Crimson Sword Saga: Tactics Part I cover
Crimson Sword Saga: Tactics Part I screenshot
Genre: Role-playing (RPG), Strategy, Indie

Crimson Sword Saga: Tactics Part I

Kickstarter and DLC coming!

Hi everyone,

I have relaunched a proper Kickstarter. Here is the link:

https://www.kickstarter.com/projects/davidnguyen104/clarent-saga-tactics-0/?ref=kicktraq

May the Kickstarter reach its goal I will add an option to change between old and new graphic.
The game will remain free!

And I am not done with this passion project! Paying DLC may come as pdf: gamescript, full guide, and making of.

May the Kickstarter reach the optional goal for the music, I will add an option to change between old and new music for free!, but I will still sell the soundtrack as DLC.

Thank you for your support,
David Nguyen.

Next big update is also coming: fully rewritten script/story and many other changes.

beta v28 released!

Hi everyone,

here is a regular update. Here are the changes:
- all tutorial screenshots updated.
- changed Challenge mode : renamed Very Hard instead. This difficulty has been changed from «unfair» to «fair»: it relies a lot less on RNG and luck, enemies group move when a certain number of turns has passed. Note that it is not that hard anyway, this is a deliberate choice because I don’t want a frustrating experience but a fun one. Still far from a cakewalk and a less tedious difficulty than it once was overall.
- Add remove level cap in cheats option : characters in part 1 and 2 has their maximum level cap raised to 21 (instead of 7 in part 1 and 14 in part 2) when activating this cheat.
- LV Max in cheats option change: characters now don’t automatically promote when activating this cheat.
- Ch1 change: the tile behind the throne is now traversable. This greatly change the strategy on very hard mode.
- Ch2 change: Swaped north traversable tile between the Ballistician and the bow knight (like I intended to)
- Ch11 change : archer allies have Red Bow instead of a Double Bow.
(Mt 10 and 2 consecutives attack when initiating battle)
- Sarah start as a priest of Light (better stats cap). Sage class bonus stats corrected.

I have playtested thoroughly on the hardest difficulty. I am always seeking way to improve my game.

Thank you for your support,
David N.

Some news...

Hi everyone,

I wanted to price the game again (for various reason) but Valve didn't approve my wish. Here is their answer:
"It's not great practice or fair for users to keep swapping an app's pay model at will like this.
If you've made some big updates or changes, I would suggest selling this as an upgrade DLC."

Thinking about it, they are totally right. I also planned a Kickstarter to add custom music and graphics as DLC but cancelled it right away because I miscalculated the estimated cost. So the game will remain free!

I have given up on hiring Moonwind but I will still update the game once in a while with Sir Wolfram's reworked script and new plugins. I can finally move on another project. I really enjoyed my time on this project!

Thank you for your support!
David N.


beta v27 released!

Hi everyone,

here is a very minor update:
- bonus map with familiar faces!
- old bonus map slightly changed : Sarah got a full heal wand and slightly changed position of some units.
- Athena sword changed like Aaron spear : 14 Mt and two consecutives attack when initiating battle
- Slightly changed stats caps for special vocation like Dark King, Dragon Master, Pegasus Master and Sage.
- Great shield item description changed.

Note that old save may not work when updating, I am sorry for this inconvenience. If you play it from start to finish then it should be fine.

Thank you for your support,
David N.

beta v26 released!

Hi everyone,

here is an update with many small changes:
- equip mark on weapon and items
- correct symbol on unit list
- range 3-7 for Fire Shower and Flying bow instead of 3-10
- Ballista vocation renamed Ballistician
- Ballistician can now move (3 MOV)
- Rachel as an enemy is a little stronger
- Rachel and Megan appears as allies later
- Zaniga castle map slightly reworked
- fixed allies not appearing in walk mode in chapter 10
- can deploy more units on certain maps
- uncorrect description of drain and shadow sword removed
- cheat : infinite turns bug fixed
- cheat: add excalibur for Siegfried
- add auto mode change during events

I wanted to add some exploration map like in a classic RPG but that doesn't add much to the game I think, maybe I will change my mind later? I noticed I forgot to remove the quantity for the orb item, never mind that will be in a future update.

I will stop working on the game right now and let Sir Gerwald rewrite/improve the script. Time to work to save money then I plan to hire Tukito (Moonwind) to make custom graphics, music and add CG. Or maybe I will try again a kickstarter. To be honest, this passion project became like an obsession, I think it will be a nice change of pace to do other thing instead.

Enjoy the update,
David N.

beta v25 released!

Hi everyone,

here is a big gameplay update, lots of change here:

Can skip the prologue (tutorial) map
Add a lot of cheating options (It is really optional and discreet : you need to display them first) Invincibility, infinite turns, Bonus Gold, Bonus Exp, Instant Max LV.

Wand has now 3 LV : A, B and C. The icon now display the corresponding letter.
Prince of Light and Gryhon Master has LV C wand.
Slightly revised growth rates for playable characters
Aaron personal ability changed to Ignis (F)
Ragnar personal ability changed to HawkEye
Minerva personal ability changed to LoneWolf
Nanna personal ability changed to Self Heal

Part 1 characters have been nerfed :
Siegfried start as a High Liege instead of Dark King.
Nanna start as a Gryphon Master instead as a Pegasus Master with a Heal wand instead of a ForceHeal wand.
Gawain starts as a Dragon Knight instead of a Dragon Master.

Priest type enemy have now different growth rate than Mage type.
All named enemy have a personal ability or a weapon giving one.
Rebalance of leader units.

New abilities :
self heal When healing an ally, user also recovers 5 LP
extra heal +5 LP recovery when healing
Ignis (M) Add 1/3 user INT to magical DMG INT% rate activation
Ignis (F) Add 1/3 user FOR/INT to physical/magical DMG FOR% rate activation
LoneWolf +20% Prec and dodge when there is no ally within 3 tiles

update abilities :
Absorb ability only absorb half damage dealt
Revenge Dex% rate instead of Dex/2%
Mute Dex% rate instead of Dex/2%
Survival Lck x 2% rate instead of Lck% rate
Strong Will (renamed Agressor) and Hawkeye abilities
activation condition changed : during user’s turn instead of under half LP

Weapons change :

Aaron spear changed: attack count+1 during user’s turn only, removed Prestrike ability, weapon might is 16 instead of 20
Ignis tome gives Ignis ability
Trishula gives PreStrike ability
Gram gives the Enforcer ability
Holy Spear gives the Barrier ability
Holy Axe gives the Agressor ability
Lux gives self heal ability
Glaciem give the Cri+15 ability
Sacred Javelin gives extra heal ability
Transfered +5 int bonus of Sacred Javelin, Storm and Break tomes to Weapon Might
Nerfed all ranged staves : all range changed to 7 instead of 10

While it was quite fun working on it, I think I will rest and take it easy for now. Sir Gerwald will work on the script from now on. I also want to hire Moonwind to make all custom faceset, music and CG and replace the old one but that will cost a lot of money. I won't try a kickstarter either. I will try to work hard and save money for that purpose. I won't make other update in a while I guess or to inject Sir Gerwald script only.

Enjoy this update,
David N.

beta v23 released!

Hi everyone,

here is a minor small update as it only affect the end game. The changes:
-Minerva ability Enforcer now negates Great Shield and Gold Shield but doesn't negate halve damage. basically this mean she now isn't that great against last bosses;
-but Excalibur and Spark are now effective against the last boss, basically it means a neat +10 damage bonus per attack.

It was a while since I have modified the gameplay but I am convinced that this version is the best I can offer gameplaywise. Sir Wolfram is hard at work on rewriting and expanding the original script. He has my full trust on this and I am confident in his writing skill. Once he is done, I will set the game as complete but I will still update it if I see the need.

Thank you for your support,
David N.

beta v22 released!

Hi everyone,

here is an update. The changes:
-walking animation fixed;
-difficulty description updated;
-add a + icon when superior wand level;
-pulverize skill now work as intended (add half weapon damage instead of x1.5 damage);
-swiftness stat displayed when unarmed;
-removal of unused plugin;
-mjolnir rebalance, remove FOR+5;
-personal weapon level is 2 instead of 3;
-Athena, Sin and Blossom start without a weapon level bonus;
-display winning and losing condition when starting a map;
-add wings skill option when in walk difficulty;
-max exp is displayed on enemies;
-add an auto read option.

I think I have nearly reached the best game I could deliver; I guess I won't update in a while. Sir Wolfram (now Gerwald!) has his computer back so he will work on the script rewriting, so far the first part is done (1/4 of the game). Once he is done and I have inserted the new script, I will set the game as completed and get rid of the beta letter. It can be confusing since the game is currently playable from start to finish.

Thank you for your support!
David N.

beta v21 released!

Hi everyone,

I know the last update was just a few days ago. But here is another one! The changes:
-smoother presentation (sliding windows, smoother transition and animations);
-add a lot of UI options (ghost preview, remaining movement point and enemies targeting lines);
-the tutorial has been updated;
-default option have been changed.

In truth, I only slightly playtested the changes. I think I have reached a limit of what I can do, plus I am quite tired of this project right now. I always strive to improve the game but I guess I will take a good break. I still don't know the progress of Sir Wolfram's reworked script too, guess it will take some time.
Maybe once he is done, I will stop updating and working on the game.

Thank you for your support,
David N.

beta v20 released!

Hi everyone,

here is another update! The changes:
-small equip mark now displayed;
-small boss mark now displayed;
-display battle data to easy battle (when animation are turn off);
-smooth command menu (now sliding);
- add colors to the battle forecast (see below).

Precision number colors:
0-20 red
80-99 blue
100 green

Damage number colors:
1 dmg red
effective dmg blue

Thank you for your support!
David N.