This patch introduces optimization changes that include smaller size textures and turning off shadows. These two options are now available in the game launcher. Optimization improvements have a better change to be noticeable on machines with good CPU since the graphics might not be the only reason for slowness.
Win10 compatibility has been improved.
There is no timer anymore in the launcher that requires to reboot system if it was up too long.
Various scripting and text errors have been corrected.
Enderlin battle
Thanks to player Celinna who posted her save in this thread here we got another chance to take a look at the combat tactics in the game.
Like many, Enderlin fight looked impossible and she posted a save. The fight indeed looked impossible in the beginning but after 6 attempts I managed to win in this way:
But it got me a few ideas and I made this video about this interesting battle:
https://youtu.be/ZHWrNyO0HGg
For you Eisenwald experts, a tricky question: how come Enderlin archers shoot our healer in the first turn? She has 70hp, ranged defense is 5, their attack is 24x2 and 20x2 and the distance is more than three hexes?
This thread has also a save for those of you who want to give it a shot.
Eisenwald: Blood of November is now available!
http://store.steampowered.com/app/528820
Eisenwald: Blood of November got Steam page!
The page of the new game is already live!
http://store.steampowered.com/app/528820
The game will release tomorrow, November 1.
Come by and check it out including the new game video.
Last 24 hours of Eisenwald: Blood of November Kickstarter campaign!
Legends of Eisenwald featured a heavily story driven gameplay. The main campaign, the Masquerade, Road to Iron Forest - these are all examples of a story driven approach.
In Blood of November we want to try something else. Sandbox gameplay cannot rely too much on the story. Having just a scenario completely without a story though is not very fun either - Cursed Castle is a good example of that.
In Blood of November the map will be filled with things to do sometimes seemingly unrelated to each other. Due to new handling of the quests majority of player's actions will gradually influence the outcome and make subsequent quests either available or unavailable. The influence will not be immediately seen and we believe that only towards the mid or late game a player will understand what road he/she took. Given the fact that there will be some random quests too, the gameplay each time will differ to a certain degree.
An underlying framework story in Blood of November will have a surprise for you, we would love to say more but even a little detail can become a big spoiler, so please have patience until you start playing.
We are already testing this new game and maybe more things will be added or adjusted. We think that this gameplay might be very interesting both to players who are familiar with Legends of Eisenwald and for those who are not.
We reached 69% of funding and still have 4 days to go. Please spread the word, we need more recruits to strenthen our Eisenwald army!
Legends of Eisenwald prototype video from 2011
When preparing for the current Eisenwald: Blood of November Kickstarter campaign we stumbled upon a video we made long time ago, in June of 2011, almost a year before our campaign in 2012. We made this video to show a few publishers we were talking to at the moment. Take a look to see how much Legends of Eisenwald changed and evolved since then, and Blood of November will be even better!
Also, a small patch was released today that fixed a few things in Chinese localization.
Castles in Eisenwald: Blood of November
Today we would like to tell you about a few new features that we will add into Legends of Eisenwald mechanics so this Blood of November will have a better gameplay.
We heard quite a few comments from players that castles in our game are not very functional. This was a concern for us too since only few things could be done in the castles - recruiting new troops, healing them and leaving garrisons. In this new game we decided to increase strategic value of the castles. Probably the most interesting and useful innovation would be a possibility of hiring an additional army for patrolling your lands and protecting them from enemy armies, bandits and all kinds of ragamuffins. Moreover, for gold you will be able to improve your brave soldiers!
Also, in castles you will be able to open a forge and a trade. These buildings will not only bring you additional income but will allow you to buy weapons, armor and equipment right in your castle.
That's about it for today regarding new game features. We are glad to notice that our Kickstarter campaign is moving steadily towards the goal and is already 45% of the way.
25% of the funding reached! Sale continues on Kickstarter
A little bit more and statistics will be on our side - projects that reach 30% have 90% probability that they succeed. It doesn't mean we are going to stop reaching out telling everyone about our new game though ːpowerfulstrikeː
If you don't have Legends of Eisenwald yet, consider our $12 Pikeman tier that has both the new game Eisenwald: Blood of November and Legends of Eisenwald. It's a Steam sale off Steam! :)
Kickstarter campaign for Eisenwald: Blood of November launched!
This new sandbox adventure will provide a look from a different angle at the world of Eisenwald. It will be released as a separate game and it is included in Season Pass, so Season Pass holders are welcome only to get a key for their friends :)
This is a good opportunity to get Legends of Eisenwald copy as well, since basic reward for $12 includes both Blood of November and Legends of Eisenwald, 100 copies only for Early Bird backers!
We worked on this for already quite some time and we decided to make into a standalone game since the changes we had to do in our code started growing rapidly. This way it won't break the existing game and will add new features into Blood of November.