Glorious Companions cover
Glorious Companions screenshot
Genre: Role-playing (RPG), Strategy, Indie

Glorious Companions

Patch Notes 0.4c

Hello there, Companions!

We're back with another small fix.

Bug fixes and tweaks:


- Fixed a bug with some projectiles not being destroyed properly.

Patch Notes 0.4b

Hello there, Companions!

We've managed to fix a bug some of you've reported, it happened when you exited to main menu right after a battle and tried to 'Continue' or start a new game.

Bug fixes and tweaks:


- Fixed a nasty bug with Continue/New Game not working in some cases.

Here come the Scarres! Big Update & -50% Weeklong Deal

Hello there, Companions!



We’re happy to announce that the new playable race, the Scarres, has been added to the game in the biggest update since our Early Access release! To celebrate this we’re launching a Weeklong Deal that puts Glorious Companions at 50% off until Feb 24th. This is the biggest discount so far and the price won’t drop this low for quite some time, so get the game cheap while you can! ːwinter2019joyfultearsyulː

https://www.youtube.com/watch?v=dQJmVahRIAA

The Scarres took us longer to develop than we initially thought, but in the end we didn’t want to launch them too soon, without dedicated Captain Calls or fully working special abilities for each one of the red lizardmen. Unfortunately the changes in this patch will require you to start over from the beginning. To sweeten that we’ve added some features and tweaks that will improve the initial campaign experience.

If you want to learn more about the new race check out our special Scarres Steam Guide here -> Scarres 101 Guide

Anyways, let’s dive into what the update brings into the game:

Scarres - the New Playable Race



Some of you might know that in theory some Scarre units were already in the game. However, they all used outdated models that were made some 7 years ago, they didn’t have any abilities nor all the weapon animations, and on top of that, they didn’t even have dedicated armor models. They were also not a playable race, in the sense that you couldn’t pick them when you’re starting the campaign.

All this changes with the Scarres Update. The old content was scrapped entirely and we’ve redesigned the whole race, their play style, unit types and skills from the ground up.
Scarres come with their own resource called Vengeance, which they need to use their special abilities. Contrary to the Valrenay that start each battle with their resource bars filled up, Scarre units start battles with no Vengeance and replenish it when their nearby allies receive damage or die, making them stronger as the battle progresses.

Scarres will have 5 classes of their own, each with 4-5 special abilities (out of the 10-12 planned for the full version) to wreck havoc on the battlefield. They will introduce the fantasy element back into the game that was up till now overshadowed by steampunk themes. The Red Lizardmen use blood magic instead of technology, which will introduce a few pretty cool spells.

Special Abilities


We’ve made a lot of fixes and balance changes to the already existing abilities. Additionally, the Tooltips System has received a small rehaul and we will finally be able to show more information about the skills your companions use.
On top of that, we’ve finally enabled AI to use some of the spells (mostly single-target abilities at the moment), so don’t get caught surprised when an enemy unit pulls out a Master Ability on your captain.

Goals System



We’ve been getting a lot of feedback about the lack of direction at the beginning of the game. To combat this, we’ve implemented an Overarching Goals System that will always give you something to do. Right after the first battle, you’ll be able to choose your first Goal. We’ve made a whole tree of goals and you can expect different progression based on your choices.

Misc



As for the smaller stuff, as always we’ve spent some time fixing quite a few nasty bugs, both the ones that we discovered on our own and the ones the community has reported. The AI has received another batch of changes too, though it’s still nowhere near the state which we intend for the full game to feature. We’ve added thin HP bars for the shields as it’s honestly pretty weird that we hadn’t thought of this one earlier.
And finally, we’ve made some important fixes / changes that should get rid of the frequent crashes, or at the very least minimize the issue. We’ll investigate it further to see if the problem was successfully eradicated.

Warning: Old saves won't work after this update!

Content:


  • New playable race of Scarres featuring Acolyte, Scarrling, Warlord, Shamaness and Avenger.
  • Four to five abilities for each Scarre unit.
  • Captain Calls for Scarres.
  • New Captain Call for the Trapper.
  • Changed the Gunner's Captain Call.
  • Enemy AI can now use some special abilities.
  • Overarching Goals System.
  • Shield HP bars.
  • Improved Ability tooltips that show more info.
  • Small Main Menu overhaul.
  • Displaying a success chance % when using abilities.


Balance:


  • Enemy Captain AI tweaked.
  • Tweaked the enemy party balance.
  • Applied an uniform distribution of buildings across the island's cities.
  • Added a unit number limit in Custom Battle modes.


Bug fixes:


  • Fixed 'Tough' trait bug. (reported by lordnivek1)
  • Fixed the bug with bindings not saving after restarting the game. (reported by TheRealHoseHead)
  • Lots of bug fixes for the Valrenay abilities.
  • Fixed a bug with ranged projectiles not disappearing and the camera going too far.
  • Fixed a leak that caused the game to crash.
  • Fixed a lot of Camping related bugs.
  • Fixed a few bugs with the Esc menu.
  • Fixed a few bugs with time flow and targetting on the World Map.
  • Fixed the invisible tutorial wolves bug.
  • Fixed a bug with ability fx glitches when used for the first time.
  • Fixed Blade Dancer's fingers glitching through shields.
  • Fixed unit HP bars displaying incorrectly at low camera angles.
  • Fixed a leak when selecting abilities in Custom Battle.
  • Fixed a bug with training the captain unit and Hunger.
  • Polished scene loading.


Also you can read our recent interview with Turn-Based Lovers under this link: https://turnbasedlovers.com/10-turns-interview/with-glorious-companions-developers/

Let us know what you think about the changes! ːlunar2020contentgoatː

Development Log: Teasing the Scarres Update

Hello there, Companions!



We’re back with a very special teaser announcement for the upcoming Scarres Update (0.4). This one might be the biggest update since we’ve launched the Early Access version of Glorious Companions. We’ll be pairing it up with a 50% off Weeklong Deal on Steam to spice the whole thing up.

So, without any further ado, let’s dive right in to what the 0.4 version will bring into the game.

Scarres - the New Playable Race




Some of you might know that in theory some Scarre units are already in the game. However, they all use outdated models that were made some 7 years ago, they don’t have any abilities, don’t have all the weapon animations, and on top of that, they don’t even have dedicated armor models. They are also not a playable race, in the sense that you can’t pick them when you’re starting the campaign.

All this will change with the Scarres Update. The old content was scrapped entirely and we’ve redesigned the whole race, their play style, unit types and skills from the ground up.
Scarres come with their own resource called Vengeance, which they need to use their special abilities. Contrary to the Valrenay that start each battle with their resource bars filled up, Scarre units start battles with no Vengeance and replenish it when their nearby allies receive damage or die, making them stronger as the battle progresses.

Scarres will have 5 classes of their own, each with 4-5 special abilities (out of the 10-12 planned for the full version) to wreck havoc on the battlefield. They will introduce the fantasy element back into the game that was up till now overshadowed by steampunk themes. The Red Lizardmen use blood magic instead of technology, which will introduce a few pretty cool spells.

Special Abilities




We’ve made a lot of fixes and balance changes to the already existing abilities. Additionally, the Tooltips System has received a small rehaul and we will finally be able to show more information about the skills your companions use.

On top of that, we’ve finally enabled AI to use some of the spells (mostly single-target abilities at the moment), so don’t get caught surprised when an enemy unit pulls out a Master Ability on your captain.

Goals System




We’ve been getting a lot of feedback about the lack of direction at the beginning of the game. To combat this, we’ve implemented an Overarching Goals System that will always give you something to do. Right after the first battle, you’ll be able to choose your first Goal. We’ve made a whole tree of goals and you can expect different progression based on your choices.

Misc




As for the smaller stuff, as always we’ve spent some time fixing quite a few nasty bugs, both the ones that we discovered on our own and the ones the community has reported. The AI has received another batch of changes too, though it’s still nowhere near the state which we intend for the full game to feature. We’ve added thin HP bars for the shields as it’s honestly pretty weird that we hadn’t thought of this one earlier.

And finally, we’ve made some important fixes / changes that should get rid of the frequent crashes, or at the very least minimize the issue. We’ll investigate it further to see if the problem was successfully eradicated.

Let us know your thoughts in the comments and follow the game for more updates! ːlunar2020contentgoatː

Winter Sale -34% & Scarres race full gameplay video

Hello there, Companions!

We're back with another -34% sale for the end of this year!

Also we're still making progress on the development of the new playable race - the Scarres. Check out a few of their portraits below:



We've just hosted a small in-house tournament at our team to test out the new units and their abilities. It turned out to be lots of fun and we've even managed to record footage from the final best-of-3 match. You can watch the full gameplay videos from all three games below, however keep in mind that they're still work in progress!

https://www.youtube.com/watch?v=Rs8SBY7qM1c
https://www.youtube.com/watch?v=HvBP6ustSew
https://www.youtube.com/watch?v=KvKavUxFlMY

Have fun and let us know if you have any questions or feedback!

https://store.steampowered.com/app/1001040/Glorious_Companions/

Half a Year in Early Access & Development Roadmap

Hello there, Companions!

So, it’s been six months since our Steam Early Access release and we’ve learned a lot during this time. We’ve released a total of 7 big updates during the first half of the year that Glorious Companions has been out. We thought that it would be the perfect time to sum up how it all went.



First of all, we want to thank all of you who supported us throughout the release and up to this point. We’ve received countless quality feedback reports and suggestions on how to improve the gameplay experience. We know that we’ve launched really early and we’re glad to have your support during the development process.

Development Progress


Let’s recall what our plans were for further development when we launched. Here’s a quote from the release announcement:

Short Term Continuous Updates (aka things you can expect in the coming weeks)
Valrenay Abilities Updates
New Weapon Types Updates
AI Updates
Hair Style Options for Player Characters
Bug Fixes & QoL tweaks
Balance Patches

Big Content & Feature Updates
Scarres Fully Playable Race Update
Camping System
World Map 2.0 (region based, roads, simulated trading, new environment assets)
Settlement Management and Sieges Update
Procedural Generation of Battle Locations (based on their position on the world map)
Anderia Fully Playable Race Update
Trigoths Fully Playable Race Update
Politics & World Map AI Update
Peer-2-Peer Multiplayer Update
Mercenary Faction Update
Ancient Guardians Uprising Update




So let’s see what we actually managed to do since then:

  • Lots of QoL tweaks and bug fixes.
  • Unexpected Captain Update that introduced new mechanics that we didn’t plan beforehand. It differentiated the Captain units from the other companions and improved Captain survival during battles.
  • Added new neutral enemy groups.
  • Implemented Firearms and reloading mechanic.
  • Implemented Company Overview panel.
  • Implemented Food & Companion Happiness Systems.
  • Reworked the AI.
  • Added Day & Night cycle in battles.
  • Added the Custom Battle mode and the Battlecrew Builder.
  • Implemented local and online multiplayer.
  • Implemented Procedurally Generated Battlefields.
  • Added Diplomacy panel.
  • Implemented a few special abilities for all Valrenay units.
  • Implemented the Camping System.
  • Added functional Options screen and rebinding controls.
  • Added new Shields.
  • Had a Halloween Event that introduced new enemies, new interactive world map objects and new legendary items.
  • Added new character portraits for the Valrenay units.
  • Made Trapper into a playable character based on your feedback.
  • Revamped the Character Creation screen.
  • Added an Easy Start option.
  • Added a Changelog to the main menu.
  • Implemented tips showing on the loading screen.




As you can see we’ve managed to release a lot of stuff that we didn’t expect to work on, however, some other things took us longer than we had hoped for. The main offenders here are the Scarres that we’ve nearly finished, but we’re still implementing special abilities for all of them. We want to launch them properly with all features fully working.

The other thing that we had hoped would take less time to implement is the World Map 2.0 Update. Unfortunately, we’ve had so much on our plates regarding other tasks that we haven’t had much time to pour into it.

Further Development Roadmap


We’re also striving to be as transparent with the development as possible, thus we’ve created a public roadmap. Now you’ll all be able to track progress and learn what exactly is in store for the full release of Glorious Companions.

Check out the Development Roadmap here: https://trello.com/b/nyHcc2eE/glorious-companions-roadmap

Also, we're always ready to answer your questions or feedback on our official Discord server. Join the community here: https://discordapp.com/invite/cSp6znH

New Cover Art


As some of you might have noticed, we’ve also commissioned a new cover artwork for the game! We feel it represents the mood of the game way more accurately. What do you guys think?



You can check out other works by the artists on his website.
Let us know your thoughts in the comments! And take advantage of the Autumn -34% Sale while it still lasts, should be up for a few more hours ːsteamhappyː

https://store.steampowered.com/app/1001040/Glorious_Companions/

-34% Sale Is Live!

Hello there, Companions!

After our yesterday's update we're back with a nice sale for Glorious Companions. Until December 3rd you'll be able to buy it for $10 less! ːsteamhappyː



Get the game cheaper here:


https://store.steampowered.com/app/1001040/Glorious_Companions/

Have fun and let us know if you have any questions or feedback!
Also tell us what you think about the new promo art we've got ːcozyroeː

Update 0.38 Patch Notes

Hello there, Companions!



Today we’re releasing an update that introduces a new Valrenay playable class, Trapper. We’ve heard your feedback regarding male playable characters and we’ve decided to rebrand this whole idea. We want you to think of these characters as classes, each with their own strengths and weakness, but ultimately with plenty of room for you to customize. While each race will feature 5 classes total, we plan on making the final class (until now known as the fifth unit “tier”) a prestigious one (thus not playable as a captain) that you’ll have to spend extra coin on to hire.

We’ve also finally updated the character portraits to a higher quality artwork, as opposed to the old renders that looked really out of place. Here’s a brand new look for our Blade Dancer & Trapper.



The update also features a new “Easy Start” option when starting a new campaign playthrough. This should come in handy if you’re just starting out, or you want to get through the boring bits a little bit faster.

Content:


  • Valrenay Trapper now became a playable character as a captain.
  • Trapper received face and hair options.
  • Character creation screen revamped.
  • Added new character portraits for the Valrenay race.
  • Turned off the Halloween themed menu and battlefields.
  • Added an 'Easy Start' option when starting a new game.
  • Added tips that show up on the loading screen.
  • Added a changelog window in the main menu.
  • Added a loading circle to the loading screen.


Balance:


  • Lowered EXP required for unit levels from 6th and up.
  • Lowered EXP required for company levels.
  • Lowered the spawn rate of Spiders Nest interactive object on the world map.


Bug fixes:


  • Fixed Quest panel sometimes rendering over the Unit / EQ panel. (thanks to Phil85 for the report)
  • Engineer's Heal now works on player characters too.
  • Fixed the bug with camping while in city area.
  • Fixed rotating after attack mismatch in the battle state.
  • Fixed AI not suffering AP penalties.
  • Fixed a number of bugs with incorrect synchronization of the battle state when using some of the Valrenay abilities.
  • Fixed a bug with some attacks using up Movement AP.
  • Cleaned up attack tooltips. All disadvantageous notes will appear in yellow from now and advantageous ones in green.


In the meantime we've started working on the first boss in Glorious Companions. Take a peek at this work in progress model:


Update 0.37c - Patch Notes

Bugs



  • Fixed a bug where the Resolution change would revert on clicking 'Back' even after applying the changes.
  • Fixed the UI & HUD in the Main Menu and on the World map to work in various window size ratios, including 4:3 and 21:9.

Update 0.37b Patch Notes

Hello there, Companions!



We've prepared a short video showcasing some of the changes in the Halloween Update:
[previewyoutube="bIARCcQLuEs;full"]

Here's what's new:

Bug fixes:

  • Fixed displaying Energy in HUD.
  • Fixed a bug with entering enemy melee zones.
  • Fixed a bug where the game would freeze at the beginning of a week.
  • Fixed a bug where the Hunger wound wouldn't apply to hungry units.
  • Fixed a bug with the meat gained from Hunting didn't refresh the value in the HUD.


We'd love to hear your feedback on the Camping System. Is it fun? Do you have any issues with it or suggestions? Let us know in the comments!