Congrats to the first leaders of the Icarus Faction War!
New titles have been granted to honor this historic event. The title of First Leader has been granted to all four factions’ leaders, and the title of First Grand Leader has been granted to all four faction's overall leaders.
First lore entry commemorating the first week of war is coming shortly, and so is a new leadership emblem to be worn on costumes. Stay tuned!
In addition to fixing bugs critical and small, brewing in our lab today are a number of exciting things.
New Game Mode: Ambush We are set with the mechanics of Ambush, where ships work together to intercept and ambush enemy airships making bomb runs to bases. These bomb carriers would be supported by other enemy ships and even a boss. You need to race to intercept and kill them in time before they destroy your base. If you kill enough of them, you win. If your base gets bombed into oblivion, you lose.
Mechanically, the mode is playing pretty well. It’s intense under fire and also a race against time. It takes coordination to see who chases down what.
But as typical in any testing, things break! Somehow, we managed to spawn into the matrix today…
Next up in this mode, we’re starting to make the first map for it!
Muse MKII Program: In our weapons lab (Eric’s desk), we’re prototyping new faction MK2 guns, and here’s a glimpse:
The goal of the MKIIs are to create vastly different versions in how they play and work, but still maintain that consistency with faction technology and theme. The Gas Mortar MKII is a rapid fire, multiple canister launcher, but the gas dissipate much more quickly.
With the Lens Array MKII, think shotgun laser.
Next week we’ll preview the Coil and the Missile MKIIs, so stay tuned!
Updated Stormbreaker:
The Stormbreaker will be retrofitted with a heavy gun slot, so you can mount the Cavitation gun!
In today’s testing, the retrofitting was deemed satisfactory by us, and you shall see it in Dev App to test drive soon!
Also, we are testing quite a few client side fixes that we’ll deploy asap, and these are the things we made fixes for.
- Fixed several memory leaks that eventually led to crashes on all platforms
- Handled some previously unhandled NULLs that could cause crashes on Linux
- Improved visibility and added distance counter to objective indicators on Assault
- Fixed missing event leaderboard title text
- Corrected some text referencing "Preorder Alliance" to "Buy Alliance"
- Fixed a music playback error caused by attempting to seek to an invalid time
Once we run through these fixes, we’ll deploy a new client build (no server restart required), and announcement will follow.
Thanks everyone and stay safe in the treacherous skies!
-Bubbles
To Guns of Icarus Online Owners Re: Guns of Icarus Alliance
We know you probably have questions about why Alliance is a different product from the original or are wondering what happens if you don’t upgrade, so this post’s goal is to answer the most common questions we’re seeing:
Why isn’t Alliance just a free update to Guns of Icarus Online?
Well, the short answer is because it’s too big for us to be a free update. It’s literally larger than the entire original game. Some people see that as a cash grab, but in reality, as I will try to explain in some of the other questions, it is quite the opposite. We felt this was the most fair way to fulfill our Kickstarter that funded this project nearly 3 years ago.
Why isn’t Alliance a DLC for Guns of Icarus Online?
We debated over this a lot and discussed this Steam, and the recommendation was to go with a full release and remove the old DLC upgrade. Content DLCs can be low on content and high on price, and it complicates purchase process for anyone new to the community. We believe in what we're offering, and we want to avoid the impression specifically that this is a cash grab. Alliance is more than a DLC, it is its own game. Sure it is built in the shoulders of Guns of Icarus Online, but there’s no denying the amount of new content in Alliance. Not just art, or ships, but entirely new mechanics, a new way of story telling, and just a completely different style of play from the original.
Anyway, short version is if this were a cash grab Guns of Icarus Alliance could have been 10 DLCs costing 3-5 dollars each, as opposed to a full product with free updates just like Guns of Icarus Online is.
What happens if I don’t want to upgrade to Alliance?
We get that PvE isn’t a thing everyone wants to do, and that is fine. Alliance is also an update to Guns of Icarus Online and we will continue to support Guns of Icarus Online 100%, with the aim to bring more and more contents from PvE over to PvP. Not only will we continue to support PvP mode, but now you can join a faction, earn rewards, and still get involved in the meta story of Alliance without paying a dime. In essence we’re not making anyone pay for content they don’t want AND we’re providing a free update to our existing customers.
Are you sure this isn’t a cash grab or your way of forcing people to pay more for something they already purchased?
We talked at length about the ways to integrate Alliance and create sales. In the end we determined the most successful methods are also the ones we disagree with as an industry. I talked a bit about content DLCs, where you release content in drips and use that drip content to end up making people pay 2-3x the price a game “should” cost. That’s one method we simply could not do and still look ourselves in the mirror.
The other would have been cutting off support or content for the original game earlier. This not only would have saved costs, since we wouldn’t be basically trying to build / support two games at once, but it would have created demand as we “starve” our fans of new stuff. On top of that, we could have then released Alliance as a totally new product that wasn’t integrated at all with the original and forced our players to upgrade or not play.
Tactics like this, and I am sure you can think of at least one of both examples, are common in the games industry and we refuse to play by those rules. As a result we’re forging a different path where we give the players free updates and the option to upgrade. Unfortunately, also as a result, it confused a LOT of people about what our motives are. Believe me, we want to make money, but we want to do it in a way that makes us feel like we’re actually contributing value to our players and fans.
So now I ask for everyone’s support. Please, ask questions, even question our motives, but if you agree with our methods and want to help, tell a friend. We need your help to make Alliance fly, just like we needed your help to make Guns take off nearly 5 years ago.
We’re building a different kind of game company and we hope you’ll be along for the ride as we continue to try new ways of doing things.
Lastly, if you’re reading this it means you are likely an owner of the original game. For that I personally thank you from the bottom of my heart. Even if you never spend another dime on a Muse Games product, your being part of our journey has shown us so much love and support that it has literally been life changing.
Thank you,
Howard, Team Lead
Hotfix out: Review System Fixed, new hats dyable, and first time login issues solved
Hotfix Notes
- Fixed missing wall destruction sounds
- Fixed Weaponized Coil charge effect continuing to play after firing
- Fixed latest round of Steam Workshop hats not being dyeable
- Map colors slightly adjusted to help color-blind players
- Fixed a bug that could cause first-time login issues on Mac and Linux
- Playtime now accumulates in Steam for both Guns of Icarus Online and Guns of Icarus Alliance, if Alliance is installed.
This means you can review Guns of Icarus Alliance in the Steam store now and let everyone know what you think of the game!
http://store.steampowered.com/recommended/recommendgame/608800
Guns of Icarus Alliance 2.0.0 Release Notes
Guns of Icarus Alliance and its glorious co-op is finally here with lots of contents and meaningful factional warfare!
Inside, you’ll find 5 completely unique game modes, 7 maps covering numerous biomes, and 14 different enemies with specialised strengths and weaknesses for you to learn and overcome.
This has been a long long road, and we thank you for your support from the bottom of our hearts. Through the hurricane, the fire, the ddos attack, the server malfunction, seeing our AI planes crash into mountains, rough balances in early testing, you’ve been with us through thick and thin, and it means the world to us. Also want to thank everyone who helped us, from translations, building websites and wikis, to traveling with us at shows, donating equipment, and giving us invaluable feedback, we could not have gotten anywhere without you. This ambitious project was all consuming for nearly the last 3 years, and we poured everything we had into it, building complex AI combat and director from scratch. We’ve definitely made a bunch of mistakes and learned a lot along the way. We’re really proud of the work, and we think you will be as well.
Below is all the amazing contents you can play TODAY!
Factions with New Ships and New Guns!
Many new ways to experience the game, many new ways to take control of the skies.
When you turn on Guns of Icarus Alliance, you’ll find your chance to earn new tools of destruction and new ships to put them on. You’ll unlock your factions ship and weapon first through your faction reputation. You can unlock ships and weaponry of all remaining factions by joining them or staying put with your own faction, which will take a bit longer.
The Fjord Baronies bring the stalwart Crusader and Seraph Tempest Missile Launcher, capable of firing off a devastating swarm of missiles.
The Order of Chaladon created the speedy, yet deadly Shrike and the Kalakuta Gas Mortar, able to disable multiple enemies in a suffocating cloud.
The Mercantile Guild put their graceful sails to the sky with the Magnate and harness the sun’s wrath with the Aten Lens Array.
The Anglean Republic offers a beast of a ship – the Corsair – and the Februus Weaponized Coil that turns multiple ships’ components to slag.
You’re Special and Now You Have the Abilities To Prove It!
Like specials, especially super violent ones?
In the heat of combat and in the most dire of situations, every player, every crew member, would have the chance to be the hero and save the day. In Guns of Icarus Alliance, you can unlock and equip special abilities as you gain personal progression. Once you earn them, you can unleash them in any mission. To name of few of the awesome powers you get to unlock use via player progression:
Oversurge Ram Ability
Speed forward with a massive surge and demolish enemy ships with a powerful ram. Take reduced damage as you shred your foes!
Air Horn
Draw attention from all the enemies around, saving vital objectives and valued allies. Extremely valuable for clutch situations to change the enemy forces’ plan.
Cataclysm Rounds
Double your damage and blow apart your enemies in a concentrated
volley. Now’s your chance to focus fire and cause extreme damage.
Static Turret
Deploy a weapons turret that demands enemy attentions and puts out damage. Nows your chance to even the odds with your own deployable weapons platform.
The Factions Fight!
Choose your side
The battle is being waged right now! As soon as you turn on Guns of Icarus Alliance, you are taking your first step into a war that spans a million players. Take your time to choose your side from the scheming Merchants to the scientific Angleans, honorable Baronies, or ecological Chaladons.
Each side has different objectives and provides a different challenge on the map. You’ll need to get your resources, take control of the map, and conquer the world!
Complete Contents List:
Ships:
Unlockable through faction progression/reputation.
Weapons:
Unlockable through faction progression/reputation.
Game Modes:
Maps:
Special Abilities:
These are unlocked through player personal progression:
Engineering:
Player Progression:
Players will be able to unlock all new powerful Special Abilities to use in Alliance via the Old Dog achievement tracks. We know that dealing with hordes of enemies is a new and exhilarating experience that will put you on the edge of your seat, so we created ways for you to deal with the increase in enemy targets.
By playing winning matches as each class, you will begin to unlock the abilities for each class. You will be able to activate a powerful ram with your ship, increase the power of your guns, and even create protective barriers around your ship.
Play. Experiment. Find what works best for you and your crew!
Faction Progression:
Joining a faction means you will be fighting for what your faction believes in, whether it be scouring the lands for ancient technologies or reclaiming promised lands. Your chosen faction will reward you with elaborate costumes, hats, weapons, and airships themselves for your undying loyalty.
You can switch between factions whenever you choose, at the cost of losing 20% of your current reputation, in order to unlock each faction’s unique items. Or, if you absolutely cannot betray your chosen faction then there are ways to unlock these items and still stay with your original choice.
Prestige System:
Our player level cap is 45, but that doesn’t mean it stops there any longer. After surpassing level 45, you will be automatically entered into the Prestige system where you will be rolled back to level 1. You will gain additional signifiers to let others know that you completed player progression once, twice, or even three times over so that your time spent in the game is not forgotten.
Newly Added Steam Workshop Items:
Soundtrack:
The Guns of Icarus Alliance soundtrack is now available here:
There are 24 new tracks and 1hr 40min of new music, including the Guns of Icarus Alliance main theme, all the faction themes, and all in-game battle tracks. All the Guns of Icarus Online tracks are also included in the package. Enjoy!
Changes:
Skirmish Balance
Post February Guns of Icarus Alliance Test Session:
Fixes:
General
Fixes Post February Guns of Icarus Alliance Test Session:
PvP:
Alliance Releases this Week!
March 31st marks the release of Guns of Icarus Alliance! Expect a complete and staggering amount of content, explosive AI, and tactical choices. The battle starts day one so be prepared this Friday for the biggest thing to happen in Icarus.
What to expect:
At 12 pm Pacific the build goes live and if you pre-ordered, which you can do at a 25% loyalty discount here, you’ll see the Guns of Icarus Alliance app in your steam library. Act quick though, the loyalty and pre-order discount is a limited time offer!
Brand New Release
Guns of Icarus Alliance will be a completely new release, with a new store page! We were working within Steam’s constraints earlier and had to go the DLC route, and we worked Steam to find a way to make this a brand new release. If you wish-listed the old DLC page, it’s been removed in place of the new Guns of Icarus Alliance page, so remember to wish-list the new page!
In Guns of Icarus Alliance, you can play both PvE and PvP games, so do not worry about being split up from your friends. Simply turn on the game and enjoy all the steampunk airship combat!
Note to Guns of Icarus Online Owners
If you did not pre-purchase it, you’ll still use the Guns of Icarus Online app to play the game. You’ll be able to gain coins and faction progression from skirmish battles, and you are able to spend them and unlock faction rewards once you purchase Guns of Icarus Alliance.
All Guns of Icarus Alliance costumes and cosmetics can be used in both PvE and PvP, so enjoy any rewards you get and flaunt them against your opponents!
Learn more about what you’ll see in-game!
Four factions bring four weapons and four ships to start things off, with two more factions being added shortly post-release.
Baronies
Bring the stalwart Crusader and Tempest Missile Launcher, capable of firing off a devastating swarm of missiles.
Chaladon
Created the speedy, yet deadly Shrike and the Gas Mortar, able to disable multiple enemies in a suffocating cloud.
Merchants
Put their graceful sails to the sky with the Magnate and harness the sun’s wrath with the Aten Lens Array.
Anglean Republic
Offers a beast of a ship - the Corsair - and the Weaponized Coil that turns multiple ships’ components to slag.
Special Abilities
In the heat of combat and in the most dire of situations, every player, every crew member, would have the chance to be the hero and save the day. In Guns of Icarus Alliance, you can unlock and equip special abilities as you gain personal progression. Once you earn them, you can unleash them in any mission. To name of few of the awesome powers you get to use:
Oversurge Ram Ability-
Speed forward with a massive surge and demolish enemy ships with a powerful ram. Take reduced damage as you shred your foes!
Air Horn-
Draw aggro from all the enemies around, saving vital objectives and valued allies. Extremely valuable for clutch situations to change the enemy forces plan.
Cataclysm Rounds-
Double your damage and blow apart your enemies in a concentrated
volley. Now’s your chance to focus fire and cause extreme damage.
Static Turret-
Deploy a weapons turret that demands enemy attentions and puts out damage. Nows your chance to even the odds with your own deployable weapons platform.
The last and final open session brings with it an exclusive item you can only get until the 8th when the beta ends. 30 victories on hell level missions to earn the Spore shield goggles for male and female.
This is no easy mission and will take the best in you and your crew. Best of luck and remember, winners get the exclusive mask, losers get nothing.
If you don't see the mission on the main screen, simply relog your game and download the update.
1.4.11 with new PvP Map and Gun Live with Final Open Session!
New content/features:
- The Ashen Scuffle joins PvP. Take a peek at our new content in the form of a dark and deadly, although strikingly beautiful, DM map. Take your crew through this deadly landscape in both 2v2 and 3v3. Lava flows and derelict buildings await you and your crew.
- New Gun: Typhon Heavy Flak Mk. II
The old 2 shot flak of yore in a new body. The demand was high and with new art created for it. The weapon is ready in remastered glory. Expert gunners of old and new rejoice at your chance for the most powerful and demanding weapon
- Static Story Book
Alliance is all about factions coming together, forming alliances, and waging big wars against each other in major seasonal events. We will be listening in on our various channels of communications from in-game chat to our lively forums to see how you are playing and role-playing as your factions. We will look at our data and see which players have earned the most effort, bought the most reinforcements, and overall supported their factions the best. With all this information, we will craft a unique story after each war to commemorate and recognize the events that transpired. Join us in crafting the history of Guns of Icarus Alliance together!
- Pietro's Veil (Male and Female) for buyers of Alliance
- Recommended Ship/Loadout for matches/modes/difficulty settings
- New War Goal voting system
- War Period: When war period begins, alliances will be automatically formed and each alliance will have 24 hours to vote on their war goal. This replaces voting on what alliances to form, which was found to be confusing and less rewarding based on feedback gathered. These goals range from converting the enemy’s populace by conquering a territory, enforcing a will of strength by growing to a certain size, to activating a super weapon by accruing resources.
- New underdog icon
- Match list opens if Matchmaker goes too long
General - Goggles are now dyeable
Every piece of equipment is now dyeable. Show off your custom style by matching any item to your complete outfit. There are no limits save your creativity for what kind of sky pirate you want to be.
- New character customization page
New dyes, cosmetics and options gave us a lot more to play with for the character customization screen. It has been completely redone to help you design your character and your tool sets.
- New ship customization page
With 12 ready and an upcoming 13 total number of ships. The ship screen needed an update to make navigation easier. We’ve taken a major pass to improve not only the page visually, but also the usability of the page. Craft, create, and plan your ship!
- Period/Daily Rewards
- Additional titles, in particular Mercenary
- Ship kill count displayed in scoreboard
- Distinct "component destroyed" sound effect for the balloon
- End Match Screen: Show faction progression for both Skirmish and Alliance
- Improved Voice Commands menu
- Added tooltips for class selection, tab settings
Changes:
General - Faction message panel adjusted
- Adjusted grounded flag on slopes
- Moved the Vote in Progress countdown to right below the map vote panel on the left
- 'Favorite Ship' text on profile page changed to 'Most Played Ship'
- Captain priority extended to team
- Tweaked lights on all ships
- Ladders are easier to notice
Alliance Beta (For Open Period) - Escape Pod renamed to Enemy Supply Ship
- Alliance world map design improvements
- World UI Ease of Use adjustments
- Icon callouts to indicate Leader choices
- Better communication of Leader status
- Killfeed adjustments
- Flare made to trigger for drill armor break
- Marker bullets will now self destruct after a second and a half
Skirmish - Balloon outline in Skyball matches is now toggle-able as spectator
Balance - Overall balance changes to enemies, difficulty modes, and game modes like repair rate, damage output, ramp up between Novice and Normal etc…
- Survival: all matches are now set to 5 waves, each of which are timed.
- Assault: in-world icons on currently active base
- Retrieve: convoys are now tanky but move much slower, Refineries have increased health while the Final Refinery has greatly increased health
- Defense: tweaks to Friendly Emplacement effectiveness to support more constant push of enemies
Fixes:
General - Overlapping chat
- Recommend load-out menu appears in match
- When you die spotted, you spawn with HUD displaying as spotted
- Edit Event button leads to "Create Event" panel instead of "Edit Event"
- Help balloon while transitioning back to lobby
- Tooltips showing up off-screen in some cases
- Flickering engine when fireproof coating added
- UI elements on loading screen
- Character positioning on heavy guns
Alliance Beta (For Open Period) - Failsafe kit starts cooldown on rebuild
- Alliance content missing in Progress screen
- Special Abilities sometimes trigger without pressing the button
- Tar bomb framerate drop on certain maps
- Tar bomb no longer sometimes hits the ship that created it
- Corsair and Crusader: Valentine's theme items placing
- Crusader: catwalk is cutting the main engine in half
- Character model positioning issue on new guns
- Crusaders: pistons are clipping
- Magnate: clipping into brass decorations
- Magnate: walking through wall
- Magnate: pistons clip through material
- Fixed some special ability configuration issues
- Fixed past leader display on unlock markers
- Fixed resource count display for the resource war goal
- Fixed reinforcement purchase error for user buffs
- World map: mission panel was not showing anything
- Missing end match for Stormbreaker ship and balloon mesh error
- Fixed bug with retrieve spawns
- Arc shield generator light flickers with lightning
- Fix to the drill models LODs (Hotfix 581)
- Shader bug that appeared to be breaking UI on some Hardware (Hotfix 581)
Skirmish - Victory Defeat Notifications in Skirmish reversed
December Alliance Post-Mortem
Many new players, many new experiences, and a lot of new data!
Hello everyone,
A huge thanks to everyone who took part in and gave feedback for the December Alliance Open Session.
Also a big welcome to everyone from our Steam notification and feature. It was great to have so many new pilots, engineers, and gunners experience Alliance.
In total, over 35,000 players came in throughout the week to fly in our skies. Between all those players, a total of almost hundred thousand hours of Alliance were played, making this open period our largest one yet!
The introduction of the faction leader message provided some amazing tactical choices with allegiances being signaled to all players. It was great to see the interest and passion from faction leaders in trying to take over the world. We got to see 4,370,500 coins used on the world map to help wage war. In addition, coin usage rate has gone up noticeable, now to 65%, with overflow down to less than 20%.
We also were happy with the positive responses to our two new heavy weapons. The Cavitation gun and Heavy Mine launcher were used to great effect, and the feedback we got on them will help us hone in their message.
Balance and win rates on different maps and modes also improved and were closer to our expected values, but we need continue to work on these to make sure players are experiencing success when they’ve earned it. Again, watching players play throughout the week was amazingly helpful. The common mistakes and maneuvers gave us better ideas on how to craft the player experience.
The Alliance soundtrack was ready for your enjoyment, along with the pre-order special item! The next step is to have it properly display and configured on Steam, so stay tuned!
The “Needs to Improve”
The faction map, while improved in many ways that both the data and feedback showed us, still needs more work. Most importantly, the leader needs more communications and impact while the non-leaders need more reason and push to get involved.
Some of our plans of attacks are map actions to be weighted more in leadership attainment. Overflow and system assigned passive resources would also be directed towards leadership designated locations. We are also exploring more in game communication tools for leadership. Some other ideas we’re exploring are achievements and bonus rewards for faction alignment and synergy with leadership. Playing in matches with leaders could also be rewarded. We’re looking at daily and period missions for individual players to learn rewards and bonuses, and a stronger notification on milestone achievements as well as faction world involvement. For everyone who did his or her best to unite and provide us with feedback, the recorded experiences, ideas, concerns, and thoughts were invaluable in helping to craft the next and improved experience, which we’ve already planned for and are taking actions on.
While other game modes are tracking well during the open period and at MAGFest, Retrieve is unfortunately still an issue. Oblivion Approach exploit is plugged, Thornholt Crest exploit is still an issue that needs to be resolved asap. Survival is playing tough, likely a bit too tough. Normal difficulty setting is also playing a bit too tough for intermediate players, which we’ll need to tune. Transition from Novice difficulty to Normal is also too steep, and we’re making adjustments as well. Assault and longer form Survival play length could be improved slightly as well, but we’re getting closer.
Ships wise, the Skirmish ships’ successes and win rates are situational, but the latest novice setup and ship loadouts we set seemed to have yielded good results. Of the faction ships, Stormbreaker was the best performing ship, but the other ships performed surprisingly well. We’ll be looking at adjustments to the Corsair and Shrike, and a bit on the Magnate to bring them up a bit more.
What’s missing? The final Alliance player and faction progression and rewards we withheld so that we could have everything unlocked for people to help us test. Before release, we’ll introduce it to the Alliance experience. Because we already have historical progression data, we’re reasonably confident that the pacing won’t be too off.
More modes and more maps, even while we show off new maps and modes in each test session, there are new and unique game modes being tested internally. We’re really excited to get these into player hands in the development app as soon as we feel they give a consistent experience. The Yeshan faction ship and enemies are also close to ready for player testing in the development app. We’ll again prioritize everyone who backed us and pre-ordered for testing.
The Skirmish Front
We’re continuing Wild Week! After a test of tank spire that didn’t pan out, we’re calling on players to say exactly what they’d like to see for this idea that was proposed to us to try, probably will never see the light of day, but if you’d like to try random, goofy idea, for fun, have your voice be heard here!
To stress, the Tanky Spire, previous trifecta-squid, and whatever comes next in Wild Week are not massive plans to change skirmish, but an opportunity to listen to our community and give them a chance to try the random things they’ve thought about for the past 4 years. We hope you enjoy the experiments with an open mind and embrace the fun of the failures and successes.
Lore Recap
The cold swept through from the northwestern front with devastating effect. The Anglean Republic, learning from their previous missteps, were able to gain key territories in record time. Bolstered by a horde of zealots, who were fevered by newly discovered Ancient ruins, the Angleans made their way south to meet the Fjord Baronies and Mercantile Guild with unstoppable force. The esteemed Zero Zero Zero Zero (215,816 effort; 29,899 coin) was able to lead self-financed armies into enemy territories with brutal efficiency.
The Fjord Baronies and Mercantile Guild were affronted from both sides. Literally squeezed by the Angleans in the west, and the Chaladonians in the east, the two factions came to an uneasy alliance in order to defend against the unfavorable odds. Eranok (110,807 effort), who controlled the vast Baronite armies, and financed by the aristocratic family of Jeff Bridges (13,560 coin) parlayed with the Mercantile Guild’s most respected trade federation run by TikoXi (278,466 effort; 33,198 coin).
In the end, however, another alliance was formed that overshadows all others. Unexpectedly, the Order of Chaladon once again found themselves in friendly relations with the Angleans. Despite their opposed worldviews, another union came to fruition when Order operatives Omnipresent Oatmeal (136,335 effort) and DIehard.zero (18,775 coin) brought word of an Anglean truce to the council. Perhaps it means fundamental differences can be overlooked in the search for peace.
But such faith needs to be put aside since war reopened wounds across the earth. Countless millions died, the central plains may never look the same again. It will take time for the factions to rebuild with a total of 4,370,500 coin spent on Conscription (7,240 units) and training Cadets (8,038 units), and the building of Palisades (2,041 units) that now scar the land. The future will surely bring about new alliances if war were to spill across the land once more.
Server Maintenance
Alliance Beta will end in two hours (4am EST, 9am UTC). System will restart in another hour.
Short Server Maintenance Now for an Hour
Hi everyone!
Servers will be down shortly and be back up in about an hour. In honor of Steam's Daily Deal featuring and the extension of the Alliance Loyalty Reward, we're taking Alliance back up for people to play in a bit, and it'll last through the weekend.