Conquest of Champions cover
Conquest of Champions screenshot
PC Mac Steam
Genre: Fighting, Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

Conquest of Champions

Future of Conquest

Hey Everyone,

Greatly sorry for the radio silence lately. We've kept silent as we've been trying to find a publisher to get Conquest out of Early Access and we didn't want to talk about anything until the deal was done. Unfortunately, after months of back and forth it is clear that the deal is not happening and Kihon is going to have to close shop. The bottom line is we aren't making money and we don't have the marketing capital or runway to turn things around.

We are devastated to say the least. We've spent over two years & a great deal of personal funds to get to this point and to not even see it launch is heartbreaking. We love this game and the community and do not want to give up. And so we wont! We've worked out a deal with our investors to allow the founders to keep ownership of the IP. We are working through the legal paperwork now.

What does this mean for the game? Well, once we have ownership we are going to migrate the server over to a cheaper solution since we will not be doing a massive campaign. The goal here is that it will allow us to keep the servers up for the long haul and we can attempt to grow the game via word of mouth and PR rather than a marketing campaign. We can push to launch on steam, we have the first expansion ready to launch, and we have the mobile build ready to launch. We just need to get our overhead a bit lower first by migrating the server.

We'll need significant downtime to do this as we are no longer able to work on this full time. It is more of a passion project at this point. I'll post more as we get into the thick of it. Once we have it switched over we can talk launch and expansion.

Thank you guys so much for taking interest in the title. You've been a huge support and while the path hasn't been what we had hoped we still hope to deliver a great game with a long future.

Stay tuned.

ickydime

Conquest in the iOS Store (Canada)

Conquest is now available on the iOS Tablet in Canada: https://itunes.apple.com/ca/app/conquest-heroes-of-galandria/id960350035?ls=1&mt=8

We are doing a small test run there to obtain feedback/bugs before we expand to other regions. At that point we can wrap up the next expansion and send some new content your way.

The game is cross platform in the sense that you can login to the same account whether it is here or on the Tablet and take your Casual/Async turns on either platform.

Quick matches and a few other features like Chat will only be supported on the Desktop however.

Note: If you are not in Canada you can change your iTunes region to Canada to grab it (though that can be a pain). You just won't be able to make any purchases without a valid Canadian credit card.

As always, thank you for your continued support!

Patch Notes (1.1.24)

Today's patch has some refinements to the pre-spawned soldier system and some fixes for loading.

Improvements

  • Pre-spawned Soldiers:

    • Player One now starts with 2 soldiers with a combined resource total up to 26 gems.
    • Player Two starts with 3 soldiers with a combined resource total up to 30 gems.
    • Soldiers with on-deploy abilities are not selected as part of these pre-spawned soldiers.
    • Soldiers above 18 gem cost are not selected as part of these pre-spawned soldiers.
    • Made soldier selection a bit more random, picking between at minimum the top 3 combinations that are at the maximum resources allowed for pre-spawned soldiers (30/26)
    • Please let us know your feedback on this new functionality on the forums!

  • Additional improvements to AI


Bug Fixes

  • Fixed an issue that could occur if a quickmatch was found while loading into another game
  • Improved fallback on game logic loading which should prevent game loading from stalling
  • Fixed an issue where pre-spawned soldiers would be not be flagged as in play in some situations, allowing them to be dealt into the player's hand

Patch Notes (1.1.23)

First and foremost, we’ve changed the name! In the coming weeks we will be transitioning over to Conquest: Heroes of Galandria. Thank you for all of the feedback and help in coming up with the new title!

Improvements

  • Matches now start with 2-3 units being pre-spawned. The goal is to speed up the early game which can be a bit slow, especially for new players. The logic under the hood tries to get as close to spending 30 gems as possible without going over 30 when it determines which units to pre-spawn. It will try to pick 3 units but will fall back to two if that is the best combination.
  • Performance! We’ve made a ton of low level changes that have improved FPS on low end devices as well as memory consumption. This has opened the door to tablets which will in turn allow us to increase our player base dramatically.
  • Today’s patch includes our price changes which are discussed here: Forum Post
  • We tripled the Single Player content and added Boss Battles which are unique units specifically made for the campaigns.
  • We’ve improved the AI by putting more of a focus on spawning units as well as additional instructions on many spells/abilities to help prevent it from making poor choices.
  • You can now purchase new skins for Heroes you own by visiting your profile and clicking on the skins tab.
  • The sidekick page has been overhauled to make it easier to send invites to your friends as it will include your referral username in the invite link and auto-populate the page when they register online.
  • Fusion has been revamped so that units will upgrade differently depending on what type of unit they are. A tank may increase by DEF/HP while an attacker my increase with DMG buffs. There is a button above the fused cards that will show the breakdown.


Balance & Bug Fixes
Typically we’ve included bullet points for all of our changes here but in today’s case there are just too many to list. We haven’t been able to push for the past two months since we were overhauling low level code to make the game viable on the tablet. Typically we push builds every two weeks!

While working on the new campaigns, we made a lot of changes to improve the AI. It should be more effective and generally be smarter while being played against. Be sure to let us know of any weird things it is doing and let us know what you think of the new campaign missions.

New Skins:

Upcoming Price Changes

As we prepare to come out of Early Access, we will be updating our pricing model to be more reflective of what we want at launch.

1. Packs will still be purchased by gold, however the gold packs will have 7 cards and no longer have a guaranteed rare. Uncommon cards will still have a % chance to be upgraded to a Rare drop.
2. Heroes will no longer be purchasable by gold.
3. Some pack prices will be increased.
4. Cards will be dropped less in-game but gold drops will be more frequent.

You will still be able to earn everything in the game as we will continue to drop Gems through quests, rewards, and rare drops.

We greatly appreciate everyone's continued support thus far. Keep the feedback coming as you guys have been a huge help in shaping this game and preparing us for launch.

Patch Notes (1.1.22)

1/14/2015: 1.1.22

Today's patch is a small set of bugfixes and improvements.

Balance

  • Propagate cost increased


Rewards

  • Adjusted some rewards including daily play rewards


Bug Fixes

  • Fixed an issue with purchasing Crystals through Steam
  • Put a potential fix in place for the close game button not appearing on the end game screen
  • Survey & Forest Bounty have been adjusted to no longer target upgrade mine tiles.
  • Made some adjustments to reduce memory footprint of game. This is an ongoing effort

1/13/2015 Maintenance

At 9:00am Pacific Daylight Time (12:00PM Eastern, 5:00PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last 30 minutes to an hour. Patch notes will be provided after the update.

Patch Notes (1.1.21)

In today's patch, we have changed the way that Upgrading mines works. Additionally, we have added a new system to reward players for inviting your friends. Just have your friend sign up and add you as their referrer during the player creation, and you'll get rewards as they progress!

We also recently announced the qualifying deadline for the current tournament season. Details here: http://forums.conquestofchampions.c...-to-arms-tournament-qualifying-deadline.2521/


Improvements

  • Mine Upgrading
    Upgrade Mine and Construct Mine are now spells and are limited to 2 per deck. Their cost was also increased. All decks have been adjusted to take this into account
    Non-destroyed shrines will now automatically upgrade one of your normal mines every other turn. It chooses the mine closest to your Hero. If your Hero is dead it picks the closest mine to the shrine.
    Discuss this change here: http://forums.conquestofchampions.c...ine-upgrade-cards-essential-to-the-game.2314/
  • Sidekicks
    A new referral incentives for inviting your friends to play.
    When a new player creates their account, they just need to enter in your username or e-mail address and they will be flagged as your ‘sidekick’.
    When your sidekick completes their first match you will receive a random card and then you will receive more rewards when they reach level 5, 10, 20, and 30.
    These rewards range from gold/gems to the latest expansion pack.
  • Added additional UI feedback for when you level up and unlock things such as the Crafter or Fusion.
  • Many low level performance improvements. We are doing some major overhauls to low level code in preparation for a Tablet build. This in turn will help the game perform better on PC, but as we go through this process we may experience some growing pains. Thank you for your continued bug squashing support! :)


Balance

  • Tiny Slayer now triggers for soldiers that cost 10 or less
  • Barbarian Chieftain’s Call Ancestor now has a cooldown of 3 and an initial cd of 2
  • RuneChargers effect should properly trigger now (no longer at the start of a turn)
  • Spirit Blade now only triggers on friendly soldier death. Cost reduced to 3.
  • Dragonkin Chemist’s Blind ability now has a cd of 3
  • Dragonkin General cost increased to 16
  • Doom can now only target soldiers.
  • You can no longer equip SkullHead staff on Ooze and create 2 units per tile.
  • Replaced the map where both Heroes are placed together as it was unfair to Player 2. New map has water tiles through the middle like a river.
  • Manipulate now has an initial cooldown of 1
  • Buliwyf, Krak and Valdrex have had their DEF lowered by 4


Bug Fixes

  • Angel Wings are fixed in Bot Games.
  • Flying units will no longer appear to have wings after a Full Moon.
  • Cleanse and Disarm now properly return enhancements to the Graveyard.
  • You can no longer use the single click move/attack to attack an enemy before they ambush you. The attack will be interrupted and you will need to click again to attack. Along the same lines you will no longer be able to single click move/attack and get an attack off while dying.
  • Fixed playback issue caused by respawning units such as Grommit where the next action would occur before Grommit respawned and cause things to play out of order.
  • Fixed multiple issues with Card Conditions lingering longer than they should. Ex: Placing FullMoon on a Beast Handler will now immediately remove the beast discount appropriately.
  • Fixed triple attack bugs. One that occurred in async games when paired closely with a retry. Another that occurred with ambush in either quick matches or async.

1/9/2015 Maintenance

At 8:30am Pacific Daylight Time (11:30AM Eastern, 4:30PM GMT), we will be bringing the Conquest of Champions servers offline for an update. We expect downtime to last an hour. Patch notes will be provided after the update.

Year End Update

As the end of the year approaches we want to take a minute and look back at how far Conquest as come and thank you guys for your continued support. It has been amazing and we look forward to seeing where you guys steer us next as we continue to work towards an official launch.

With your guidance and feedback we have seen the following changes/improvements:

Over doubled the number of cards available, including our recently added neutral faction cards!

- What pay walls? Everything in the game is now completely earn-able. In fact, just by leveling to level 6 you will be awarded all 3 faction. No longer are the days where you had to choose one without knowing anything about them.

- Added support for multiple decks per Hero to allow further customization and exploration.

- Simplified and sped up the game. Removed the hero resource bank, removed Action Points, limited maps to 1 shrine, and tweaked gameplay to discourage turtling. Quick Matches now complete in 27 minutes on average.

- Added many more ways to earn cards and rewards such as the Player Leveling System, Daily Rewards, Quests, Achievements, and even an improved in-game reward system.

- Fair Fusion! We addressed the complaint that the game was pay/grind to win due to leveling cards. Now each level upgrade caused the unit’s gem price to increase which makes it fair to new and old players alike. Today we also enabled a feature to allow players to downgrade their cards in exchange for experience tokens which allows for even more customization of decks.

- We’ve overhauled our matchmaking and ranking systems so you will no longer get stuck in unfair matches and players are no long able to game the leaderboard.

- Improved graphics! We’ve added new map backgrounds and have completely overhauled our UI throughout the game since our Early Access release.

- Not to mention a ton of smaller features and improvements such as Skins, Taunts, Hero Leveling, resolution picker, additional sound tracks, and so many fixes/balancing that it would make your head spin.


We have plenty left to do though! Please continue letting us know what we need to fix as we prepare this game for an official launch. Besides general feedback you can also help us design future cards through our Community Card Design Contests:
http://forums.conquestofchampions.com/index.php?threads/community-card-contest.1928/

And you can get involved with Player initiated tournaments:
http://forums.conquestofchampions.com/index.php?threads/new-em-tournament-starting-soon.2280/

Here is to making Conquest the best game possible in 2015!