AlexanderBall: A Countryball Tale cover
AlexanderBall: A Countryball Tale screenshot
Genre: Simulator, Strategy

AlexanderBall: A Countryball Tale

Save and Load Issue Hotfix v.0.3.003

Fixes:
- Issue with the saves not working have been patched up. We apologize for the inconvenience.

Big Update Misc. Hotfixes v.0.3.002

Fixes:

- When Assyrian Siege Masters in Siege Tower form attacked walls, no damage indicators were visible. That has been fixed.
- AI Persian Immortals and AI Agrianian Skirmishers will now have limited ranged attacks like their player-controlled counterparts.
- Some minor highlighting has been fixed in the army management screen.

Dev Blog 10: Version 0.3 is ready to go!

To all our awesome players and supporters, we are back! We apologize for the long wait between the last update and this one, but here it is, in its entire glory - Version 0.3 is ready to play! It was a ton of work, so we took our sweet time with it. Hopefully the delay will be worthwhile! So, without further ado, let’s get into it!

DISCLAIMER: As with the last update, old saved games will not work in 0.3.

Improvements:
- You are now entering Persia proper. Beyond Babylon, and through the Persian Gates, Persia lies in wait, with many cities and armies ready to stand in your way!
- Special Unique Units! Macedonians, Thebans, Cretans, Persians, Agrianians, Gandharans, Bactrians, Assyrians, and Scythians all get unique units in this update.
- Macedonian Hypaspists are Light Infantry units capable of using Fortify with only 1 action point.
- Theban Band units fight as if their unit size is 100 greater than in actuality.
- Cretan Short Bows are more mobile Archers without the ability to unleash volley attacks (this is actually a glorified nerfing).
- Agrianian Skirmishers are Light Infantry units capable of unleashing 3 ranged attacks in a single battle.
- Persian Immortals are very cool-looking Heavy Infantry units capable of unleashing 2 ranged attacks in a battle.
- Gandharan War Elephants are a special Heavy Cavalry unit that can reduce the discipline of adjacent enemy units.
- Bactrians Camel Archers are tanky, mobile Archer units!
- Scythian Horse Archers are very mobile Archer units!
- Assyrian Siege Masters are Engineer units that can create a special siege tower capable of melee attacking walls!
- Skill trees for every unit have been added! Based on their role. For example, all Light Infantry units have access to the same Infantry Skill tree!
- Brand new UI for Secret Dialogues.
- A bunch of new achievements have been coded into the game. Enjoy being rewarded for making it deep into Persia and for winning specific battles with specific units in your army.
- Battles across the classic campaign have been altered to include special units. Some of these battles, I expect are going to significantly harder.
- As with every big update, AI has gotten better. And they know how to use special units. Be careful.


Fixes:
- A couple of fixes with respect to objectives have been made.
- The badges/shields indicating the level of a unit were not updating correctly in the case of enemy units during a battle.
- Ariarathes looked way too big in the unit viewer in the battle scene.
- A Lydian Light Infantry in the Battle of Granicus had too much discipline for some reason.

So, that was a whole bunch of information. I hope it was digestible. Let us know if you come across any errors or bugs and we will do our best to squash them with haste.
Happy Conquering!

Animations, Images & Misc. Hotfix v.0.2.002

Fixes:

- You can now see the Macedonian Ballista image on the Army Management screen.
- The Lydian and Assyrian Light Cavalry units have had their animations fixed up.
- AI is slightly more likely to do a sortie during a siege.
- A little issue with the save system has been fixed.

Dev Blog 9: Version 0.2 is here!

It is a glorious day here at Red Thorn Interactive! We have put together our much anticipated 0.2 version of AlexanderBall and it is now available to all. There a bunch of new features that have been added this time around and I can’t wait to see what you guys think. We’ve had a ton of good feedback and the support we have seen has truly warmed our hearts. So without further ado, let us get into the new additions and bug fixes!

DISCLAIMER: Old saved games will not work in 0.2

Improvements:
- Conquer the regions of Assyria & Mesopotamia and take your first steps into the heart of Persia with the newest additions to the story!
- The brand new garrison system is available. You can’t just be conquering one city after another without leaving behind some loyal troops. Now each conquered Point of Interest requires you leave behind a number of Macedonian soldiers to make sure the city keeps its loyalty.
- A number of garrison system related random events have been added to the game.
- Brand new roads between Points of Interests.
- ENGINEERS! No more catapults. But, you can recruit engineer units and they can transform themselves into siege towers, catapults, and ballistas!
- A brand new Point of Interest UI has been added that is more readable, more in-line with our theme and includes the garrisoning UI.
- Cleaned up the mess of buttons on the battle scene. You no longer need to look at a greyed-out charge button while you have an archer selected.
- Randomized battle generation has been fixed.
- You can nickname your units!
- Units in siege don’t eerily stand in place and give back their turn.

Fixes:
- Even more random events have been patched up.
- Fixed the bug where the buildings did not build unless you babysit in the region.
- Fixed animation and state change bugs with a number of units.
- Fixed animation issues with a couple of the commanders.
- Cheating should have gone down. There’s a real finicky bug in the underbelly of the game that makes the AI sometimes use a couple more action points than they are supposed to. We’re working on it!!

Can’t wait to find out all the new bugs. We’ve done our due diligence but we’ve learned that no amount of bug testing will prepare the product for the hands of the players. Also, should we make a video that explains the new siege units? Let us know what you guys think.

Dev Blog 8: AI & Legacy Point Shop Fixes v0.1.015!

And Red Thorn Interactive are back with a brand new update right aftrer Valentine’s Day! And let me tell you, it is, by no means, a themed update.
So what did we fix this time around?

Improvements:
- AI is much much better now. Like, they may actually be hard to beat if you’re not being careful. So, watch out!
- Siege battle AI has been improved to ensure that players can’t defeat all enemies without breaking the wall.
- Tooltips have been added to the Legacy Point Shop.
- A button linking to the subreddit has been added to the main menu.


Fixes:
- A ton of buggy random events have been fixed up!
- The bug that happens when players go from region-to-region with the army management open, has been fixed.
- The bug where a selected enemy unit on a small hill did not have the ‘On Hill’ icon, has been fixed.
- Weird emblem placement on the Gandharan Archer units have been fixed.
- Finicky resolution issues have been fixed!

Hope you guys have fun. And just to clarify, this isn't the big big update that we've been talking about in our discord channel. That's still coming up and will be called v.0.2.001. So stay tuned!

Dev Blog 7: Year Counter & Tutorial Improvements v0.1.014!

Hello folks! We are back with another sizable update.
We’ve heard what you guys have said and have made a lot of improvements!
So, without further ado, let’s get into it!

Improvements:
- You can now skip all the tutorials with a single press of the ‘Skip Tutorial’ button!
- The videos in the tutorials have been resized to make them clearer.
- Brand new year counter has been added to the game. Now, there will be a constant reminder that AlexanderBall’s time on the earth is limited, and that the conquering must go on!
- You can now press ESC to open the menu in the battle scene! More hotkeys for the battle is coming soon!
- No more catapult units in randomly generated battles like the one in Sinai or the ones that initiate from burning down a city!


Fixes:
- The AI has been told to go after commanders more! (Keep the lads safe)
- Commanders die immediately now. There used to be the issue of the commanders sticking around at 0 unit size for a turn. That has been fixed!
- A bunch of random events have been fixed! Some were buggy. Others were not functional. Now a good chunk of them have been patched up.
- The bug where the archers could sometimes not shoot after moving one tile has been patched up.
- A couple of finicky lines in our Credits screen has been fixed up. Also our amazing trailer artist and animator Fahim has been added to the Credits!
- You can no longer resize the windowed version of the game. It can cause a bunch of issues so we are keeping that away until we can figure something out.


It’s been a lot of fun getting to make this game for you guys. It fills us with immense pride seeing folks play AlexanderBall and engage with the story and the time period!

Happy conquering! And don’t forget to let us know where we could improve!

Thebes Story & Misc. Hotfix v.0.1.013

Fixes:

- The notorious bug where the story is broken after burning down Thebes is now fixed!
- Tooltips weren’t showing up in battle. That has been patched up.
- More tweaks to the autosave.

Autosave & Misc. Hotfix v.0.1.012

Fixes:

- Fixed issue with objectives not showing up sometimes.
- Fixed issue with supersized Bactrian units.
- Polished the autosave mechanic.
- Fixed-up a few of the random events.


Thank you guys again for letting us know about these niggling issues. Turns out they were far too buggy to ship out so early.

Dev Blog 6: Major Fixes and Quality of Life Changes v0.1.011!

Hello folks! It’s been a wild week at Red Thorn Interactive, let me tell you.
There has been a number of major, and minor fixes throughout the game over the past 48 hours. We’ve heard everything you guys have said. Not everything could be implemented at the moment, but a lot has been.

We think you guys will like it.

So let’s get into what all is new.

Improvements:
- Tooltips have been dramatically improved in the battles! They now convey information in a much more readable way. We’ve also converted all the tooltips in that screen to our internal tooltip system (the same one used in the army management screen).
- Big balance changes! Archers have less ranged strength. Heavy infantry and heavy cavalry have less defense. 1,2, and 3-star units have been strengthened and 5-star units have been weakened.
- There’s a big change to the saving system. Here we have to apologize. We had taken out our autosave system but never remembered to take the autosave button off the settings menu. Now we have fixed the autosave system and new games will begin with autosave ‘On’ by default.
- Save files now have a relevant version number. Older saves may cause issues in-game so we decided that saved files will only work with the correct versions of the game.
- The AI in siege battles is smarter now. No more can the player just kill all the enemies by shooting over the wall with no retaliation.
- Bows have been added to the archer units when they do their attack animations.


Bug Fixes:
- The effects of leveling up is now clearer with tooltips in both army management and battle screens.
- The player did not get Athenian catapults in between the two Thebes battles even though the dialogue mentioned such. That has been fixed.
- When the player burned a city down, the incomes associated with that city remained. This has been fixed.
- Bug when transitioning from Act 1 to Act 2 has been fixed.
- Issue with the battle at Issus has been fixed because of changes to the save system mentioned above.
- Issue where the enemy archers would fire enemies within 4 tiles instead of within 5 tiles, has been fixed.

And that is all for now folks. I’m sure there will be stuff to fix about these fixes that are going out. So, if anything catches your eye, let us know, for the sake of AlexanderBall.

Thank you again to everyone who has gone out and bought the game thus far. Your support means a tonne to us, and we will do our best to make sure AlexanderBall is the best 10 dollars you ever spend.