsealed". added new mutator: "life stone" - it's mergable with any normal mutator and upgrades its level by 3. Also added it as reward after fortress battle added 'surviving villagers' to Stronghold builder, some damage types from environment or ability cost wont grant XP snipe ability enabled for AI (scavenger marksman) added delirium st.eff. icon Rend armour st.eff. - now stacks in duration hard diff. world level scales slightly faster decreased boiling oil damage 20% -> 15% added boiling oil to StrongholdBuilder (villages) balance: siege: enabled boiling oil but as much slower grow pace, small AI improv. in siege spike trap - reduced damage 60% -> 45% Calamities in villages - now reduced chance to spawn 'sealed tunnels' to 60%. oil thrower immune to panic Angel's pact now progresses only when target received some damage (ie. not blocked/nullified) David Kaleta02/16/2020 steam current version: 0.85.20+4 will add notes here shortly :wink: David Kaleta02/16/2020 the changes 0.85.19 up to 0.85.20+4 were mostly bugfixes and internal stuff. So from the next update onwards, I'll write down changelog. 0.85.20+5 discord update - enabled sending crash logs v.0.85.20+9 village map-generation: made more spaces/doors into pallisades/walls bonefisher 2/18/2020 12:24 AM ranged allies with 'ranged support' won't fire if the hit-chance is not 100% (to avoid shooting into players units) bonefisher 2/18/2020 12:19 AM Bounty hunters - reduced spawn rate 32->50 days. bonefisher 2/17/2020 10:04 PM balance - cultis archer wont snipe by default, only on max-focus bonefisher 2/17/2020 7:39 PM fix: we cant merge leg. mutators (aka relics) bonefisher 2/17/2020 6:07 PM in villages, when player attacking, sort the player spawns to be near the enemy bonefisher 2/17/2020 1:13 PM removed boiling oil from villages bonefisher 2/17/2020 1:03 PM Poison resistance - now makes progress only when poison appl. duration > 1 (ignores poison.torns) bonefisher 2/17/2020 11:13 AM small fix (scav.spearman had 'fire xbow' overfocus) bonefisher 2/16/2020 8:39 PM Discord - now sending crash logs only at 1 file at a rate of 30s. bonefisher 2/16/2020 7:27 PM leg.items - trait levels now range 4-10. bonefisher 2/16/2020 5:59 PM v.0.85.20+11 added some validations/fixes for player spawns for few quest types Two brothers quest - the brothers now will assist the player in battle small fix with removing items when accessing Party screen when rewards UI is open v.0.85.20+12 the 'show elev.levels' feature in battles now also makes the high-profile objects and units transparent AI will now "wait" if it has an action available, but is out of breath 0.85.20+13 added setting for toggling on/off the battlefield lightshards and battle log bonefisher 2/19/2020 12:06 AM v.0.85.20+16 fix for 'merge mutators UI container' being too small (text overlapped buttons -> can't click on button) Discord updates - only connects to server if pending crash log files; v.0.85.20+15 bugfix: kaleta.hex3.utils.HexGameException: The given entity (Priest - Urtuk): getIPBar() returns null (IpBar removed from timeline). bugfix: kaleta.hex3.utils.HexGameException: Target destination is not passable by walk bugfix: kaleta.hex3.utils.HexGameException: Cannot equip item: it is not in the equipablesCollection! removed strongVs for elites bonefisher 2/19/2020 12:50 AM v.0.85.20+17 I re-worked the arrow trajectory math when hit-chance<100%: Now if there is a impassable object (like wall/rock) - it will hit it. And not what's behind it. 0.85.20+18 small bugfix with scavenge mission - you could send a char. 2x to mission from open scavenge UI & party UI Ironman basecode introd. battle advisor new entry: ALT + map navigation 0.85.20+19 villages - added barrel thrower, but - it will fire only when terrain gets raised. Otherwise he won't bother you and stays inactive. (FilthyRobot counter). 0.85.20+22 GlobalSettings - if battle advisor saved file data < current battle adv. entries, fix it. bugfix: quest VillagerCornered bugfix: mutators at max level cannot be merged fixed the UI bug with not clickable buttons in Battlemap & Campaign (was using mouseNormal instead of mouseStatic) v.0.85.20+25 small fix (not unlocking final party after won game) limiting foc. gain on damage taken (now: max is 50% of base-attack) bugfix (drafting prisoners dups) Furthermore, we have a 'beta-branch' with more features already implemented (like the Ironman) but it needs further testing and balancing. If you're interested in the beta, please opt-in. How to opt-in into beta? Link here: https://steamcommunity.com/app/1181830/discussions/1/2865910213624003689 thanks! David


[ 2020-02-25 11:07:01 CET ] [ Original post ]


Roadmap FAQ

Hello all! Only 3 more days to go until Urtuks Early Access release! Right now, were going to answer some of your most frequently asked questions, as well as report on the current status of the game and our plans for EA and beyond. Early Access is just the beginning of a long and exciting road were going to travel with your support. Though the game is fully playable in its current state, theres still lots of new mechanics, features and content to look forward to. We anticipate needing approximately one year to implement everything weve planned. Lets start with the most important part whats available in this version.

  • All core game mechanics and content is already implemented and ready to play.
  • The main story is playable beginning to end you can finish the game and complete the final quest, and afterwards continue to roam the world if you wish.
  • Theres a total of 4 zones within the world, populated by 11 factions (Humans, Scavengers, Swampers, Necroreavers, Valdor, Revenants, Occultists, Beasts, Vampires, Werebeasts, Karwla), with 50+ classes, 200+ traits & abilities, 100+ items (common, rare, legendary), 40+ quests and missions, and procedurally generated battlefields, strongholds, fortresses and zones.
  • Furthermore, the players actions and exploration can trigger 15 different world events, calamities and infections.
  • The mutators system is now complete and mutators can evolve.

In summary, were planning a ton of new content, interesting mechanics and world-building, and we hope youll be there to offer your feedback every step of the way! The above points only highlight high priority features. We will update and add more content per one or two weeks cycle!

Frequently Asked Questions


- How many gameplay hours can I expect to get out of the game? A single run could last up to hundreds of hours based on your gameplay style (do you want to rush through to the finale, or clear all the objectives and kill every enemy?) Since Urtuk is designed for replay value, you can play for hundreds and hundreds of hours and still not see it all! - Difficulty There are 3 difficulty levels: Easy - players with some tactical RPG experience will do well here. Normal - quite challenging even for hardcore players. Hard - very challenging! You should know all game mechanics, be ready to optimize your character builds and teams, and have strategies to beat specific enemy types. - What other turn-based strategy games does Urtuk compare to? Battle Brothers, Battle For Wesnoth, Final Fantasy Tactics, Fire Emblem. - What about multiplayer? Urtuk is currently singleplayer only. We might add multiplayer functionality in future, depending on player feedback and demand. - Does the game have a definitive end or is it an open world without restrictions? The game has a final quest, but after completing it the player is free to continue roaming the world and exploring. The world evolves while you play, so new quests and enemies continue to be revealed! - What kind of replay value does the game have? One of the core goals of Urtuks design is huge replay value. There are tons of classes you can play with youre able to recruit from enemy factions in addition to the 9 different starting units as well as a procedurally generated world map and combat environments, and a huge variety of enemies, loot, quests and objectives. The customization of each of your units through both equipment and the mutators system also allows for many different builds. Additionally, there are several new game modes (unlockable after some progress in the regular campaign) which allow you to start a run with a whole different faction! And more new modes are planned for the near future! - Does the game have timers or time restrictions? No, your run isnt timed in any way! Your main character's mutation will evolve over time, but it won't kill him and so won't end your run. - Localization? Urtuk may be localized to more languages depending on sales and demand. - How do I heal outside combat? Characters whove suffered some health loss in battle automatically regenerate to 100% health upon returning to the world map. But if a character falls in battle (when his life is reduced to zero and he disappears in a spatter of blood), he suffers an injury. Healing an injury requires Medicine. (Your current Medicine is listed in the top left of the screen. In party screen with the injured character selected, click Heal to use one Medicine and restore him to health.) - Does the game have permadeath? Yes, player units in Urtuk can die permanently, but not the first time you fall in battle. Characters who have fallen in battle get an injury. An injury can be healed in the party screen with medicine a very rare resource in game. Injuries also progress with time. You will receive warning prompts from time to time as your character grows more ill, until death if hes not treated. An injured character can still participate in combat, but if he falls in battle while already injured, hes gone for good! - Controller? Not right now. We'll plan based on player's feedback. Mac and Linux The game will be available for Linux and Mac OS on the launch. GOG release? Its planned, but not for the first few weeks. Steam achievements? It's planned, but this might come after full release. If you have any questions, you can ask them in our forum. Thank you for all your support and see you on February 14!


[ 2020-02-11 19:02:27 CET ] [ Original post ]


Update 0.85.17

0.85.17 - added elite visuals for valdor and necroreavers - added new trait - "Shatterproof" grants stun immunity. Added this trait to most of beasts, valdor and bosses. - Long weapon reach is now 'special' damage. - Delirium now negates also special damages (bash, billhook, spearwall, grab). - Battle Help screen - added more explanations about types of attacks, and damage types. - you can now cure Werebeastism & Vampirism without the priest-healer, any time. - balance: poison now reduces Healing rate down to 0%, effectively reducing all incoming healing by 66%! - New feature: mergable mutators - can be merged and some mutators will be upgraded in the process. The 'merging' is done in party screen via dragging same mutator over other mutator in inventory space. - balance, spearwall hit stamina reduced 30->20 - spear & billhook dmg increased by 10% - balance (boosting a bit poor spearman) - when armour's protection reduces to <=0, it's 'broken' and won't regenerate anymore in battle - AI improv. (ai won't grab/bash an stalwart ent.) - Moles calamity intensity nerfed (33% slower now) - added new trait - "Bleeding Immunity". Added it to all necroreavers & revenants - Move & Jump icons won't allow to move/jump into lethal tiles (like death-hex) - added new Ability - "Throw barrel"; added new class - "Barrel thrower" - added into Fortress attacking battles the 'Barrel thrower' - balancing - most Valdor classes are now Stalwart (bash immune). - balance (speeder -> gain 3x AGI speed instead of 2x) - balance: Soldier perk: when progressed, increase armour protecion 2% -> 3% - necroreaver javelinier has stalwart now - balance: valdor are 100% resistant to panic - stunned unit does not generate Focus on taking damage -"Fast Thinker" - now gives 2x foc.ability at the start of battle, and +10% CONC. - reduced Mansplitter bonus damage 200% -> 150% - balance: slightly increased 'treatment period' - stronghold & fortress mercs now demand weekly wage from you - increased the cost of Medicine for buying at Black Market and for producing (party screen or by the priest-healer); for Hard diff. the increase is doubled. - added Global game progress tracker (class, disk logic) - for tracking your total game's progress to unlock things - added new start options (unlockable factions) - you can now play as Vampires, Werebeasts or after you made specific progress in game - flagrant - bonus dmg reduced 75% to 60% on being hit. The dmg is now netto (after all reductions). - increased levelup XP by %20 (after lvl11) - balance (Siphon Life II): now gives +75% max-hp, at +3%/kill and life-regen - Moles Calamity - now changes terrain also on hexes with char.standing on it. - ability "snipe" - reduced a little bit of his high accuracy - Major difficutly parameters overhaul - now the world-level scales faster, enemy count is reduced, and ai Lvl is based on world-level (so enemy will be stronger) - Worshippers party to send per zone is now limited to max 3. - Prisoner Guards party to send per zone is now limited to max 3. - mutators - added missing gx assets (icons) - about 95% done! - Removed Stronghold node-type, keeping just fortress & village (which has now stronghold battle builder) - reduced default cost of mutators by 25% because of new upgradable/mergable mutators - AI improvements - lots of bugfixes, UI improv., text/descriptions, tweaks and small udpates


[ 2020-01-29 20:45:46 CET ] [ Original post ]


New update - 0.85.16

0.85.16: - Stunned characters will get their next turn about twice as fast as in previous version. - Last stand - 200% Lifesteal kept, but it now doesn't refresh Healing rate like it did before. So if your Healing rate from previous 'last stand' is now 0% the lifesteal heals only for a fraction! - Bleeding damage per hit per stack reduced 15%->10% - added new calamity - "Volcano" - balance (start traps 5->3) - added 'recovering' avatar UI icon (party screen) - added 'fixed UI icons' for some traits, but not all of them (mostly omitted non-extractable & internal) - retreat cost increased to 12 trilium + 10% of player's current trilium. - Moles doesn't set death-hexes anymore - added new QoL buttons to party screen - reworked the 'Siphon' traits - now they persist increased attack damage and increase in MAX HP instead of STR/VIT. Also the persistance is tied to trait and not to char. - Focus gain rebalanced, now the reduction value is based on char.level down to 0% (y = 1/(1.03^(lvl-1))), and is not that 'punishing' - Infestation Calamity - increased count of inf.creatures 3x - Berserker now has foc.ability "Rend Armour" - Euphoria (bonus dmg) calamity balancing (bonus dmg is now not stacking) - balance: increased Foc.gain for casting spells (Aegis,..) - added new sounds - added into Fortress map building "boiling oil" to make attacking much more difficult for the player (or easier when defending against AI!) - Revenants - added new trait 'Revenant': upon falling in battle, they die (ie. no injury!) - added new UI feature - while holding ALT, show full path to mouse cursor hex from current entity - Now works also during deploy phase, minor fixes - lots of bugfixes, small updates, additions and improvements


[ 2020-01-21 11:31:20 CET ] [ Original post ]


Beta update 0.85.15

0.85.15 - fortress now generates 2x merc of original race. Once you hired them, there won't be any new mercs coming - party UI additions/updates - new calamities: "Moles", "Drafting prisoners", "Infestation" - stunning blow now procs only on unblocked hit - traits - for some I've added better descriptions and current state (like for Masochist) - campaign has now 4 zones (5 was a bit too much) - huge amount of text fixes (spellchecking, sentense structure, syntax, ..) thanks to a copy-editor - non-english locales (fonts) issues fixed - bashing into barricade damages unit - bugfix in the 'Beasts anywhere' calamity (they were spawning even on player spawns/invalid tiles) - brothers in arms now only applies to melee units - calamity updates - hastening now stacks in charges - music now plays in deploy phase - UI improvements on how the player encounters multiple parties on same node (via the bottom buttons) - armourer & weaponsmith now upgrade also inventory items - werebeast transformation updates (now the traits gained during human form are kept when transforming back to human) - stamina updates - reduced start value (80->72) and per-level gains 3->2. Have the feeling that on higher levels some fast chars. do too many attacks/stuff in single turn. - added Auto saving (occurs after every battle) - text/description improvements and additions to make the game mechanics better understandable - text corrections/rewrites of about 25% of text by a copy-editor (WiP) - lots of small updates, balances and tweaks - saves won't be compatible with older versions - steam beta-branches updated (but you don't need to refresh the password, I've just renamed the names of the branches) -> branches hold the current version(0.85.14), previous version(0.85.13) and older version(0.85.12) - for those who want to continue their current run - on world map, when you visit a node with some quest, the popup initiates automatically - focus max is now increased by 3% per level (lets test this and evaluate if ok) - music fixes - bear trap small update (nerved a little bit) - savenames have now suffix appended to filename to track game's version when saved - lots of UI improvements - some bugfixes, small class balances - new start game screen (lots of updates) - UI sounds updates - added 'elite' visuals for swamper classes - added toggable display of hex elevation levels (hold SHIFT or toggle via new icon on right), works also in deploy phase - added some missing text, or improved existing ones - some balance (lead), and small fixes in UI - lots of UI updates, additions & improvements based on your feedback (too lazy to list all of them here) - added 'skip intro' to Intro battle - added basic 'click', 'disabled' and 'invalid' UI mouse sounds - battle advisor ajustments on how it triggers (first time in Intro, then in next battle about the Deployment mechanics) - some small fixes and balances I've implemented the most UI updates/improvements you suggested. Added new 'explicit' buttons for issuing commands like move, attack, cast spells,... You can see a "toolbox" at the bottom screen with the new icons? This is it. The old, "implicit" UI system still co-exists, so you can use both, based on your own likings 2. added better UI hints why you can't attack a target 3. deployment tutorial added 4. better timeline (turn-order) highlightning on who is on turn (top) 5. now the 'extended UI details' are shown always. You can disable it via the 'heart' icon in battle screen, and to show the details, just hold CTRL 6. game start screen - added buttons to show details about the characters in a party 7. party screen - added better explanations on the STATS


[ 2020-01-14 11:22:02 CET ] [ Original post ]


Urtuk launches on 14 February 2020 in Early Access!

After 4 years of development we are going to release Urtuk on Steam into Early Access on 14 February 2020! A lot of work and love has been put into Urtuka and we will work very hard. We really want to hear and improve the game from you players as best we can, so we will launch it first into EA. After about a year we will leave EA. Oh, and we pushed another update, v0.85.10: changelog: - on world map, when you visit a node with some quest, the popup initiates automatically - focus max is now increased by 3% per level (lets test this and evaluate if ok) - music fixes - bear trap small update (nerved a little bit) - savenames have now suffix appended to filename to track game's version when saved - lots of UI improvements - bugfixes, class balances - new start game screen (lots of updates) - UI sounds updates - added 'elite' visuals for swamper classes - added toggable display of hex elevation levels (hold SHIFT or toggle via new icon on right), works also in deploy phase - added some missing text, or improved existing ones - added 'skip intro' to Intro battle - added basic 'click', 'disabled' and 'invalid' UI mouse sounds - battle advisor ajustments on how it triggers (first time in Intro, then in next battle about the Deployment mechanics) - aded new 'explicit' (optional to use) buttons for issuing commands like move, attack, cast spells,... You can see a "toolbox" at the bottom screen. the old, "implicit" UI system still co-exists, so you can use both, based on your own likings - added better UI hints why you can't attack a target - deployment tutorial added - better timeline (turn-order) highlightning on who is on turn (top) - now the 'extended UI details' are shown always. You can disable it via the 'heart' icon in battle screen, and to show the details, just hold CTRL - party screen - added better explanations on the STATS


[ 2019-12-28 15:52:31 CET ] [ Original post ]


Beta update 0.85.04

Lots of big and small improvements, new content, balancing, bug fixes and more! Details: 0.85.04 - campaign/world map major updates - now player can capture nodes (villages, strongholds, fortresses) - new global threat - player is periodically challenged by a specific enemy sent from south-west region of current zone (thus you should prepare good defenses!) - you and other parties in the world map have banners - to better distinguish between various factions. Also 'civilized sites' have banners as well (to show the owner of the site). - zone map is bigger, the 'zone exit' node (village, stronghold or fortress) needs to be found! We want encourage exploration. - lots of visual improvements and updates for world map and battlefield - added 3 new enemy classes - 'elite look' visuals additions to some classes - better injury tracking (in party screen) when injury is not treated for long time - new 'Random' party selection option added when you start new game - copy-editing and spelling corrections (thanks to -eXplorminate Rob-) - new perks & traits - vampire and werebeast are exclusively applicable now - legendary loot drop updates - showing 'hints' in loading screens - you can now create Medicine (in party screen) - tons of bug fixes, minor updates, balances and tweaks - saves of older builds won't be compatible (sorry!) you can get the beta here: https://madsheepstudios.itch.io/urtuk-the-desolation


[ 2019-12-13 15:55:22 CET ] [ Original post ]


Beta update 0.85.03

Lots of big and small improvements, new content, balancing, bug fixes and more! Details: version 0.85.03 - Instant feedback improvements - new Camera auto-follow option in Settings (you can limit the camera follow now) - lots of new traits (First strike, Berserker duelyst, etc..) - UI & readability improvements in battles - new "Cultist" classes added (for some quest for now) - deploy options improved & UI enhancements - update: when strongVS progresses to MAX(20/20), the first hit is a critical - Spearman and Berserker tweaks and updates (added the new traits) - new party selection when starting campaign (Berserker, Spearman and Assassin) - visual improvements for battlefield elevated hexes where player can move up/down or attack - tons of bug fixes, minor updates, balances and tweaks - saves of older builds won't be compatible (sorry!) you can get the beta here: https://madsheepstudios.itch.io/urtuk-the-desolation


[ 2019-11-22 16:21:22 CET ] [ Original post ]


New beta update (0.85.01)

- Discord integration (Instant feedback) - updates in visuals when in deploy phase - improvements in battle UI (hold CTRL to reveal extended information) - added 'elite' visuals for some characters - added two new beast classses - 'puller', 'turtle' - added new Focus ability - 'Confuse' - added new Intro battle scene when starting the campaign - balancing to status effects application when hit was blocked by armour - loot roll updates - Warmonk & Priest: they now get XP faster - new music additions - new quests/battle objectives added - AI (taunted) improvements - spear damage increased +15% - 'Scavenge' mission additions (now you can get infected by Vampire or Werebeast), some balancing - added new Perk for Urtuk - to track his Mutation progress and its effects - battle log enhancements (more details about healing) - added new 4 classes (for the Intro battle scene, but you might see them also later on) - tons of balancing and tweaking


[ 2019-11-08 11:21:58 CET ] [ Original post ]


Beta access available now!

For those who like to playtest and help improve Urtuk, we released a beta build on itch.io. It's feature complete, fully playable from start to end. We want to gather your feedback as much as possible, so if you like the game, please help us boost the game experience even further! Or you can discuss your feelings or suggestions on our Discord. Get the beta here: https://madsheepstudios.itch.io/urtuk-the-desolation


[ 2019-10-29 16:02:55 CET ] [ Original post ]



Urtuk: The Desolation
David Kaleta
  • Developer

  • David Kaleta
  • Publisher

  • 2020-02-14
  • Release

  • Strategy RPG Singleplayer
  • Tags

  • Game News Posts 48  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (2148 reviews)


  • Review Score

  • http://www.urtuk.com
  • Website

  • https://store.steampowered.com/app/1181830 
  • Steam Store



  • Urtuk: The Desolation Depot (linux) [393.31 M]

  • Public Linux depots

  • Urtuk is an open-world RPG with tactical turn-based battles in a dark, low fantasy world.

    Journey with a band of adventurers across an old, destroyed world. Fight your way through harsh environments. Recruit new followers, loot gear. Try to survive.

    Features


    • Survival RPG with focus on combat and world exploration in a dark fantasy world
    • Tactical turn-based combat with large maps, and environmental tactical options and carefully throughout class/skill system
    • Procedurally generated survival campaign
    • Upgrade your characters with extracts from fallen enemies
    • Hand-drawn graphical assets, from the world-map to battlefield, along with all characters and map objects

    Story


    The world in the game is a place of pain, suffering and darkness, set with (light) fantasy features. Urtuk is the name of main character. His story begins when he escaped from the Senatorium, a place where medical experiments take place on common people.

    Urtuk has suffered a mortal disease, a mutation in the Senatorium. With every day, his health condition worsenes.. Now he searches for a cure in the world. It's only a matter of time, when his mutation evolves to a level, when he finally dies.

    The world is set into dark, grimy theme. There are no classic fantasy beings like elfs, dwarfs or dragons, nor powerful magic, although there are some light magical features involved.

    Many centuries ago, there were powerful Giants roaming the world. They lived peacefully with humans until a war between Man and Giant began.

    Now the Giants are extinct. Some years ago, few librarians studied the bones and remains of ancient Giants. They did experiments and found out, they can extract a mystical fluid from their remains - Life Essense. With this, they could add many beneficial elements into human body. Not yet known, what exact impact this fluid on a human has, the experiments continue.. Very often, instead of improving the health condition of the targe, an opposite effect would take place, inflicting a mutation or lethal disease. This was the case of Urtuk.

    If you like a more direct communication with us, please join our Discord server.
    MINIMAL SETUP
    • OS: Fedora 25. Ubuntu 16.04. SteamOS. Mint 18
    • Processor: 1.2 GhzMemory: 512 MB RAM
    • Memory: 512 MB RAM
    • Graphics: OpenGL 2.0 compatible video card with 256 MB
    • Storage: 600 MB available space
    RECOMMENDED SETUP
    • OS: Fedora 25. Ubuntu 16.04. SteamOS. Mint 18
    • Processor: 2+ GhzMemory: 512 MB RAM
    • Memory: 512 MB RAM
    • Graphics: OpenGL 2.0 compatible video card with 256 MB
    • Storage: 600 MB available space
    GAMEBILLET

    [ 5949 ]

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    GAMERSGATE

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    4.49$ (10%)
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    13.49$ (55%)
    9.19$ (74%)

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