This new update aims to make combat a more violent and enjoyable experience.
New Features:
-Weapons are now solid. -FX has been added to all impacts. So if you hit a wooden shield with a metal sword, it looks and sounds like it. -Humanoid enemies can be chopped up! If you strike hard enough on a limb, that limb will be cut off. Heavier weapons dismember limbs more easily. -Humanoid units ragdoll when they die. You can stab a weapon into a ragdoll, and the ragdoll will stick to your weapon (can be a useful body shield when charging archers). -Background music has been added. When you are in combat the peaceful music fades into combat music. Music volume can be adjusted in the settings menu. -Your controller should vibrate when you hit objects with your weapon. -If you hit an enemy's leg, they will fall to one knee. -You now auto-run, no need to hold the sprint button anymore.
Changes:
-You can now create the archery range and blacksmith buildings by default -Enemies with shields now track your weapon much slower. -Enemies with shields have less time between consecutive attacks. -You can now block with any weapons (even bows). Though the block talents only affect shields. -Enemy blood has been updated to look more realistic -Grabbed items are now PID controlled. -Human units are increased food upkeep. So you will need more farms to support your army. -Random gen village difficulty is now a function of player level, the number of buildings the player has, and distance from the start zone. -Enemy buildings now generate fewer units. -Player now only gets 5 stamina and health from each level. -Bows have been nerfed. Arrow damage is now proportional to the square of pull percentage (how far back you have pulled your arrow). -Some changes to the polearm tree. Notably, polearms now have a bleed effect.
Note on backward compatibility: This update should be fully compatible with previous versions. Unit upkeep has been increased though, so you may need more farms in your old saves.
Feel free to join the discord https://discord.gg/Ywy2UHQgRv to talk with the developer and other players if you want to make a suggestion, report a bug, ask a question, or just chat!
Conquest v1.2 is live!
Conquest v1.2 is now live!
v1.2 aimed to introduce quest givers, overhaul the resource gathering system, and implement randomly generating villages.
Note on backward compatibility: The goal is to make old saves loadable throughout all of early access. With that said, it is recommended to start a new save due to the dramatic changes this update brings.
New Features:
Overhauled resource gathering system:
-There are now four different types of resources; gold, wood, iron, and food. -Resources are held in resource stockpiles (a new constructible building). Workers drop off the resources they've harvested to the stockpile nearest to them. -A list of your stockpiles is shown in command mode to the left of the map. You can click on a stockpile from this list to snap the camera to the location of this stockpile. Stockpiles can also be renamed by selecting the stockpile and pressing the "Rename Stockpile" ability. -Farms now generate farmers and livestock. Farmers plant and harvest crops around the farm, and return their haul of food to the nearest stockpile. Livestock periodically add food to the nearest stockpile automatically. -Woodcutters Hut's generate lumberjacks. Lumberjacks find nearby trees, harvest lumber, then return their lumber haul to the nearest stockpile. -Iron ore deposits are now spread throughout the world. They're basically spots where iron ores spawn. You want to build a mine near here to collect iron. -Mine's generate miners. Miners find the nearest ore deposit, mine this ore, then return their haul to the nearest stockpile. It's best to build mines next to ore deposits. -Merchant buildings sell resources and allow you to sell weapons. Periodically the merchant will convert 25 of the highest resource in your nearest stockpile to gold. Also, if you approach the merchant with a weapon in your hand you will be prompted to sell the weapon. -Blacksmith buildings now generate a blacksmith unit. The blacksmith works away at his station, periodically converting iron to armor and weapons. Place your units next to the blacksmith when it has armor and weapons stocked to upgrade your troops. -Units now cost resources when generated, and most units consume food while they are alive.
Quests
v1.2 is an introduction to quests. -There are quests that can only be completed once, that permanently alter the world, and there are quest templates that quest-givers offer that allow you to farm gold and experience. Currently, there are 3 "one and done" quests, and 2 quest templates in the world. More quests will be added, and improved upon, with every update. -You will now see a compass under your world quick slots. Quest objectives and the location of stockpiles show on your compass. -A quest log has been added in command mode. The quest log displays the story behind each quest and shows you the quest's current progress.
Random Gen Villages
Villages will now randomly spawn throughout the world. A village starts off as a town hall building. The town hall generates barracks, blacksmiths, and siege factories around it. The number of buildings spawned is scaled with the player's level.
Bug fixes:
-Fixed a bug that would occasionally make large chunks of the world disappear. -Fixed bug that broke bows when placing them in your inventory immediately after shooting them. -Fixed bug that let polearms hit through shields -Fixed bug that applied unit upgrades multiple times when loading
Other Changes:
-You now only get one skill point per level. To balance this, you now level up quite a bit faster. -You can now set the grip offsets for the left and right hand individually. -All units except for starter units have more health! If you find combat too challenging, you can decrease the player difficulty scalar in the settings menu.
Feel free to join the discord https://discord.gg/Ywy2UHQgRv to talk with the developer and other players if you want to make a suggestion, report a bug, ask a question, or just chat!
Quality Update
Conquest v1.1 is now live!
v1.1 is a smaller "quality" update that aims to address the bugs and nuances that players have experienced thus far in early access. The changes include:
New Features:
-Player Inventory system with quick slots. -Settings menu that allows changes to: Snap Turn toggle Toggle Grip Grip offset angles Player Difficulty setting -A controls tab in the main menu, just references all button controls. -Weapons now have weight. The heavier the weapon is, the more stamina you use when resisting gravity.
Bug Fixes:
-Fixed bug that allows players to sell buildings for more than they bought them for after a load -Fixed bug that looped weapon grabbed audio if tried to grab with both hands. -Fixed bug that sometimes forced players to look at catapults in order to get them to work properly.
Other Changes:
-To enter command mode you now have to press the pause button (or both triggers and grips) instead of both triggers. -Multi-Shot now requires you to press the grip button, instead of the primary button -Troops can be commanded by pressing the right trigger while holding the left trigger(the primary button still works as well, the new trigger inputs are just to support the Vive wands). -The re-holster distance for holstered weapons is now much shorter -Your health and stamina show by your right hand after you are hit, or if either stat is below 30% -You lose aggro from enemies if they are 1.3X acquisition distance away. -The human ghost enemies in the starting zone are now neutral hostile (they won't attack unless attacked) -The small fort in the starting zone has been removed. This will be replaced by a village with quest givers in the quest update. -The terrain near the fort in the starting zone has changed, this is in preparation for the quests update.