We are releasing a new update for Fantasy General II.
It is a rather big update, with new features like the Training grounds, unlockable Merchants and the option to Transmute Artefacts. New Skilltrees have been added, as well as new maps for multiplayer and skirmish, and new options for Multiplayer.
We are looking forward to hearing what you think. You can find the full changelog down below.
Changelog:
NEW Features
- Training Grounds: Give your units individual skills and abilities. Different heroes provide different training opportunities. Gets unlocked during a campaign, is unlocked from the start in Onslaught. - Merchants: Buy and sell resources at traders you unlock during a campaign. In Onslaught only available to the Empire faction at the start. - Transmute Artefacts: Get rid of your excess artefacts by turning them into other resources or gold. Gets unlocked during a campaign, available from the start in Onslaught.
- NEW Marcra: Marcra now has a Skilltree - NEW Tirea: Tirea now has a Skilltree - NEW Transmuter: Changed the skilltree of the Transmuter, providing one spell-focused path and one summoner-focused path; also adds new skills to their skilltree - NEW Multiplayer/Skirmish Maps: Added new Capture and Kill All maps to the selection - NEW Multiplayer: Added ability to send a message to your opponent upon uploading your turn - NEW Multiplayer: Implemented ability to be notified if multiplayer game is available for you to play.
- Ailsa: Changed Ailsa's skilltree a little (Lightning Strike reachable via Mist or Turn Evil, Turn Undead became Turn Evil affecting Demonspawn as well) - Units: Siege Engine Upgrade tree has been added - Units: Imperial Golem received more armor and more artefact slots, turning it into a walking fortress - Units: The Fleshwalker's Corpse Explosion skill now deals damage in addition to infecting - Mercenaries: Added more fitting Names to mercenaries for their class/race. - Balancing: Base grade core units (Younglings, Maidens, Spearmen, Peltasts...) have less impact on morale when they die - Balancing: Adjusted magic damage of units between Barbarians (Stag Riders) and Empire (Pegasus/Night Mares) - Skill Balancing: Rebalanced some Skill Mana Costs (Grow Trees, Winged Leap...) - AI: Tweaked AI behavior regarding resting, especially for flying units. Shouldn't start resting next to you when they can move away. - AI: Fixed a bug with Heavy Weapons which led to Siege units often going into melee rather than shooting - Added option to enable/disable ground fog like swirling mists - Procedural Map generation - Decreased VRAM usage. - Onslaught Campaign Map Fix - Implemented an option to disable "GPU Procedural Generation" of maps. Users can disable this option if their game crashes during generating maps - Tooltips: Tooltips that provide a summonable unit now show the units summon costs - Skirmish/Multiplayer: Replaced the old random generation with the same type of generation used in Onslaught. Generates more structured/sensible maps. - Skirmish/Multiplayer: in Skirmish/Multiplayer: Falirson now rides on his bear - Multiplayer: Fixed various bugs causing the replay to not play correctly - UI Multiplayer: Join and Forfeit button have been moved to the game details screen - UI: Increased inventory UI size - UI: Redesigned Savegame window so it can support scalable text sizes - Settings: Implemented a setting to disable idle variantions (Units randomly executing actions during idle). This setting can only be accessed by changing the value of mShowCharacterIdleVariations in Custom.fg2settings manually - Settings: Changed how resolution chooser works. It won't bug out now when choosing certain uncommon values. - Blob Shadows: Added an additional option for blob shadows - Terrain: Tweaked terrain generation and textures for all themes - Loading Screens: Loading screens should stall less visually - Loading Screens: The loading screen now shows the correct logo in the upper left - Bugfix: Fixed a bug that showed stats of the enemy in several tooltips during enemy turn - Bugfix: Fixed an issue where units would be dragged along after their death - Bugfix: Fixed an issue where more than one page of skills of for a unit could cause a game hang - Bugfix: Eagle Riders aren't tagged as Animal anymore and thus not charmable - Bugfix: Fixed several issues with applying Status Effects and Self Effects in combat and more special skills (charge line, winged jump, skipping a skill) - Bugfix: Fixed hiding bug, where a unit spawns hidden although an enemy unit is on the same position - Bugfix: Fixed a bug where certain dialogues would trigger twice (if you gained a unit during the dialogue) - Bugfix: Fixed graphic bug, where skirmisher sometimes disappear during an attack. - Bugfix: Fixed bug if an artefact should be removed but this artefact isn't assigned to any unit - Bugfix: Fixed bug during enemy reinforcements to cause a unit to not spawn, which causes "Kill All"-Objectives to break. - Bugfix: Fixed a bug where the Worldmap wasn't centered around available mission until you end the post mission dialogue - Bugfix: Fixed a bug where renaming of units in battle wasn't possible - Bugfix: New textmessage for removing a finished multiplayer from the list instead of showing "forfeiting" - Bugfix: Fixed issue where units would be wrongly tagged as quest objectives upon respawning - Bugfix: Fixed an issue where teambuffs wouldn't be restored correctly after loading the game - Bugfix: Fixed an issue where autosave wasn't triggered after deployment - Bugfix: Fixed an issue where the first players camera position wasn't persisted correctly in Multiplayer - Bugfix: Fixed an issue where changing teams in the multiplayer skirmish player selection would bug the menu - Bugfix: Fixed an issue where an unkown spawn identifier would show up as "empty" in the game editor - Bugfix: Fixed an issue where the damage previsualization would not factor in Bonus Charge Damage from artefacts - Bugfix: Fixed an issue where scouting or casting Spirit Vision above a unit would hide that unit - Bugfix: Fixed an issue where the Dragon Breath ability wasn't blocked by aerial units
Fantasy General II - Patch 8 is here
We are releasing the first patch since the release of the Onslaught DLC. It mostly consists of fixes to some bugs and minor issues, found thanks to the feedback provided by players.
Keep it coming, and let us know what you would like to see added or changed next.
In the meantime the team is hard at work on what comes next. Expect news soon!
Changelog:
Artefacts - Fixed an issue where savegames would become corrupted if you sacrifice an item in transition to e.g. a Blood Oak. Affected savegames should now be working again. Bugfix - Fixed graphic bug if shadows were set to 'No Shadows' Localization - Fixed a bug where the name of The Barrens wasn't localized. Input - Fixed an issue where no mouse input would be recognized when playing a map. Triggers - Fixed an issue where dialogues would be triggered during loading a savegame resulting in the game stalling. Invasion - Fixed an issue that caused "Eagle’s Eyrie" to not show up in a pre-Onslaught savegame until you saved and loaded the game or exited the next mission Minimap - Fixed incorrect camera position after clicking on minimap on non-1080p resolutions Settings - Fixed an issue where "Command Speed" in options wouldn't reflect the actual value set. Main Menu - Fixed an issue where the wrong campaign was visually selected after entering and exiting the campaign selection menu multiple times. Bugfix - Summon Sentinel promotion is now correctly shown when Ailsa learns it. UI - Fixed the Campaign Score Screen to display all text correctly when language is set to Russian or Chinese. Scoring - Fixed a bug where not all results from the last campaign mission where added to the total score. Dialogues - Fixed incorrect dialogues in "Return of the Summer King". Bugfix - Fixed graphical glitch while a quest marker was active in Sunkenlands. Achievements - Achievements for choosing different paths through the Onslaught campaign now require Iron Maiden mode like the rest. Invasion - Fixed an issue where Tir would die to enemies or neutrals in "Into the Trollwoods" before you could get to her. This will automatically restart this mission if you haven't met Tir yet.
Fantasy General II: Onslaught DLC is out now!
A new campaign, new units, infinite battlefields.
Fantasy General II returns with its first DLC, Onslaught!
This new expansion brings the brand new Onslaught branching campaign, a dynamic campaign in which you will fight on procedural maps and hunt for the Book of Krell, an ancient and mysterious relic. Choose the hero you'd like, then carry over your army in the 30 scenarios campaign. No playthrough will ever be the same.
Furthermore, Onslaught introduces thirteen new aerial units for both the Empire and the Barbarians and allowing for daring new tactics.
Find more information on Onslaught on its product page.
Onslaught is being accompanied by Patch 7, a massive free update to the base game. It contains many additions and balance improvements, including plenty new units!
To celebrate the release of Onslaught we are running a week-long discount on Fantasy General II.
Starting today and ending on Thursday 19 March, we will be discounting Fantasy General II: Invasion at 35% off, the Hero Edition at 35% off and the General Edition at 20% off.
Both the Hero and General Edition contain exclusive content unavailable in the base game, but the General Edition also includes the first two DLCs: Onslaught and the future expansion Empire Aflame.
Fantasy General II - Patch 7 is here - New units and content
We are releasing the update accompanying the Onslaught DLC (official announcement of the DLC coming soon!).
You can find the full changelog below. As usual, we'd like to thank everyone who took part in the beta for Onslaught, your feedback has been amazing and invaluable!
This is a massive update: new units, new upgrade trees, and of course it comes with the new DLC Onslaught, which adds so many new features and content.
Let us know what you think of this update, and please tell us what you'd like to see implemented in the game.
Patch 7 Changelog:
New Features Onslaught - "With the new DLC the ""Artefact of Power"" campaign is unlocked. Brave a branching and procedurally generated, massively replayable campaign." Hall Of Fame - "Scores from your Onslaught playthroughs will be displayed here, so you can brag about your vitores in the mead halls!" Flying Units - Added a new unit trees for flying units to Barbarians (Eagles) and Empire (Nightmares / Pegasi)
Additions / Changes
Summons - All damage dealt to summoned Units is permanent now. Winds of Magic - Maps start with a random 2 to 8 Mana in top of any Mana granted by skills. Kill Chance - The modified kill chance is now displayed for all units when mousing over the health bar. Berserkers now have -30% chance of being killed (instead of complete immunity). Upgradable Volunteers- "Volunteer units that join your side can now also be upgraded as they do not receive the ""cannot upgrade"" promotion (This does not work for volunteers already received.)" Volunteers - Now start on the same level as recruits (Falirson's Drill raises affects their level as well).
New Unit: Skeleton Archer - Skeleton archers can now be hired/summoned by the Empire New Unit: Newt Clubbers - A melee variant of the Lizard Newts. New Unit: Fire Spiders - Ranged spider that dissolves a target's armor; charmable New Unit: Hunting Pack - This upgrade for the Dire Wolves they efficiently guide your army around difficult terrain and hunt down wildlife. New Unit: Spirit Wolf - This upgrade for the Dire Wolves is an astral assassin that needs to leech life to heal. New Upgrade Trees - Empire and animal (like wolves and bears) units now have their own upgrade trees.
Trackers Buff - All Trackers received +1 Search range Flying Units Buff - "All flying units gain 25% missile protection and +1 Speed, so they cannot be taken out by missile fire as easily. 'Onslaught' DLC adds several flyers that counter other flyers." Floating units - "Floating units (Ancestors, Gatekeeper...) can attack flying units in melee. Spirit Wolves are no longer floating." Doughal improved - Received more health to make him less squishy. Ulnar improved - Is now utterly 'Fearless'. As he should be! Werebears improved - Improved the underutilized Werebears. They now shred target's armor with their claws. Border Riders improved - Can now retreat and have become a bit tougher. Longbowmen changed - "Have no defensive fire now, but deal additional ambush damage when not spotted. They are now the snipers they were supposed to be." Harpies changed - "Harpies can only charm male units with disordered or lower morale state, but they can now Shriek (lowering morale and shielding themselves for some time)." Pegasi changed - Received more health but do less damage in the wake of the new flyers available.
Centaur Archers Nerf - Have no defensive fire anymore and less health. Lizardfolk Nerf - Reduced damage throughout (especially Swamp Dragons) to make them less lethal. Added non-magic Melee Newt variant. Changed Upgrade tree to include Swamp Dragons. Lizardfolk Hunters are now Trackers and can retreat (again). We will get those Sunken Lands sorted one day! Armored Slingers Nerf - Now only have infinite support fire when on Rough terrain like the other slingers. They were just too powerful...
Defensive Locations - "Defensive locations such as towers and castles gain additional Missile Protection, making missiles less effective than melee or magic. You can still bypass fortification damage reduction with siege damage." Entangle Status Effect -"Does not reduce armor anymore, behaves properly now when blocking movement" Fog - Fog provides cover vs missile attacks.
AI distributes artefacts - "The AI now distributes artefacts form its inventory at the start of its turn, so artefacts lost to the enemy do not vanish." AI Reinforcement - Overhauled rules about when and how AI buys reinforcements. The AI will also buy a more diverse army and have a limit on certain unit types. AI protects their Property - AI now dedicates units to defend locations that are important to it and different factions choose different locations. This means Ai now often keeps its conquered locations guarded. Restore Unit Costs - Adapted the formula to provide fairer refunds. Cost Balancing "Due to many changes, costs and upgrade costs of units have changed" Flying Units and Terrain - "Flying units ignore terrain modifiers, fixes a lot of issues like Flyers receiveing charge breaking when hovering over a town" Fated Promotion - "Makes a unit ""Immune to Kills"" thus becoming more useful for units with several squadmembers instead of heroes or thanes."
Invasion Sunken Lands Maps - "Maps ""Shrouded Coast"" and ""Glowood"" now also end if your raid all the lizard hovels instead of requiring you to wait it out" Iron Maiden Achievement - Achievement for winning Invasion campaign on Iron Maiden added Unit Renaming Removed - Level restrictions on unit renaming. Name your unit whenever you want! Tooltips - Unit Tooltips now displays faction name and color; Health tooltip exposes the Chance that a member of the unit is killed UI - Savegames can now be filtered by Campaign UI - Tooltips can now be scaled from 70% to 130% of its original size. UI - "Decrease/Increase font size (from 70% to 130%). This will affect several but not all text elements (i.e. Quest Log, Dialogues, Resources, ...)" UI - Skirmish menu has been redesigned. Art - "Added new texture variation for the 'Great Wall' in Empire theme, so it looks more IMperial." Content Editor - Implemented Scrollview for all Tree Views in the editor. e.g. Save/Load Map dialogue DLC displayed - Game now shows you which DLC you don't have and will forward you to the respective store Multiplayer Clean-up - "Implemented button to removed a finished instance from ""Your Games"" list"
Fixes
Mercenaries - "When progressing through the game, weaker mercenaries get locked and do not appear anymore" Fear Aura - Does not stack anymore. Be brave! Invasion Wolfhounds - "Fixed issue with upgrading them before their final event, does not fix wolfhounds you already upgraded." Hiding - Fixed a bug where units wouldn't hide/unhide after Grow Trees / Wing Flap / Sentient Fog was cast on their location. Memory Leaks - Various fixes to avoid memory leaks from starting / loading / exiting multiple maps in a row. Mercenaries - Fixed an issue where available mercenaries would be refreshed after hiring all of them and loading a savegame. Ambush - Fixed a bug where ambush wouldn't trigger for the last position the AI steps on. Summon - Fixed a bug where hidden summons would still be visible to the user. Camera - The camera will now center on spawnzones instead of already spawned units if you enter a new map. Looting - Fixed an issue where summoning / hiring a unit onto an unexplored location wouldn't give you loot. Ambush - Summoning and Hiring now correctly triggers an ambush. UI - Improved UI performance VFX - Raid effect can now be seen within the known area. Savegame - Overwriting an already existing savegame does not require double confirmation. Animations - Fixed skill animation for skeleton units Bugfix - Fixed some cases where units were not killed correctly Animations - Ranged units will not play a melee animation when attacked if they don't have an actual melee skill Barbarians - Gain no Mana from charmed units on those unit's deaths. XP Bugfix - Fixed an issue that caused all enemies and volunteers to have double XP Uncontrollable Units - Fixed a bug where units would flee each round after finishing a map in routed state. Unit Movement - Fixed a graphical issue where units would snap to their formation position when starting to walk Combat Previz - Combat previz doesn't show up anymore if there is no damage done. e.g. Winged Leap onto a an empty tile. AI - Fixed an issue where the AI wouldn't move it's units after they have been released from an enemy charm Looting - Fixed an issue where standing on a loot location while loading a game would grant you more loot. You sneaky people ;) System - Fixed issues where game files couldn't be accessed in low access privilege environments. Content Editor - Fixed an issue where the overwrite dialogue would be displayed behind the Save Map Dialogue Skirmish - Don't show a gamename input field for non multiplayer games Hiring / Summoning - Improved UI performance for opening the hiring / summoning unit selection. Multiplayer - Fixed various issues where the game would show the incorrect state of a finished game Auras - Fixed an issue where auras of dead units would still be counted during the next action Turn Indicator - Fixed turn indicator in multiplayer. Should now always show the enemy name instead of AI and also pop up during replaying your opponents turn. Multiplayer - Fixed issue where multiplayer would become unusable after 1 hour of being logged in. Ownership - Fixed an issue where Summon Mists and Wing Flap would cause settlements and castles to be owned by the casting player. Restore Unit Fix - Fixed an error which caused single unit troops that received too much permanent damage to drop to level 0 (e.g. Empire Siege Engines). Charge Line and flyers - Fixed a bug where flying units would block ground charges Shrine Effects - Due to an internal change the effects a shrine gives you may have changed.
Onslaught DLC to be released on March 12th!
Yes, you've heard it right: Fantasy General II Onslaught will be released on March 12th!
Onslaught is the first expansion for Fantasy General II, adding plenty new aerial units and the brand new procedural Onslaught campaign, in which you will fight your bloody way through the war-torn Empire which has fallen into chaos and civil war following the Emperor's death.
The Onslaught campaign is essentially a procedural make-your-own campaign: no playthrough will be the same. Pick your General from a selection of different Heroes, each with different skills, bonuses and available units. Then play through the campaign, facing different scenarios and reacting to events.
We have showcased Onslaught live on Twitch with general Richard Yorke taking up the commander mantle.
Fantasy General II - Patch 6 is out - New free scenario available on Tuesday
There is a new update being release today. You can find the changelog below - the most relevant addition is a new playable map!
Called The Return of the King, this new scenario will be playable to everyone on Tuesday at 6 pm CET, for one month. Why Tuesday? Well, let's just say there will be something going on on Tuesday, but we can't give any spoiler away now.
A look at the new map:
Patch 6 Changelog:
- Fixed localisation issues in Editor for Chinese and Russian - New aerial units map available from 25/02 at 6 pm CET
Fantasy General II: Onslaught - Progress update
Looking at our Steam Rating for the past months, we have been happily getting a rare 100% positive rating from our players. This is of course the biggest compliment a developer can get and also testament to the dedication of the team and the constant communication with players. We have been taking their suggestions and complaints and adapted and expanded our game together with our community, with a load of patches and improvements. The result: Very happy customers.
Taking the player’s feedback and wishes (and sometimes demands 😉) on board, has also informed our upcoming ONSLAUGHT DLC, which features a campaign based on the player selecting from different leaders and troop rosters for a branching campaign of procedurally generated maps, similar to what the original Fantasy General offered.
We are blessed with a base of players who have helped us greatly with both Fantasy General II as well the currently running Onslaught Beta. The huge amount of variation in a campaign like Onslaught’s one is something that is impossible for a small team to properly test and balance on their own. There are endless permutations of possible ways it can go – too easy for this particular set-up of army, leader and selected path, too hard for another combination. Without our dedicated beta players, we would never have enough information and playtime to get it balanced properly.
For example, the ultimate mission for the campaign (Spoiler!) at first looked like this:
Notice how the blue player army (This one featuring Ailsa the Shaman and her mixed army of beasts and Barbarians) seems a little outnumbered?
Well this is what that game looks like after a few turns:
Obviously not the best result. But the reason is actually not only the horde of demonic enemies completely obliterating my meagre forces but a profound lack of defensive and missile troops that have to do with how Ailsa’s roster works. So balancing here is not only quantitative but has to do a lot with possible tactics derived from troop composition. Something only a real playthrough will give you.
Our goal in building the Onslaught Campaign mode was to create a succession of maps that would allow you a lot of replays and never feel repetitive, yet have your experience be useful still. One that offers enough branching decisions to open up plenty of new routes, yet not feel random, but rather tailored to what your preferences and needs in your particular playthrough are at the moment.
We did this by creating a set of “themes” and “areas” that the procedural generator then uses to build the maps, so there is framework of design priorities that will give a distinct flavor to each map, yet make it different enough in each iteration. Together with reward choices that are previewed, so the player knows what type of reward he can expect from a mission (like a unit, hero or artifact, but not which one exactly) and base his path on that, the campaign will have huge replay value – especially if you play it in our Iron Maiden mode, that – similar to Rogue-Likes- will only ever allow you one save, so there is no taking back any decision you make, testing your true mettle as a general.
With the help of our players, we hopefully will be able to create another experience that will make our customers 100% happy. And if not? Well, we will certainly try improving it until it does.
The sequel to the strategy classic from the 90s, Fantasy General II, is now fully available in Russian, as part of our latest free update.
Take command of the barbarian hordes of Falirson as he strikes against the mighty Empire. Set 300 years after the original game, in Fantasy General II a new generation of heroes will clash on the battlefield and decide the fate of the world of Aer.
In the meantime, development continues on the first expansion, Onslaught. Stay tuned, and let us know what you think about this free update in the comments field below.
We are about to start a beta to test the new procedural campaign for Onslaught.
The new Onslaught campaign does not only add a host of aerial units and new beast units, it also offers a brand new highly replayable campaign mode. The new Onslaught campaign mode tests your tactical skills on successive procedurally generated maps and allows you to pick your general from a roster of different leaders, each with their own army composition and abilities.
The campaign features over 35 different missions to explore, allowing you to plot your own path across Keldonia in search of a mysterious amulet of power. Each mission has been crafted with our new guided procedural map system. That means while each map shares core features such as general setting, enemy types and dominant landscapes, it will look and play different every time, yield different rewards and even offer different units and heroes to recruit along the way.
The Amulet of Power campaign provides you with a medium-sized warband to lead into battle, so you have to make the best of what you can find along the way in order to bolster your forces. Maps are more skirmish-style, getting you into action quickly and requiring less extensive exploration. Ideally played in the new Iron Maiden mode that only allows one save-game, you battle for survival against ever more challenging enemies guided by an unusual companion.
Can you lead your armies to the final battle?
Find out in our upcoming Onslaught DLC for the award-winning Fantasy General II or join our Beta now and be the first to experience the new campaign. All you need is to do is own a copy of Fantasy General II and apply here.
We are releasing a minor update for Fantasy General II. This one mainly consists of some bug fixes. In the meantime the team is hard at work on Onslaught, and we can't wait to show you more.
Patch 5 Changelog:
- Fixed issues with "Living off the Land" not correctly influencing supply; will not affect existing games/issues. - Fixed a bug that caused the game to disable all mouse input on certain pc configurations. - Fixed an issue that allowed you to save during deployment in ironmaiden mode that caused the savegame to get corrupted. - Fixed an issue where certain pc configurations would cause settings to not be saved and display wrong values in the options menu.