When I began developing A Legionary's Life, a little over two years ago, the day of release was a destination so distant I could barely see it. There was so much to do to make it possible, it was scary to think about. It has been a daunting task, working alone on such a long-term project, and many of the challenges it presented were entirely new to me. I wish to thank all the players who have written words of appreciation and encouragement, everyone who has helped promote the game, the users who have been giving guidance and useful tips to newcomers and those who have offered advice and suggestions to me during these five months of Early Access.
What is new in version 1.0
Successful attacks on limbs increase the victim's Fatigue, based on the damage received. You can find more details in the tooltip of the specific Attack. This should serve the double purpose of offering a new tactical option and reducing the length of duels. It might need fine tuning, feedback is appreciated as always.
The difficulty coefficient of each body part is no longer partially randomized after each round.
Thumbs have been replaced with something more decipherable.
You can press Control to view Attributes and Skills during text events.
It is no longer possible to skip your turn in the first round of combat because of low Quickness.
It is no longer possible to skip two turns in a row if a character's Stance is full.
The first time you show good leadership when attacked by slingers in a specific random encounter, there is a chance to increase one or more of your mental Attributes. Only the first time for each game.
A little more text as been added to the initial part of the epilogue, based on the money you have accumulated. If you have less than 2500 denarii, it is the same as before. Above 2500, 5000, 7500 and 10000 denarii, you will see a slighly different description of how you fared right after your return from Greece.
The damage of all weapons has been increased by 1.
The influence of Strength on damage as been reduced a bit. The overall effect of this change and the one above is that weak and average characters will do a little more damage than before. Characters with high Strength shouldn't notice a significant difference, unless they are very close to the human limit of 99. Even then, they lose very little because of the increased base damage of weapons.
The damage protection of all armors has been increased by 1.
Enemies you meet after a rotation are likely to be more fatigued than in previous versions.
The Rally action of the phalanx has a cooldown and won't happen more than once per "cycle".
The AI parameters of the phalanx have been tweaked. It is more likely to attack, especially when the player is vulnerable.
You can now view previous messages during text events, in case you suddenly find yourself clicking through a branch you have never visited before, after playing the game many times.
The help section of the Equipment screen contains an explanation of weapon Handiness.
The cost of Skill enhancements has been decreased from 4000 to 3500.
Ultra rare items with quality 7 are back in the inventories of merchants and camp followers.
Foraging missions can no longer happen more than once after each battle.
Armillae are easier to win right after landing in Africa and at Zama.
There is a new option to use keyboard and mouse on desktop computers and laptops with a touch screen.
Fixed: sound effects not affected by volume settings in the score assignment screen.
Fixed: several typos and mistakes.
Fixed: the Veteran achievement not unlocking when you finish the game.
Several other minor changes.
Official release date
I am elated to announce that A Legionary's Life will be released on September 25, 2019. As I mentioned earlier, the big update of two weeks ago pretty much completed the story and content. The next update will consist of small new features, tweaks and fixes aimed at polishing the game.
Update 0.19.3
This is arguably the most important update since the Early Access began: it delivers the third and last campaign, set during the Second Macedonian War. It consists of 3 parts, 9 new random events, many fixed events (they range from a couple of lines to more complex situations), new enemies, encounters and a few hidden treasures.
There is another important change affecting the loss of Morale when you pick too many extra training sessions and workouts. The new system is a lot more transparent, less annoying, and it should make your choices during the Lull phases more interesting. It also makes it harder to reach high Skill levels, but that ultimately depends on how much Morale you are willing to sacrifice as you strive for perfection (the training progression is the same as version 0.12.8 anyway). Because of this, the Skill perks (Natural Swordsman and Aegis Embodiment) should have a larger impact now. Their cost is still 4,000 points, but I have not forgotten the suggestion to lower it to 3,000. I just want to know how they work now before making a decision.
In the main Help, you are now explicitly told that as long as your Morale level is Content, you will receive neither penalties nor benefits. In the Character Screen Help, I have added a brief description of what Skill values are supposed to mean in broad terms.
I have also fixed the typos and errors that were kindly reported by flori2412 and FlaviusStilicho in the proper thread.
Now the game is playable from start to finish, but it still needs some polishing. That's why it will remain in Early Access for a little while longer. I don't know when version 1.0 will be out exactly, but hopefully it should be soon enough. I took some notes of your suggestions on the forum and I am looking through them to see what can be done. Besides, I'm sure you will provide more food for thought very soon.
The upcoming Second Macedonian War: release date and future plans
As I mentioned in my previous announcement, the update containing the Second Macedonian War and the ending will be released on August 29th. With that, A Legionary's Life will be complete and playable from the beginning to the end. But there is more: contrary to my original intentions, the Early Access phase is not going to end with this update. I have decided I don't want to rush the final release. I will use a little more time to gather feedback from you so I can polish and balance the game before it's really considered finished. I can't tell you how long this new stage will last: according to my current plans, the final release should happen in early October, but I have not yet taken a definitive decision; it depends on too many factors.
I would like to take this opportunity to thank you all for your fantastic support. Though I can't reply to everyone and I certainly can't implement every request, I will keep reading every comment and every post with great interest, as I always did.
Update 0.12.8
This update was not planned, but it became necessary after a couple of problems were reported. As a consequence, some balance changes that were aimed at accommodating the yet unreleased parts set in Greece are present before their intended time. Well, no harm done: it's a good chance to get some feedback on them.
At the current pace, I think I should be able to release the full game at the end of this month. If all goes well, an official announcement should follow shortly.
Features and changes
You can now modify your equipment during some battle phases, if circumstances allow. There is an icon on the Inventory button to point out that you can view your equipment but cannot change it.
Equipment penalties are suspended if you visit the Numidian camp, since you are supposed to be under disguise and without your usual equipment.
If you meet a patrol of spearmen during a random event, you'll no longer get a cup if you attack along with your men and defeat one of them. Also, the fight times out after about 35 rounds. You'll still get a cup if you kill their leader in single combat.
It is slightly more difficult to train your skills above 63, but you should barely notice. By the end of part eight, I can still consistently train my legionary to be more skilled than any enemy he can face up to that point.
The length of Lull phases is no longer partly random.
The cost in points of all the equipment pieces that can be acquired during the Character Enhancement phase has been reduced. The only exception is the Chain Mail.
The bonus to your Centurion Opinion at the beginning of the second campaign is Consul Opinion*2 instead of Consul Opinion*3.
Fixes
Fixed a potential freeze during the “harsh winter” random event.
Improved the way some attempts to cheat are handled.
Update 0.12
As usual, most of the development time is being devoted to the Second Macedonian War. I decided against a partial release as it makes little sense to interrupt a game with permadeath in the middle of a campaign. I'm sorry I can't give you a date yet, but progress has been good and it shouldn't be a long wait. However, I have made time for a small update.
Features and changes
Added an option to make combat go slower or faster than normal.
Added a VSync option to limit the FPS rate. This is enabled by default.
Added an introductory note that appears on the first character creation screen. It should help new players to get an idea of what to expect.
The tutorial part about the “thumbs up/down” indicator has been expanded a little to provide an explanation. Unfortunately, in the tutorial I have to be as concise as possible or players could get bored and skip it, missing important information.
If you kill the leader of the mercenaries in a settlement during a foraging mission, you are rewarded with a Cup.
The bracelet stolen from the enemy camp yields 121 denarii instead of 28 if you share the profit with Nasidius. If you kill Nasidius and take it all for yourself (your Virtue has to be pretty low for this option to show up), you get 242 denarii instead of 56.
Changed “Malus” to a more understandable “Penalty” in item descriptions.
The max quality of items generated in shops is now capped at 6 instead of 8.
The base damage of spears has been reduced to 4-15 from 5-16.
The Awareness penalty of Etrusco-Corinthian helmets has been reduced from 5 to 4.
Fixes
Himilco is now correctly shown on the list of vanquished enemies.
A crash happening after you return part of the supplies to the villagers after defeating the mercenaries should be fixed.
During foot races you are correctly told when the second lap begins.
Current progress and update 0.11.5
Lately, I've been mostly busy with the phalanx combat. It's not something you'll find in this update, as you will meet the Macedonian phalanx in the third and last campaign which has not been released yet, but I had to make sure it would work properly before moving on to other things.
It was a bit tricky to design and balance this new kind of combat, because there is going to be at least one or possibly two mandatory fights against the phalanx. Players with very different Skill levels could reach that stage of the game and even legionaries on the lower end of the spectrum should have a fair chance to survive with a very careful approach. Characters with superb Skills might attempt something more "heroic" if they feel like it, like trying to cut their way through the spear wall and engage the phalangites in close quarters.
As for today's update, let's see what's new in version 0.11.5:
The weight of Attitude in combat has been increased by 60%. A very defensive Attitude won't make you 100% safe, but it should improve your survival rate. Remember that Attitude is a double-edged weapon: if you are aggressive, you will see your chance to hit go up, but you will be more exposed than before, so be careful.
The probability to improve your mental Attributes after leading a successful foraging mission or after a display of good leadership has been increased. The chance of
not* improving any Attribute is now about 20%; it was 35% before this change. As always, the odds of improving will gradually go down as your current values grow more distant from the initial ones; this process is so slow that you probably won't notice any difference for a while.
Attributes that are suffering penalties due to equipment are highlighted in red.
One of the branches of the battle at the end of Part V, specifically the one that involves staying in the ranks, lacked an appropriate reduction of Fatigue at the end. Now you should get a little rest before the next onslaught.
There are two new random events. One of them only triggers if you have the rank of optio.
The sound effect for shield blocks has been changed.
I have made some changes to the engine regarding the way the Hall of Fame and saved games are handled.
I would appreciate any feedback, especially on the balance related changes. Once again, thanks for your support and encouragement.
Update 0.11: hotkeys, shared kills, improved rotations and more
Improvements:
You can use hotkeys to select combat actions and activities during the "Lull" phase. You can press Ctrl at any time to highlight the available hotkeys.
Combat Tutorial: the first time you enter the melee phase of a fight, you will see a detailed tutorial. It is automatically disabled when closed, but can be reactivated in the Options dialogue.
Shared kills: when an enemy has suffered any kind of successful attack from both you and an ally (resisted Feints and Shield attacks do not count as successful), it won't matter who landed the killing blow: the kill is always counted as
shared*. All bonuses and points are halved (and rounded up, where necessary). This makes combat with allies feel more cooperative, as the "race" for the killing blow was admittedly frustrating.
There's a new Help in the Character screen.
Kills missed because of a sudden rotation have been reported as annoying by several players. For this reason, two measures have been implemented:
An alert will appear three rounds before a rotation happens.
In addition to the above, if you reduce an opponent's health to less than half its full value when you are rotated, you will receive half the bonuses for a kill (rounded up). The opponent will also figure in your list of vanquished enemies with the prefix *Wounded*.
The only circumstance in which this does not apply is if a companion helped in the fight. In other words, a vanquished entry that is both
Shared* and
Wounded* won't count, as that would be way too cheap (it's a very rare scenario anyway.).
Changes:
The Help shown during foraging missions should be more informative.
The minimum amount of settlements appearing has been increased by 1, while the Intellect influence on the time spent to gather supplies and the Awareness influence on the collected amount of supplies have been halved. With these changes, the overall difficulty shouldn't change for expert player, but it should be more accessible to new players.
It is now rarer to skip two or more combat rounds in a row (i.e. the Quickness check is much easier to pass after the first failure).
The militiamen in the very first fight have "Content" Morale instead of "High". This should make the battle a little easier.
The Shield Skill check used in the "safe" option when assaulting the walls of New Carthage is now easier than before.
The frontal assault during the second battle lasts two rotations instead of three.
In the alternative route of the same battle, the Fatigue penalty for failing the Endurance check during the flanking maneuver has been reduced.
The Morale penalty you receive for failing to understand what's going on at Ilipa has been reduced.
The loss of Morale after wounds is now constant rather than random.
The "bandits" random event won't trigger unless you have a Rank or your Sword and Shield Skills are both at least 35.
Very minor update and demo
I've just released a very minor update to solve a potential compatibility issue with imported saves from the demo. Besides, the demo is now available directly from Steam.
For the time being, I'm focusing on what can be improved based on the feedback I received.
Thank you all for your support.
Early Access is now available!
Version 0.9.3 is out, and with it the long awaited Early Access begins.
The game follows closely the events of the Second Punic War from a Roman conscript soldier's point of view, but there are also many random incidents and encounters. A further campaign set in Macedonia is planned for the full version.
The turn-based combat system is quite complex under the hood, but it's easy to learn and interpret thanks to ever-present indicators and tooltips.