Hello, everyone! We are very happy to announce that the first DLC for Heads Will Roll: Reforged — Happily Ever After — is out and is available for purchase!
The DLC brings a lot of new content including marriages with all the girls, new endings, expanded epilogues, new story events, boss fights, Steam achievements and much, much more! Be sure to check it out! Complete feature list of the DLC can be viewed on its Steam page.
Together with the DLC we are also releasing the much anticipated 1.09 patch that brings a ton of bugfixes, reworks and improvements to the game. It is by far the biggest patch the we have done.
1.09 FIxes 1. Equipped armor items can now be repaired without being taken off. 2. Fixed yet another instance of 'olivia_time_left not defined' bug that caused Olivia's dagger to spawn among unrelated loot and subsequently broke the game, forcing the player back to Olivia's room. 3. Fixed a rare bug that made the player base armor go below zero after unequipping a damaged armor item. 4. Fixed a bug with incorrect equipment loss interaction during the quicksands event. 5. Fixed an issue with incorrect visual hit chances for the spears' 'powerful thrust' attack. 6. Fixed another issue that allowed an enemy to remove the helmet in combat more than once and gain additional stats. 7. Fixed a series of bugs that made combat interface seometimes show incorrect images for player's equipped items. 8. Fixed a bug with incorrect stats reset during manual character creation. 9. Fixed a bunch of issues with system text being shown instead of player's squad members' proper names. 10. Fixed a bug that made repairing squad members' armor and equipment cost zero money. 11. Fixed an issue that made visiting a brothel give zero actual debuffs to the player despite the text saying that it did. 12. Fixed a series of bugs that happened when player attempted to craft poisons through unorthodox recipes. 13. Fixed an issue that prevented some types of poison from being handed over to the sergeant to complete his Hoggard quest. 14. Fixed an issue that prevented certain random events from occuring. 15. Fixed an incorrect interaction with the ornate cloak during the Man of God quest where it wouldn't disappear from inventory after being thrown. 16. Fixed several minor bugs and localization issues.
1.09 Reworks and additions 1. Added a new ally class — crusaders. They are availalbe for hire in the Outremer chapter (after completing the St. Lazarus quest), have their own visual model and receive no heat debuffs. 2. Added more emotions to the girls' dialogue models (anger, happiness, eyerolls etc.). 3. Improved the accessability of the 'Chest' button. 4. Being in possession of the Justice Sword during the siege of Windsor would result in additional militia bands joining the player's cause. 5. Added a visual indicator to damaged items that are curerntly equipped (in inventory). 6. Axes' description now correctly mentions their improved armor damage chance. 7. Increased the number of enemies at Onar's and Olvier's farms. 8. Added knights and crossbowmen to the pool of Windsor's defenders. Manually completing the siege should be more challenging now. 9. Added a limit to the number of bolts available for purchase to prevent various money-making abuse mechanics. 10. Now after every retreat from Windsor the player will be allowed to loot the killed enemies' weapons and gear. 11. The end game results screen after dying in the French storyline now correctly shows the player's rank (mercenary instead of knight). 12. Increased the speed of durability loss of the mechanical crossbow. 13. Added a new tooltip that describes how the combat stances work and lists all the benefits of each. 14. Updated armor, weapons, trinkets and stats of the Scottish king's bodyguards making them more challenging. 15. Expanded the list of trinkets that can be used by the allies. 16. Increased the starting stats limit in the manual character creating up to 25. 17. Added a new scavenge event. 18. Brough back a softlock prevention mechanic in case the player lost all the weapons and ran out of time before the next story event. 19. Reworked the torture mask yet again — now it only provides bonus vitality for the enemies that had injuries at the moment of death. 20. The cultist leader in York now correcly gains fatigue with every action that he takes. 21. Added a few additional spawns for the Unknown toxin item. 22. The sergeant no longer requires the player to specifically craft him a bag. Now you can both return him the original loot bag that you took from him (or buy a new one of the same size) or craft one yourself. 23. Survival mode now has a limit for the enemies that can spawn with poisoned main weapon — only one per wave (bolts and daggers don't count). 24. Added a 'All to max' button to the manual character creation mode. It will automatically allocate all available points to level various stats. 25. Expanded the list of trinkets availalbe in the manual character generation mode. 26. If the player decides to rest instead of looting — all the members of his squad will too have a portion of their fatigue recovered. 27. Updated a decription of the Wanted poster item — it now mentions that the item only works around Cambrai area. 28. Increased the player's stat bonuses in the Story mode. Made some bosses easier on lower difficulties. 29. Added a switch for enabling\disabling community-made characters. 30. Brought back Northampton's celebratory dialogue after the player's successful capture of Windsor.
Like I said — this patch is the biggest one we've done yet and, together with the first DLC, it would hopefully provide enough new experiences to maybe convice you guys to spend some more time with Heads Will Roll.
The next big update to the game will include a rework of the squad mechanics as well as new visual models for the allies (that will properly depict their class and experience level). Together with that we are also hoping to include in the update an entirely new storyline that will span across several new chapters and take the player on a bunch of new adventures. An official announcement should be coming rather soon so stay tuned!
As always, if you enjoy the game - please consider leaving a review on Steam. Make your voice heard.
HWR's Discord: https://discord.gg/xndPrtZMeT
1917 Studios
Patch 1.03, OST and Trading Cards
Hi everyone,
The release of Heads Will Roll: Reforged is booming: we are proud to hold the line on the Steam Popular & Trending tab, boasting an impressive 90% Positive Review Score!
If you haven't already, now is the perfect time to grab your copy. We're offering a fantastic 15% discount on the game, exclusively on Steam.
But that's not all! We have some exciting news that we can't wait to share with you:
Patch 1.03 is live!
Fixed a bug that occurred if you sided with bandits against the knight in a random encounter and prevented the battle from ending.
Fixed a bug that made some of the cambrai quests accessible from rennes.
Fixed a bug that prevented vettori from crafting a crossbow string from belts.
Fixed a bug that made various rennes quests to be available in the following chapters.
Fixed a bug that prevented the player from receiving new weapons talent points after training sessions.
Fixed some incorrect images of various poisons and faulty interactions with them.
Fixed a bug with enemies spawning endlessly if the player has a torture mask equipped.
Fixed some errors in russian and english localizations.
Fixed some other various minor bugs and issues.
OST is live!
Now available on Steam: Original 11 soundtracks composed by super talented Mikhail Kazakov (KMS). Grab the Deluxe edition to get the OST and the Artbook.
Steam Trading Cards unlocked!
This is a big milestone for us, and we can't wait for you to dive into the world of collecting badges, cards, and other exciting goodies.
Heads Will Roll: Reforged is live!
Hello everyone!
We're incredibly happy to announce that Heads Will Roll: Reforged has now officially been released. We have been working on the project for an unbelieveably long time and poured all of our heart and soul into it. The original HWR had a very unique vision behind it, a vision that — for a variety of reasons — we were not able to fully accomplish at the time. Reforged is everything that we envisioned the original HWR to be. Hopefully you will enjoy playing this game just as much as we've enjoyed making it.
Sincerely yours, Nikita Rusakov and Christina Khalmuratova aka 1917 Studios
Join us in celebrating Steam Strategy Fest!
Greetings medieval soldiers!
it is our pleasure to announce that the HEADS WILL ROLL: DOWNFALL is a part of the Steam Strategy Fest!
Heads Will Roll: Downfall is the prologue for the full version of the game - Heads Will Roll: Reforged.
It's available on Steam for free and you can add it to your library in order to permanently keep it, or leave a feedback review. Feel free to try the game and add Heads Will Roll: Reforged to your wishlist after playing the prologue, especially if you enjoyed it so you won't miss any updates.
You are very welcome to join our Discord server to discuss the game in more depth.
Contest winner announcement
Hello guys! Today we'd like to announce the winner of our last week's contest. It was — Findrayl who managed to defeat the final boss in just TWO TURNS! An absolutely amazing result! Here's the clip: https://www.youtube.com/watch?v=p3OVLyrUC10 He will receive a Steam key for HWR: Reforged on the day of its release.
We've received a bunch of contest entries and would like to say a big thank you to everyone who participated!
Sorry that the results took a bit longer to announce than expected — we were awfully busy with Reforged (including redesigning some of the game's menus — hopefully we'll be able to show some of the new stuff soon).
That's all for today, friends. Discord: https://discord.gg/6y2NjEpXWv Boosty: https://boosty.to/1917studios
Cheers, 1917 Studios
Contest Announcement: Win a free copy of HWR: Reforged!
Hey guys! Today we'd like to announce a little contest for anyone who is willing to participate. The task is very simple: kill the final boss of HWR: Downfall (De Monfort) as fast as possible, taking the least amount of turns (counting both phases). In order to participate you have to record a video of your full battle with him (without any cuts or edits), upload it to YouTube (or any other video hosting) and send us the link in an email at 1917studios@gmail.com Only runs made on HWR or Hard difficulty will be accepted (the video must also show final score page).
Whoever manages to deal with him the quickest will be getting one copy of HWR: Reforged on the day of its release. In case of several applicants having the same number of turns the deciding factor will be the damage done with final strike.
We'll be taking applications during one week starting today and ending on Friday, December 2nd. The winner will be announced shortly after. Please feel free to apply!
Also, a quick reminder that if you like our games and want to support us financially — you can subscribe to our Boosty page and get a bunch of nice rewards. Here's the link: https://boosty.to/1917studios
Cheers, 1917 Studios
Update 1.85 is live!
Hello. We're happy to inform you that patch 1.85 is offiicially out. It is the last update for Downfall and its arrival marks the end of our tech support for the game. This is a necessary decision as we still have a lot of work ahead of us with highly ambitious HWR: Reforged and going forward we simply don't have enough resources to support two games.
During last two weeks we've done a lot of testing and ended up altering some of the things that were present in the original 1.85 changelog that I've posted a while back. In general, this update, aside from bugfixing, is supposed to do four major things:
Make each stat more fleshed out while providing players a better understanding of what each of them does;
Make combat more dependant on stats AND fatigue rather than PRIMARILY fatigue;
Encourage heavy armor\weapons playstyles;
Discourage playstyles based around constantly recovering fatigue in battle.
The testing we've done leads us to believe that we were at least somewhat successful in those tasks, but, as always, it's your opinion that matters and we'll be very much looking forward to hearing what you guys think.
Changelog
Fixed: 1. Fixed a bug that allowed to duplicate trinkets if all three equipped trinkets are identical. 2. Fixed an abuse with permanent inventory space increase through trinket manipulation. 3. Fixed a bug with enemies having negative stamina recovery value. 4. Fixed a bug with gorgets, bracers and legarmor losing their properties and turning into "0" items (HOPEFULLY). 5. Fixed the "ally_bone_crusher_limbs" error that resulted in a crash. 6. Fixed an error that allowed to trigger reconnaissance quest in chapters 2 and 3. 7. Fixed a bug when damaged armor item with 0 actual armor value still 'partially blocked' the strikes. 8. Fixed a bunch of faulty interactions with hotswapping shields that resulted in various errors. 9. Fixed several other minor bugs.
Added and changed: 1. Stats debuffs from armor items no longer allow to level stats above the chapter threshold. 2. Skills in manual generation now can be levelled up to 10 rather than only up to 5 (but for additional much higher cost). 3. Further increased evasion penalty applied to stunned targets (from -50 to -80). 4. increased the cost of weapon skill levelling in manual generation. 5. Player can no longer equip identical trinkets. 6. Added hotswap for pouches with stored items. 7. Manual character generation now also allows to increase and decrease virtue. 8. Reworked flagrum, now it correctly applies virtue buffs (like pray), but also has stronger penalties. 9. Slightly reworked formula that determined enemy stats (now they will be just a little bit increased). 10. Added one additional armor item in shop (if soldiers rep is higher than 25). 11. Now damage is increased for every 6 points of weapon skill insted of every 3. 12. Sligtly tweaked some weapons' damage and stamina consumption. 13. Added several new icons. 14. Reworked formulas for armor interaction:
limbs armor will be easier to punch through
head and neck armor will be considerably harder to punch through
overhead strikes now will be much more potent at punching through armor
15. Increased armor value of pretty much all body armor. 16. Split overhead strikes into two categories: one-handed and two-handed. One-handed overheads increase damage by a third of character's strength. Two-handed - by a half. 17. Deep cut now increases damage by a half of your agility. This bonus also can be increased by body part damage modifier. 18. Coordination no longer increases your fatigue recovery, now it is increased by your endurance. 19. Added additional evasion bonuses on Easy difficulty. In theory this should result in a little bit more cinematic battles where the player is much harder to be actually killed. Respite action is also available every turn on this difficulty. 20. Respite action now has charges and using it requires player to have at least one charge. Player starts each battle with zero of them and receives charges for every successful attack that hits the enemy (full hit, partial hit, shield block - works for melee weapons, daggers and crossbows). Light attacks grant one charge, heavy attacks - two. Each kill grants five. 21. Successful split shield attack that breaks character's shield no longer does damage to character's health. 22. Canteens and waterskins now have the same effect both in battle and in camp (stamina and fatigue recovery). 23. Weapons\crossbow skill increases chances of bypassing target's shield when attacking. 24. Added new tooltips and descriptions for stats that precisely describe what they do. 25. Added slight buffs to runes and mail breaker. 26. Rebalanced stats. Weapon skill is now the primary characteristic that is reliable for hitting the target. Having low WS would seriously decrease your chances to land a blow on tougher enemies. Agility also still increases attack chance but very supplementary - it will still be useful but won't be able to carry you. When it comes to defense things are reverted: agility gives a way bigger defense bonus while WS only helps a little.
Also a quick reminder that we have a Boosty page where you can support us financially and receive all kinds of rewards. And also gain an early preview of the smoking hot new girls that will be in Reforged. Here's the link: https://boosty.to/1917studios
That's all for today. Cheers, 1917 Studios.
Patch 1.85 and Major Combat Overhaul
Hello! I'm glad to inform you that patch 1.85 is just around the corner and it's gonna be a pretty major one. But before diving into details I have to say that this patch is also going to be the last patch for Downfall as we have to move forward and fully concentrate of HWR: Reforged.
1.85 will bring a variety of bugfixes while also shaking up the whole game balance - hopefully getting rid of many exploits and forcing players to play much more strategically. The early build of the patch is already available on our Boosty page. Steam version will be released some time next week after some additional testing.
Changelog:
Fixed: 1. Fixed a bug that allowed to duplicate trinkets if all three equipped trinkets are identical. 2. Fixed an abuse with permanent inventory space increase through trinket manipulation. 3. Fixed a bug with enemies having negative stamina recovery value. 4. Fixed a bug with gorgets, bracers and legarmor losing their properties and turning into "0" items (HOPEFULLY). 5. Fixed the "ally_bone_crusher_limbs" error that resulted in a crash. 6. Fixed an error that allowed to trigger reconnaissance quest in chapters 2 and 3. 7. Fixed a bug when damaged armor item with 0 actual armor value still 'partially blocked' the strikes.
Added and changed: 1. Stats debuffs from armor items no longer allow to level stats above the chapter threshold. 2. Slightly decreased available time in between battles on HWR difficulty. 3. Further increased evasion penalty applied to stunned targets (from -50 to -80). 4. increased the cost of weapon skill levelling in manual generation. 5. Player can no longer equip identical trinkets. 6. Added hotswap for pouches with stored items. 7. Manual character generation now also allows to increase and decrease virtue. 8. Reworked flagrum, now it correctly applies virtue buffs (like pray), but also has stronger penalties. 9. Slightly reworked formula that determined enemy stats (now they will be just a little bit increased). 10. Added one additional armor item in shop (if soldiers rep is higher than 25). 11. Now damage is increased for every 6 points of weapon skill insted of every 3. 12. Sligtly tweaked some weapons' damage and stamina consumption. 13. Added several new icons. 14. Reworked formulas for armor interaction:
limbs armor will be easier to punch through
head and neck armor will be considerably harder to punch through
overhead strikes now will be much more potent at punching through armor
15. Increased armor value of pretty much all body armor. 16. Split everhead strikes into two categories: one-handed and two-handed. One-handed overheads increase damage by a third of character's strength. Two-handed - by a half. 17. Deep cut now increases damage by a half of your agility. This bonus also can be increased by body part damage modifier. 18. Coordination no longer increases your fatigue recovery, now it is increased by your endurance. Basic fatigue recovery value is 10% of your max stamina. 19. Added additional evasion bonuses on Easy difficulty. In theory this should result in a little bit more cinematic battles where the player is much harder to be actually killed. Respite action is also available every turn on this difficulty.
So what I wanted to accomplish with all these changes was to kill the universal playstyle of just maxing weapon skill while using a weapon with the lowest stamina consumption possible. Now various weapons should feel much more distinct with ligher ones unable to deal damage through medium and heavy armor. While heavier ones will be able to deal tremendous damage at the cost of considerable energy consumption.
Once again, I am very open to your thoughts and ideas - and will be looking forward to hearing what you think about the upcoming changes. If you're eager to try the changes right now and want to support us financially then consider checking out our Boosty page! Here's the link: https://boosty.to/1917studios But in any case the patch will be available on Steam next week after I make sure that there're no major bugs.
There's also another thing I want to ask you. If you liked this game then please consider leaving a review on Steam. That would really help.
That's it for today. Check out our Discord for more information about the game: https://discord.gg/6y2NjEpXWv See you guys around! 1917 Studios
Patch 1.8 is live!
Hello. We're glad to inform you that patch 1.8 has just went live. It is a pretty major update that is supposed to remedy a variety of issues. Hopefully it does its job. Here's a full changelog.
Fixed: 1. Fixed quickswap interactions between two-handed weapons and shields. 2. Fixed a bug with tutorial images not disappearing. 3. Fixed a bug with battle interface icons hopping on top of each other. 4. Fixed a bug when comparing an equipped gorget\bracer\legarmor with one in shop would cause a crash. 5. Fixed a bug when an improved pen bolt could not be loaded into crossbow if it's the last one remaining in your pouch. 6. Fixed a bug when examining some two handed swords would cause a crash. 7. Fixed an error when visiting the tavern would sometimes trigger a blacksmith quest. 8. Fixed a bug when using face protection chops or attachable visor in crafting would cause a crash. 9. Fixed an error when trying to use recover action while at full stamina would cause bleedings and other effects to trigger for a second time in the same turn. 10. Corrected a bunch of errors and typos in translation. 11. Blue stone ring now properly displays its bonus in character tab. 12. Fixed a bug with infinite looting after battle with mercenaries in chapter 3. 13. Fixed a bug when starting the game with 3+ strength would not increase your inventory size right away. 14. Fixed a bug with 2 achievements not triggering properly (A Strange Affair and Soldier, Not A Murderer). 15. Fixed some errors related to receiving injuries. 16. Fixed a bunch of bugs that allowed stunned characters to shieldblock crossbow shots and thrown daggers. 17. Removed autoscaling elements for bandits in the woods. Generally made them a lot weaker stat- and gearwise. They will still pose a major threat early on but should start to rapidly fall off in later chapters. 18. Fixed a bug when picking up an iron cuirass from loot made the game crash. 19. Fixed an issue with Lesser silver ring sometimes having an incorrect image. 20. Fixed a bunch of other minor errors, bugs and inconsistencies.
Added: 1. Added an ally in the battle against Scottish spearmen. 2. Added a global limit for canteens and waterskins (restocked every chapter). 3. Added a global limit for arrows (restocked every chapter). 4. Added a bunch of new items in manual generation menu (including high level weapons — two-handed swords, halberds etc., trinkets and armor). 5. Added quickswap mechanic for trinkets. 6. Added a reminder that TAB button can be used to skip dialogues and text. 7. Added more frequent autosaves in combat on HWR difficulty. 8. On easy difficulty mode all enemies that spawn after round two would spawn fatigued. 9. Enemies in chapter three will spawn severely poisoned. On easy difficulty mode there will be fewer of them in the first two battles. 10. Profile progress can now be reset. 11. Character generation points can now be converted into gold. 12. Inventory size will automatically be updated after equipping or removing trinkets that increase strength (sustaining strength-reducing injuries would also impact the inventory size). 13. De Monfort now fully recovers stamina at the beginning of his phase two. 14. You can only swap weapons in combat if you've got enough stats to wield the weapon in scabbard (you can still freely put any one-handed weapon in scabbard). 15. Lowered base bleed chance for bludgeoning weapons. 16. Player can no longer use respite if he has zero fatigue. 17. Increased the gain of timidity points for using respite. 18. Recalculated the formula for overhead strikes (half of strength is now added as damage; this strength-based portion of damage is also amplified by the body part damage modifier). 19. The torture quest now can also be completed with any kind of knife or dagger. 20. Reworked the formulas that decide ally's stats - it should result in some slight stats increase on normal-hard and a very considerable stats boost on easy mode (keep in mind that the ally's stats and gear are still tied to your reputation with soldiers); also slightly buffed ally's possible defensive gear. 21. Reworked rune of vitality - now it also recovers 1 hp every 2 turns. 22. Limbs strike can now cause enemy to accidentally drop his shield (this effect basically works as another possible injury). 23. Added more detailed descriptions for enemy's gorgets, bracers and legarmor. 24. Decreased repair cost for shields and armor. 25. Profile levelling points now are also given for completing story chapters and for one tenth of your gold. 26. Respite action now has a cooldown and can be used only once every two turns. 27. Fletcher's tools are always sold by Vettori and sewing kit is always sold by the medic. 28. If the player has run out of time in camp (or in a battlehub) and has no weapon to enter the battle with, he will be given a wooden club and a reputation penalty (prevents pepegas from getting softlocked). 29. Lowered the evasion bonus that agility provides. Also tweaked offensive\defensive bonuses of weapon skill and agility. 30. Reworked weapon skill training in camp. Solo training can now only get you up to 10 WS, sparring - up to 20. To get further you will have to train with a coach. On top of that WS training will consume more fatigue. 31. Lowered stamina cost for two-handed weapons' attacks.
We'll be looking forward to hearing your feedback and impressions.
To keep in touch and for more info on Heads Will Roll you can join our Discord and support us on Boosty.
Cheers, 1917 Studios
HWR News: upcoming patch 1.8 and other stuff
Hello guys!
First of all I'd like to thank all of you who downloaded and played Downfall. Release of this project was an important milestone on the road to HWR: Reforged — our most ambitious project. In this blogpost I'd like to address some of the criticism that we've received, talk about the upcoming patch and also share some important news.
Feedback and criticism
Let's start with the criticism. The first thing that has to be said here is that all the negative feedback that we've got after the release of Downfall is primarily focused around the game's difficulty rather than UI and bugs (which caused a lot of issues at the lauch of the original HWR). There are, of course, some bugs and there are indeed UI problems but it seems like we've definitely made some progress in this department. Hopefully Reforged's lauch will be even more smooth and its UI will be even more improved.
Now onto the criticism itself. The majority of negative reviewers complains that the game is too difficult and I do agree with the fact that some of the encounters are indeed unbalanced. I also agree with the fact that the game's overall difficulty curve is pretty steep. These problems will hopefully be remedied by the patch 1.8 which we'll discuss in detail a little later.
However I have to say that the overall direction of criticism seems to me largely misguided and I do not think that the game has a big problem with difficulty or a big problem with RNG or a big problem with enemies being too tough. There is a reason why almost every quest in the game has both good and bad outcomes (and sometimes even more that that) — I do that so you could fail them and still not have your immersion ruined. Same applies to battles — in pretty much all of them you don't even have to kill your enemies, you can always retreat to save your life and progress. Many of the tougher battles are strictly optional and you don't have to engage in them if you don't feel confident. This, in my opinion, is what Heads Will Roll is about — making tough choices, surviving and adapting.
But then again — I always welcome any kind of constructive criticism even if your opinion vastly differs from mine. Because in the end — we're making this game for you and want you to enjoy it. So please feel free to speak out and let me know what you think.
Patch 1.8
Now onto the juiciest part. Patch 1.8 is currently in the works and should be coming either this Friday or early next week (Monday-Tuesday). Here is an INCOMPLETE changelog (the patch is still being worked on so chances are the final version will contain more changes).
Fixed: 1. Fixed quickswap interactions between two-handed weapons and shields. 2. Fixed a bug with tutorial images not disappearing. 3. Fixed a bug with battle interface icons hopping on top of each other. 4. Fixed a bug when comparing an equipped gorget\bracer\legarmor with one in shop would cause a crash. 5. Fixed a bug when an improved pen bolt could not be loaded into crossbow if it's the last one remaining in your pouch. 6. Fixed a bug when examining some two handed swords would cause a crash. 7. Fixed an error when visiting the tavern would sometimes trigger a blacksmith quest. 8. Fixed a bug when using face protection chops or attachable visor in crafting would cause a crash. 9. Fixed an error when trying to use recover action while at full stamina would cause bleedings and other effects to trigger for a second time in the same turn. 10. Corrected a bunch of errors and typos in translation. 11. Blue stone ring now properly displays its bonus in character tab.
Added: 1. Added an ally in the battle against Scottish spearmen. 2. Added a global limit for canteens and waterskins (restocked every chapter). 3. Added a global limit for arrows (restocked every chapter). 4. Added a bunch of new items in manual generation menu (including high level weapons — two-handed swords, halberds etc., trinkets and armor). 5. Added quickswap mechanic for trinkets. 6. Added a reminder that TAB button can be used to skip dialogues and text. 7. Added more frequent autosaves in combat on HWR difficulty. 8. On easy difficulty mode all enemies that spawn after round two would spawn fatigued. 9. Enemies in chapter three will spawn severely poisoned. On easy difficulty mode there will be fewer of them in the first two battles. 10. Profile progress can now be reset. 11. Character generation points can now be converted into gold. 12. Inventory size will automatically be updated after equipping or removing trinkets that increase strength (sustaining strength-reducing injuries would also impact the inventory size). 13. De Monfort now fully recovers stamina at the beginning of his phase two. 14. You can only swap weapons in combat if you've got enough stats to wield the weapon in scabbard (you can still freely put any one-handed weapon in scabbard). 15. Lowered base bleed chance for bludgeoning weapons. 16. Player can no longer use respite if he has zero fatigue. 17. Increased the gain of timidity points for using respite. 18. Recalculated the formula for overhead strikes (damage will be slightly increased).
Once again, this list is a work in progress and most likely will be expanded. If you think that there's something important that we've missied — now is your time to let me know.
News
And now onto the news. To those of you who don't know 1917 Studios is just two people: one of whom does all the drawing and visual design while other (me) all the coding, writing and game design. We've got a publishing deal but the publisher's job is to help us with promotion and marketing while the financial burdens of the development iteself are still left on our shoulders. Thus, as an experiment, we've decided to open up a Boosty page (an equivalent of Patreon since Patreon doesn't work with Russian citizens) where anyone (from any country), who has a desire to do so, can offer us some financial support for a bunch of rewards. This is strictly voluntarily. So, if you want to show your appreciation or to support the ongoing development of HWR: Reforged — you're welcome to do so. Here's the link: https://boosty.to/1917studios But, let me be maximum clear, HWR: Reforged will be properly finished and released no matter how successful or unsuccessful this Boosty campaign will turn out to be.
Don't forget to join our Discord! https://discord.gg/6y2NjEpXWv
This is it for today. Stay tuned for some more news! Cheers and thank you for playing our games, 1917 Studios