I see that battles can get underwhelming with time. To fix this, I am announcing Blades of the Righteous 1.4. Right now, the battles can get a bit grindy as the game progresses. To address the issue, I'm adding more variation: every units turn is going to be split into 3 phases: move / support / action phase. Units will be able to use specific abilities during support and action phases.
Action phase implies damaging / more serious abilities, while support phase offers abilities that boost allies or debuff enemies.
Right now, I have about 4 abilities planned for every unit. Not disclosing anything yet, but I promise that it will be fun way to promote sinergy between various soldiers.
Let me know if you have any other specific advice on improving the battles and thanks for playing so far!
Cheers,
Vladimir
1.3.1 patch and UI fixes
I've been receiving some feedback lately, and based on it I've decided to make some changes in how the game looks and works:
Reworked unit stats window: shows resistances / damage type as icons now, all stats have tooltips to give an overall idea what's going on.
Spells like 'Flame Push' (target in row until first) will show their range regardless if there are valid targets or not - makes controls more intuitive
Improved battle log - looks better and is more informative (shows how much hp units has restored and damage is shown AFTER all mitigations now)
Typo fix (1 portal instead of 1 portals) on boss screen
Walking Curse: as it is now, the ability seems underwhelming. I've buffed it a bit to (hopefully) be a viable option for mage to learn.
So, buffed 'Walking Curse' skill/ability (+2 tiles for every level):
"2 turns, 6 tiles, 1 dmg each
"2 turns, 8 tiles, 1 dmg each,
"3 turns, 10 tiles, 1 dmg each
"3 turns, 12 tiles, 1 dmg each
"4 turns, 14 tiles, 1 dmg each
I've also added small particles when target with walking curse starts to walk
Let me know if you notice some bugs or want something else added!
Cheers,
Vladimir
Blades of the Righteous - discord channel for feedback
Hi everyone,
In case you have something to say about the game, want to give suggestions/feedback or just want to chat, you are welcome to join my new discord channel: just click here.
Cheers!
Vladimir
Blades of the Righteous - version 1.3 is out!
Gameplay Changes:
Units can now move and attack / use abilities at the same turn, this should increase the game speed
Units now retaliate to attacks (except for the backstabbing attacks)
Added obstacles to battlefield (impassable tiles, block skills that target first unit in the row
axe throw, shoot arrow, etc)
Added 150ms delay between unit turns for emphasis
New 'Random Event' - you never knew what you get: Before that, all events generated randomly, but you could always figure out what you are betting on. (i.e. 'get lumber') - now you get a completely random event once in a while.
There are 5 new random events added:
'Cowards Gauntlet',
'Spooky Situation',
'Supply Line',
'Viking's Existential Hunger',
'A questionable deal'
Events diversified: mining and lumberjacking quests now have 12 possible outcomes (3 good, 3 neutral, 3 bad, 3 terrible)
Fixed Sending to Battle Unit Window: no longer deselects unit if you slide the mouse while left button is clicked
'Skip Turn' button in battle is now flashing when unit cannot attack anyone nearby
Added Backstab / Crit / Resisted text notices
Fixed bug with Gray Order items improperly displayed
Some typo fixes (make sure to report the news ones!)
Changed Action List font
Fixed navigation in main menu: arrows can properly navigate on profile creation / selection
Changed Dialog boxes: header is now red and better visible
Added sounds on successful / failed events
Graphics:
The game requires OpenGL 3.3+ compatible video card now. - if it is not available to you, you can choose older version of the game in properties (go to your library -> select blades of the righteous -> right click on it -> choose 'properties' -> betas -> select the older version of the game there.)
Graphics: Added blur-bloom effect on battlefield
Graphics: Added unit traces during attacks
Graphics: Added 'dust' on unit movement
Graphics: Battlefield Tiles are reworked
Added effects to most abilities
Balance:
Backstab multiplier reduced to 1.2 from 1.5
Swordsman is faster (can move 2 tiles)
Swordsman energy increased to 25 from 10
Swordsman damage reduced by 1. Will now be 2-4.
Developer comments: the swordsman should feel like a low-damage tank who can assist the team. It has been hard for him to fill this role a lot of reasons: low movement speed, you had to kite opponents; low energy - cannot use much abilities. Now the swordsman has more ability-use potential (battlecries / shield stuns)
Arena challenge of fighting 3 bats reduced to 2 bats
Portal's 'spawn enemy' cooldown reduced to 3 from 4.
Units can no longer backstab portals
Demonic giant
fixed a bug when decimate spell dealt 20 instead of 10 damage
Removed extra 2 damage from Berserker's 'Savagery' ability
Barbarian's Bloodlust Skill: Self-Damage to self reduced to 4 from 5
Mage: Fireblast is now a single-target spell that deals 5 damage and incinerates enemy for 2 damage(M) over 2 turns
Mining for gems requires 4 people (up from 2)
Developer comments: since units can move and attack now, they can take out portals faster. The battle dynamics needed to change because of that.
Thanks for playing! If you want anything changed - I'm very open to all of your feedback. I want to continue improving the game!
I've tested the game a lot, but this patch introduces lots of changes. If you notice any bugs - do not hesitate to let me know. I'll try to fix them ASAP.
Cheers,
Vladimir
Blades of the Righteous v1.3: progress report
The development has been going very smoothly. Here's a small preview of how battles in v1.3 are going to look like: Video on Youtube
There are a few important things:
Units can move / use abilities right after attacking.
Effects have been added to most of the ability animations.
Deaths look way more cooler and have the special sound effect.
The game is going to look more cooler! Thanks for your support so far - I am going to continue developing the game further and I promise you that you won't regret getting it.
If there's something that you want to see / change - let me know! I am more than open to your feedback.
Rework plans
Hi everyone,
The feedback regarding the game I've been mostly hearing so far is that "gameplay is fine, but the game needs more polishing."
Based on this, I plan to make more adjustments to game (as well as considering full balance rework). Do you want something changed? Even if this is something major? Do you feel that the game can be improved and know how? Please let me know in the comments below.
A bit of tech stuff: so far I've actually rewritten the game engine to rely more on OpenGL, this gave me access to shaders, so you'll soon be getting potentially cooler battle effects! :)
Again, any feedback is welcome. If you got the game and think that it sucks - let me know why! I am eager to improve it.
Cheers!
Vladimir
Further Plans
Hi everyone,
If you want to report something about v1.2 version of the game - you can do so in the forum discussion here.
I'm moving my development effort towards new game: Wild West Pigeon - i'd appreciate any vote for it on the Greenlight page.
Do let me know if you need something new introduced - I'm going to continue supporting Blades of the Righteous and will try to implement new features if I get some new ideas.
Thanks for being with me all this time!
Cheers,
Vladimir
Blades of the Righteous v1.2 is out!
Hi everyone!
Blades of the Righteous has nearing the age of two months, so once again, I want to thank you for playing! To celebrate this and to address some recent feedback - I'm rolling out an update.
Gray Order introduced You have crossed a way of a mystical band of rogues that prefers to work from the shadows and oppress the peasants of your kingdom. There's no way back! Charge into battle, defeat them and get their equipment to help your cause.
First event requires you to defeat 2 rogues and 2 brigands
Second event requires you to defeat 4 rogues and a brigand
Third event requirse you to defeat 6 rogues, gives access to Gray Order class items - purchasable at the blacksmith
After that, you get random Gray Order encounters with 4-6 enemies that drop Gray Order items and moderate amounts of gold
Elemental Challenges introduced Two new events that are here to enhance your late-game!
Elemental Challenge: Fire - asks your swordsman to withstand attacks of the fire spirit. When successful - grants 'Legion Killer' item
Elemental Challenge: Nature - asks you to gather army with at least 7 units. When successful - grants 'Alliance Guardian' item
New items The items are given as rewards for completing the map events.
Poisoned Blade (rogue class item): poison 1 ( 1 dmg for 2 turns), damage +1, hp -5, defence -5
Staff of Exclusion (mage class item): burn 4 energy on every attack, damage -1
Poisoned Sword (swordsman class item): poison 2 ( 2 dmg for 2 turns), damage +1, defence -15
Gloves of Gray Order(rogue class item): - damage +2, defence: +10, energy -10
Gray Hat (mage class item): poison 2, hp -5
Alliance Guardian: swordsman armor, +1 hp regen for every ally, -2 dmg
Legion Killer: swordsman weapon, +1 dmg for every living enemy on the battlefield, -6hp
UI Changes
UI: Added simple tooltips for the unit purchases in Barracks
UI: Action list tooltip added (warns about every action taking up one turn)
UI: "Save and Quit" button position fixed
UI: Added tooltip on how much experience each mission / boss fight grants in Player Screen
UI: PageUp / PageDown keys now move user to the top / bottom of the event list
UI: Adjusted map defeat window position
UI: Fixed bug when tooltip remained present in Unit Stats window
Tutorial Changes
Tutorial: added a clear mention that peasants arrive to the castle every turn
Tutorial: explicitly mentions that map actions take a turn
Gameplay Changes
Gameplay: Significantly increased exp rewards from side missions
Gameplay: 'Killing your own troops' map event will never grant items anymore
Gameplay: Rescue missions will not give any gold anymore - only unit
Gameplay: Max simultaneous map adventure amount increased to 5
Items: reduced damage drawback from magic hat, magic hat now simply gives 10 energy
Bugfixes
Bugfix: Fixed a bug when Steadfast skill bonus actually reduced dmg done on enemy (instead of preventing dmg done on unit)
Bugfix: Mana burner item bugfixed, now burns enemy mana instead of restoring it
One more thing: I've decided to quit my job and to work full-time on game development. If you enoy the game - I would appreciate if you like and follow my facebook page, Coldwild Games - I'll be posting new updates / promotions / announcements there. You can also leave the feedback there.
As usual - please do let me know if there are any bugs / issues with the game and I'll be more than glad to address them.
Rolliong out some minor UI changes and fixes
Hi everyone,
Due to the recent feedback, rolling in some of the changes in UI:
- Battle: Player is notified if he picks the wrong target for the spell
- Battle: Surrender Flag does not cover parts of battle log anymore
- Map: added a brief explanation on how technologies are upgraded in Tech Screen
- Changed "Quit Game" to "Save and Quit" to avoid ambiguity
Let me know if you want something else added or fixed.
Cheers!
Blades of the Righteous v1.1 is out!
Rolling out the 1.1 patch with content update!
Hello! To celebrate the first two weeks of the release of Blades of the Righteous and to thank you for all the support so far - I am rolling out the patch with a large content update.
The new stuff:
Addition of heroes - the hero is a special unit that gets stat points after successful battles. Those stat points can be spent to upgrade base stats of the hero (hp / energy / damage / defence). If hero gets killed - you can revive him by paying gold.
Heroes are permanently unlocked on player's profile by completing map events. Choosing a hero gives special benefits - grim reaper gets 2hp/energy from every death on battlefield, as well as revives one fallen unit as a skeleton. Merchant allows special 'cart' event that gives you resources, his attacks on battlefield grant you gold. The hero, like the normal unit, persist through one map walkthrough. Heroes are accessible on the map screen - 'heroes' icon (or by simply pressing 'H' key).
New resource: Food. Food is required in order for the troops to restore when skipping turn. If you do not have enough food - no units are restored. Food can be gained through new technology (farming), from events or purchased at the market.
Ghost trader event added (unlocked for profile after successful necromancer's offer)
Necromancer's offer #2 event added (sacrifice archer or orc archer for skeleton archer)
Sacrifice archer event added (unlocks on successful ghost trader event)
Merchant's cart event added (when you unlock the merchant and choose him as a hero)
satyr's struggle (when you unlock the merchant) - trade 5 food for random prizes
feed the poor map event added (requires player to give 10 food) - necessary for unlocking Merchant hero
'kill your own' map event added (player needs to kill 2 swordsmen/rogues/mages in any combo) - needed for unlocking Grim Reaper's ressurection power
The fixes and balance changes:
- Gameplay: max simultaneous adventures on map increased to 4
- Gameplay: skeleton archer removed from necromancer's offer quest
- Gameplay: 'help the village' event can now reward food
- Gameplay: increased reward from 'help the village' event on higher difficulties
- BUG: fixed the bug when block was not working
- GUI: icon size on map changed to 70x70 from 64x64
- GUI: max 7 icons on map event list instead of 8
- GUI: removed ugly red borders as map event selection
- GUI: unit name is now written in stats window
- BUG: fixed the bug when boss spawned even if no portals have been killed
- BUG: fixed bug when portal battle could end with enemy units alive on the field after portal was killed
IMPORTANT:
I am very sorry, but the old save files for map progress won't be compatible and need to be replaced by new ones. THE LONG-TERM PLAYER PROGRESS STAYS. This step is necessary for the game to evolve and get better. More below:
Save system revamp: in some cases the save files could become corrupt. I have reworked the save file algorithm. Unfortunately, with all new additions it means that old MAP save files won't be compatible with the new version. However, all player progress is still going to be loading/saving properly so your major achievements will be kept.
If you encounter any errors - please report them in the game forums.
Thank you! If you would like something changed or some cool feature added - just write on the forums and we can discuss it.