Grand Attrition cover
Grand Attrition screenshot
Genre: Strategy, Indie

Grand Attrition

Rework Part 2 - Graphic Rework, Improved Pricing

It's been an incredible journey over the past few months; in the pursuit of fixing things I've found it a total joy to challenge myself and learn as much as possible about becoming a better developer. To act when you have a fire underneath you, even if self-imposed, is worlds different from being complacent about what you know. There's such a beauty in earnestly trying your best, trying your best, and when it's all said and done, knowing now you can do even better than THAT. To carry that mindset for the rest of your life is exhilarating. I can't wait. One shot don't stop.

That being said, Grand Attrition is still far from perfect, and could do with another minor update to correct any leftover issues I may have forgotten about during the rework. This is alongside the laundry list of gameplay improvements that could be made when I eventually emerge from hibernation. I just hope you all have fun!

Just as the summary states, Grand Attrition's graphics and UI have been getting prettied up over the past few months. Below is a list of changes.



  • All main terrain (desert, mountain, forest, snow, ice) sprites redone
  • Improved terrain generation algorithm
  • Added terrain borders, underterrain
  • All resource sprites redone
  • Treasure has been replaced with blood bowls
  • Crystal has been replaced with snowmen
  • Oil has been replaced with meteorite
  • Trees have been replaced with more attractive trees
  • Redid resource effects
  • Building, wall, and unit sprites have been refined
  • Wizard projectile refined
  • Introduced units bleeding proportional to damage taken
  • Revamped HUD
  • Added commander unit healthbars
  • Removed weather
  • Introduced a nights completed bar
  • No terrain will ever occupy more than 70% of the map now
  • Redid sound/music sprites
  • Resource text values now change colors proportional to value amount
  • Talent sprites and their effects have been refined to actually feel like, you know, effects
  • Redid the abstract explosion effect
  • Broad Arrow Bodying replaced with Blood Arrow Bodying
  • Blood bowls (formerly treasure) now do not regenerate once depleted, unlike all other resource nodes
  • Blood is now the only tile claiming resource
  • Performance improvements (and deprovements)
  • Dire sidegrade sprite redone
  • Removed Abstract Soul sidegradde
  • Introduced bug where sidegrades are all slightly off-center from units. If you close your eyes this isn't an issue
  • Pointer Finger magic stars updated
  • Important sprites now layer OVER unimportant sprites; for example, you can now ALWAYS see gnomes on top of leviathans
  • Tile claim defense formula improved; claiming tiles feels much more rewarding now
  • Removed player color flags in the options screen
  • Projectiles now actually reverse sprites when reflected/deflected
  • Units can no longer stack starter unit ups looted from fortresses (lest a unit become so huge they swallow the map whole)
  • Unguarded now create a gift unit when they see a player unit for the first time
  • Undead with the necro sidegrade now regenerate health normally, instead of losing it over time
  • Resource images in the HUD now shake when resources are gathered
  • Added back 0 buildings as an option before starting a game
  • Fixed high rate of terrain effects on final night
  • Wall hitboxes now accurately match their sprites
  • Fixed sidegrades not scaling with unit size
  • Fixed bug where conditioner walls were cycling through terrain variants every frame
  • Fixed starter unit attribute cell mask issue
  • Fixed player commander units counting toward your team even when converted
  • Fixed game crashing bug related to walls looking at you
  • Fixed a camera zoom glitch where the camera would have a seizure while the game was paused
  • And many more miscellaneous changes

Update 1.21 - Music Changes, What's Next


  • Music is no longer random; track have been split up and are played depending on difficulties and certain attrition events



Our next sequence of updates is going to involve cleaning up and improving Grand Attrition's visuals, fixing bugs, and refining audio. Stay tuned!

Update 1.2 - Tutorial Added

yeah

Update 1.12 - Mono Terrain Fix, Barbarian & Archer Changes


  • Fixed maps infrequently generating only a single terrain type for 95-100% of the map
  • Increased sine tile spawn rates by 300%
  • Replaced the snail graphic with a shield graphic for mountain terrain's sprite effect
  • Priests that spawn by enemy buildings at the start of the game now stay by them
  • Barbarians now pause for a small amount of time when they reflect a projectile; the amount of time paused is based on projectile damage
  • Archers now twitch for each arrow fired


Update 1.11 - Bug Fixes, Enemy Building Slider


  • Fixed hold ground “shield” sprite from popping up in the lower left corner of the screen upon unit spawn
  • Fixed issue where barbarians lose their attack hitboxes randomly
  • Fixed Door Terrors giving excessive extra death resource when sacrificed
  • Fixed Unguarded wandering when they become old; they now automatically hold their ground instead
  • Reduced generated resource amount by 10%
  • Added slider for number of enemy buildings

Update 1.10 - Rework Part 1


  • Destroying all enemy buildings will result in the enemy commander unit spawning; this means players no longer have to wait out all nights before initiating an attrition’s climax
  • Destroying enemy buildings now spawns 2-3 Unguarded units nearby
  • Enemy unit squads now exclusively come from enemy buildings that spawn at the beginning of an attrition
  • Enemy unit squad spawn chance increased by 33%
  • The claimed tile defense bonus now scales with map size
  • Claiming tiles now only costs 1 of each resource (excluding Magic and Death resource)
  • Terrain generation resource and point of interest spawning bugs fixed
  • Terrain tile effects scrapped and reworked; check out the new effects on the instructions screen!


    Furthermore, we’re aware of maps sometimes spawning only one terrain, and that players are noticing a lack of sine tiles being generated; these issues should be fixed in the next update.