Acaratus cover
Acaratus screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Adventure, Indie

Acaratus

Patchnotes 0.7.6

Time has come to shoot up another does of cool patchnotes. Note that this is a small patch but important. Next patch is planned to contain more content with story and additional levels and some features.

Here's whats in this patch:

BUGS
Fixed a crash issue caused by ui elements

GAMEPLAY

  • Working on new abilities that you can cast using your commander, in this first iteration you will be able to drop units from a transporter unit that your commander can summon.
  • You now see your class icon to the left on the screen and your enemy class on the right.
  • Commander abilities are listed on top of your class portrait if available.
  • You can only deploy units on your third turn.
  • NOTE: You must change your class to receive the new changes..


ARMORY

  • Added a special type of slot in your loadout that specifies that the unit will be deployed during battle.
  • All classes now have a deployable unit, this will be modified later when we have went through more balance tests.


KNOWN ISSUES

  • Deploying units does not pause timer
  • Still some ways to replenish troops in campaign without going to a town, this will be fixed shortly.

Patchnotes 0.7.5

BUGS
<*>Fixed counterattacking prevented normal attack from being used.
<*>Grappling hook now fires properly even if the projectile would miss.
<*>Lots of smaller issues fixed as well.


CAMPAIGN
Too much to list here for new features in the campaign, but to name a few major ones.


  • A new path generation system where connected roads can exists.
  • A better reward handling, so you can exit from battles as soon as you have won and still get rewarded.
  • You now have a duration when traveling from points and each week that passes leads to harder enemies (20% harder) and new vendor items.
  • An item vendor that you can buy and sell to.
  • A card vendor that sells you packs of cards.
  • A slot vendor that allows you to unlock new slots.
  • An arena vendor that you can do challenges from and earn a lot of money but costs a lot of time.
  • The balance is wacky now, it could be really hard to complete the current campaign because it is still missing a lot of features so it is hard to get the correct balance right now.
  • Rebalanced blacksmithing costs for upgrading slots.
  • A watchtower that reveals a larger area.
  • You can only do armory work while inside a town currently, this is also the only way to regain lost troops.
  • Cards are lost forever when spent but you can get a lot of cards from chests and packs.



ARMORY

  • New armory scene with improved camera behavior.
  • Improved the build screen with some better lighting.
  • General improvements to the build screen.
  • Improved the display of card description in the deck builder scene.


GAMEPLAY

  • Added new card (Detonate) that will make a unit immobile and explode doing considerable damage when it is your turn again, you also receive some armor bonus to make surviving easier.
  • Added new card (Flip cover) that will allow you to land a cover nearby any of your units, you can further improve it by casting guard etc..
  • Added new card (Shift up), this card is very experimental but it is meant to be used after a couple of rounds and provide a more interesting endgame by allowing units more actions, also the gearbox will probably have different stats in the future.
  • Units get exhausted now by moving, this debuff causes a 25% reduction in all projectile and aoe attacks but only lasts during your turn (can be removed by shift up card).
  • Small stat changes to various cards, Weakness got a slight boost and Overwatch now adds extra damage as well.
  • Movement speed was increased on all units.
  • Added a few more cores and items.
  • Overwatch now also works for Ballista and Catapult.


GENERAL

  • Better footstep graphics and sound effects
  • Added different animation speeds and sound effects for different sized and weighted units.
  • Added new skirmish level (Sewer) this level uses the new camera system where we can angle the camera and still keep all the graphical elements aligned correctly.

Patchnotes 0.7.4

0.7.4

New patch will not contain a large campaign update becuase we are planing to do a large fix to the whole system on how the map generation is dealt with and with new featurers that havent been implemented yet. We want it to be as good as possible and to be playable when it reaches you so we hope you understand why this takes a bit longer than scheduled.

Here are the patchnotes for march 4th

BUGS
Fixed a lot of smaller bugs and issues

CAMPAIGN
You can only use a unit once in your loadout while playing in the campaign, this is part of the larger changes that will come soon.

ARMORY
Build screen: added stats panel with more stats (more improvements to come).

GAMEPLAY CHANGES


  • “Armour” stat added, replaces “Damage Resistance” and DT.
  • “Armour penetration” stat added.
  • “Repair on block” stat added.
  • “Stand your ground!” trait improved.
  • A new weapon added.
  • Overall game balance changes.


GENERAL

  • Added unique movement for each unit depending on weight and size
  • with ground effects.
  • Added some more sounds.


Campaign is being worked on but we could not add any new content in this patch.

General graphical improvements.

Added option to change text scaling, this can lead to text being misaligned in some places right now.

Thank you all for your support =)

Deluxe Upgrade is out now

We have had requests of people who want the deluxe content after the fact that they bought the base game so we just released a deluxe upgrade pack that contains all the deluxe content excluding the game.

Patchnotes 0.7.3

New patch with minor content update and a big overhaul of how the build menu works, check out the patchnotes down here:

BUGS

  • Ranged attacks failed when standing close to edge of grid in multiple cases.

  • Dash card could be used while in melee range, now it requires at least one square in between.

  • Ranged attacks were unable to be executed properly when standing next to enemy units.

    Blocking caused an unwanted delay, preventing other actions from executing.

  • Dodge is now calculated properly so damage should be correct when dodging attacks now.

  • Crossbow now properly applies damage when shooting over walls and cover

  • Fixed problem where instant projectile weapons showed attacking the wrong unit

  • Fixed melee counterattack would happen with axe weapons even when triggered from range


CAMPAIGN

  • Rebalanced all the enemies and added new ones.
  • There are now randomly generated encounters as well.
  • You start with less gold but added more encounters to generate more gold
  • The town fights should be a bit more challenging.
  • New interface to see what units there are in each encounter.
  • Camera should behave slightly better in the world map.


NEW ITEMS

  • Added monoculus (critical strike item), this item will boost your critical chance and damage, monoculus will probably do something more interesting in the future with critical strikes.

GAMEPLAY CHANGES

  • Most actions now spend only one action point but at the same time can only be used once.

    For example if you have a ranged attack and a melee attack you can use both of them if you did not move anywhere.

  • Removed Powerstep card (will be something different)

  • Added Bonus AP card, gives one extra action point

GENERAL

  • Added options for different resolutions and fullscreen modes, which are saved in your local profile (steam cloud saving will come shortly).
    We have also UI scaling for those who have trouble with too small fonts or windows overlapping.

  • Hangar build menu has been redesigned with tabs instead of the old back and next states.

  • Items now indicates where they can be put and replaced (this does not work fully yet with items requiring multiple slots)

Patchnotes 0.7.2A

Here is our first patch since release couple of days ago!

BUGS

  • Knockback/pull/dodge does not jump units out of position anymore
  • Lobby scene does not load twice upon entering
  • Cards and commander picks should now always be correct in multiplayer

GAMEPLAY CHANGES

  • Block is calculated per strike instead of per whole attack
  • Grappling hook pulls three squares instead of the old two

GRAPHICS

  • Grappling hook uses the correct icon and name now

CAMPAIGN

  • Made it more clear that it is just a tutorial / preview
  • Gave 100 gold reward per battle
  • Less items from rewards
  • Changed Thrillit encounter map to snow map for now

Release

Hi everybody, we just released our baby into the wild and this is really exciting and nervwrecking to see you play our game and we hope most of you understand that the game is in it's early stage. So we understand that there are a couple of issues regarding the campaign, minor bugs and content missing.

So first of all we want to thank the community who sticks with us and want to help out making this to what we all want, a great game.

Note that we are available on the discussion forums, twitter, facebook and our developer blog so you can get in touch with us in whatever way you want.

For our new players who want to know more about how it works check out our new referbished and rewritten Game Guide. It should tell you all about how the campaign and skirmish/multiplayer works.

What is going to be fixed next 2 weeks?

  • Building Menu UI overhaul
  • Server list so you can find players to play with
  • Multiplayer Lobby redesign
  • general bugfixes

What is the plan for March 31st update?

  • Commander Classes will get redesigned with more identity
  • Card importance and balancing
  • If possible adding some NEW CARDS!
  • New Level


Keep in mind that this is a preliminary list of our plan for 31st March but there could be more stuff coming if we have time.

Thank you all for the support!

10 Days to Early Access, What's included?



Hi everyone!



We have now less than 10 days left till the game hits Early Access and we are so excited! Lots of fans have stated that they want to know more in detail on what's to be in the early access release, so here it comes.

We know the stigma that is looming upon Early Access titles here on Steam but we want to make good on that and keep an open dialogue with our community, either here or through our twitter and facebook. This game is a passion project and we want it to be the best it can be and we want to share that process with you!

This is an early beta in the rawest form, what does that mean?

We will have smaller quickfixes every other week, followed by bigger updates every month. After the monthly upload we will summarize what that update includes with this months focus tip.



  • Features will be added

  • Skirmish with bots and Multiplayer is in (no server list yet, only steam friend invite)

  • only a fraction of all attachments and cards (will roll out monthly with new parts and cards)

  • 4-5 levels available (new levels will roll out after internal testing on each one is done)

  • Basic tutorial and tease of the campaign map with some features is available

  • Balancing is a bit off (we need your help on this!)

  • YOU STILL have the opportunity to shape Acaratus into something better! so if you feel something is missing, having ideas for parts or cards please don't hesitate to write in our forums.

  • Options menu needs reworking

  • Cinematic videos to campaign missing


Lastly we want to thank you for the support!

Closer to Early Access



For every day that goes we get closer and closer to our Early Access release. The team is playtesting every day to ensure that there is balancing implemented in the release but we must warn you that Early Access is for this purpose alone to get things balanced right.

So singleplayer will be there as skirmish and multiplayer, though the campaign will be locked till after release because we want to make an interesting gameplay first and story/worldmap scenario later.

Because Acaratus has an emphasis on heavy custom unit and deck builds where all parts do different things. This creates situations that can be hard to balance out sometimes. Here is a list of some (not all) features just implemented that will get in to the 25th February release. We are really excited to be showing of the upcoming trailer soon and to play with you guys!

Closer to Early Access


  1. Knockback - if unit gets hit by larger explosive weapons such as Catapult or Broadsider (seen below) it moves the unit in the oposite direction from where he gets hit.



  2. Dodge - One of the team favorite, it's a defensive card that when applied grants a dodge move to a nearby square. Can also be combined with other cards such as dash so when dashing it dodges shots and continues the action. In some cases we have had a counter attack being made after a dodge which results in really interesting plays.


    note: still needs work with animation

  3. Backstab - Last but not least, a feature that makes you want to plan your moves ahead because if it creates a situation where you expose your back to the enemy they can make tons of damage.


Thank you all for the support and we hope to see you on the battlefield 25th February!

Note: keep an eye out in mid february for the new trailer right here!
for more info check out our website: www.acaratus.com