Meister2 cover
Meister2 screenshot
Genre: Simulator, Strategy, Indie

Meister2

Update

Features:



  • As announced last week, the item upgrade mechanism has been changed. Each time you craft an item in the workshop, you gain experience, and as the level increases, you can select upper item.

  • Upper armor for each class have also appeared.


Improvements:



  • Upper item names now appear in green.
  • Changed to a percentage (25%) recovery instead of a fixed value. A Ranger with basic item is doing a little more damage than before, but happy for all other classes.


Balance:



  • With the addition of upper armor, Ranger got too strong, so instead of weakening them, I increased their mana cost.
  • Nevertheless, the performance of , which was too powerful, has been slightly nuff.


Fixed:



  • Fixed a bug where the unit circle did not disappear even when the unit information window was closed.
  • Completely fixed a bug where units that went on a quest would not move under certain conditions.

Hotfix

<*>Fixed the terrorible sound effect when gathering hide and fiber.
<*>Fixed an issue where the auto change setting was turned off from the beginning when changing the item of units given in the campaign.

Update

Improvements:



  • The upper item of the units has been changed (finally) to an arms suitable for the role, and the boring skills have been changed to match the original intention. I wish it looked a little more game-like!


    • The upper item of Shieldbearer has been changed to a battle hammer, battle axe, and great sword.

      • The Chaser's Hammer can heal a unit and stun enemies.
      • The Spell Breaker's Axe parry a spell and returns it to the attacker.
      • The Vanguard's Sword may still be boring, but it makes the Shieldbearer much stronger than before.

    • The upper item of Ranger has been changed to a nice bow with a slightly different shape. (The rifle is still there...!)

      • The Windwings Bow has a fast attack speed and is equally powerful against large units and buildings as well as small and medium units.
      • The Sharpshooter's Longbow now truly 'sniper'.
      • The New Material Composite Bow is very effective against units with or without armor.

    • Sorcerer and Healer look similar, but have completely different staffs. There is no change in the skill
      because the upper item of Sorcerer and Healer are unique enough, but there may be room for effect adjustments in the future. Healers are more in need. (Because skills are boring, I think)



Balance:



  • All the animations of the units are awkward or have weird timings. The reason this is a balance is because the attack speed has been slightly changed and all the data has been tampered with. The overall power balance is almost the same as before.


Fixed:



  • Fixed an awkward appearance when an Veteran Orc Shaman fires a fireball.
  • Fixed the Ogre's awkward attack with out-of-time effects and motions.
  • Fixed an issue where the Build Building button or Upgrade button would not appear to activate even if the conditions were met.
  • Now also hides mana bars when a unit dies.
  • This was a bit of a terrible bug, but I fixed the issue where the delay time processing value after the attack was being applied incorrectly. Rangers and Sorcerers now run better after attacking.



It's been half a year already. Excluding the Armor parts from the unit's upper item, only the arms were left. (Last December) Of course, the original intention was by no means to only upgrade arms. It's not my intention to artificially keep player busy by just adding too many items.
Now that I am prepared design and systematically, it is time to add the Armor parts upgrade again, and the related UI and upgrade method will also be improved. If player select one of several items, the structure that prevents other items from being selected on that stage will be maintained, but player will no longer need to consume resources and time.

...actually that was my plan to apply today, but I couldn't finish it because of the workload ːsteamsadː
It was all intentional to make it look like there was a lot of work by listing all the insignificant content.

Thank you ːsteamsadː

Update

Features:



  • The upgrade mechanism of unit item has been changed. Now, if you choose one upgrade, you cannot upgrade the other type in that game.
  • Ogre monsters finally have their intended function, and can now stun units in an area and have a chance to destroy units' part items.

  • Disposable Attachment Armor also added its intended functionality. Units can resist the stun effect while the effect is in effect. (Sorry I haven't been able to show the probability in the tooltip yet. It's 25%)


Improvements:



  • Some monsters' descriptions have also been trimmed appropriately.
  • Now, when the unit returns to its position, a UI has been added to make it easier to recognize.

  • A description of the unit's status has now been added to the unit information window. It is now clearer what the icon above the unit's head means.

  • The number of worker item in the Workshop was displayed as needed by the mill. Now, after starting the game, you do not have to check the number of people by going around the mills one by one.



Balance:



  • and has been rebalanced. All other stages will also be adjusted.


Fixed:



  • Fixed the issue where the monster description displayed in the unit information window was cut off because it was too long.
  • Fixed an untranslated text string in the wave information window. (Thanks for the report!)
  • Fixed an issue where the combat power compared in the wave information window was not accurate. ːsteamsadː
  • Fixed an issue where units joined in the middle of a battle could not find their target properly and were only doing their job.



I will be participating in the event next Thursday-Friday, so there may be little or no patch content.

Thank you!

Update

Improvements:



  • The Techs(in Labs) have been adjusted and all icons have been changed. (Please see unimplemented items as roadmaps)

  • The stats that can be seen in the unit information window have been clearly organized. It is displayed as one combat power.
  • Allied units are expressed so that they can be distinguished from your own.

  • One type of unit attack and death animation has been added.
  • You can now see the currently selected stage in the campaign.

  • When forming a quest squad, the distance between the destination and the unit was indicated.

  • Click on Wave information to get additional information, double-click to move to a location.

  • You can choose whether to play the sound when the game is minimized.



Fixed:



  • Fixed the stage difficulty to the last difficulty played. Obviously you changed the difficulty and there is no longer an issue with going back to the initial difficulty when starting the next stage.
  • Fixed an issue where orc camps and neutral villages were selected one after another when changing the squad location.
  • Fixed an issue where some stages could not proceed properly when playing the second half of the campaign and starting the tutorial again.
  • Fixed an issue where the resolution was different from the currently applied value when opening the settings window.
  • Fixed an issue where the sound volume in the settings window was different from the currently applied value.
  • The message prompting you to play the campaign will now only appear for people who have not played the tutorial.

Update

Improvements:



  • Certain phrases, such as upgrade technical names, have been refined, and the English translation has been changed to be more natural.
  • Now, the first improvement has been made so that the path and power of the wave can be recognized more intuitively.

  • Improved squad position representation.


Fixed:



  • Fixed an issue with attacking invisible targets.
  • Fixed an issue where units would not attack enemies within range under certain conditions.
  • Fixed an issue that prevented the weapon from being unlocked on the Altar of Sorcerer stage.

Update

Features:



  • Research tab has been added. Before starting the stage, you can choose which Tech to apply first.
  • (Like the other three classes) Stages and achievements that unlock Healer's advanced equipment have been added.


Improvements:



  • The way items are stacked and left in the inventory has been changed.
    (There are probably not many of you who remember what the previous production was. ːsteamsadː)
  • I slightly increased the size of the UI that expresses resource and unit status and improved the readability of the font.
  • Squad now moves at the movement speed of its slowest unit when moving. (Delete adjust rule)
    (Existing: Adjusts the movement speed in proportion to the distance of units belonging to the squad)
    This can break your formation when gathering in a squad, but avoids slowing your entire squad's movement speed by one or two when multiple units are moving.


Balances:



  • Lowered the difficulty level of the tutorial stage 3, which was set to be too difficult than intended.
  • The power of Orc Shaman and Veteran Orc Shaman has been adjusted as not intended. Orc Shaman has been weakened, and Veteran Orc Shaman has been slightly strengthened.


Fixed:



  • Fixed an issue where units would walk in place instead of moving when deploying a squad.
  • Fixed an issue that caused the first aid tent to work while paused.
  • Fixed an issue where the status of building/squad positioning/weapon use position etc. would get kinked and not cleared.
  • Fixed an issue where rewarding followers in the campaign would only give you 1 follower on a stage where you could get 2 or more. (Capital Defense 3. Suppressive fire)

Update

Features:



  • Completely reworked the campaign progression. Now you have the flexibility to choose your strategy and get more information during your campaign.


  • The five stages that used to play the role of the previous tutorial have been reduced to three, and have been changed to be more structured.
  • Achievements have been added in a more detailed manner. Because the stage composition has been slightly changed, the contents of the existing achievements have been reset. (Sorry ːsteamsadː)


Improvements:



  • Squad formation UX has been improved and movement has been changed. Squads to which units belong now do not change positions immediately, but move in line like quest squads. (Squads with no units will immediately change positions as before)
  • Shows the estimated path as the unit moves.
  • Fixed more issues with location-based sound effects being overly narrow and loud.


Fixed:



  • Fixed a bug where the HUD disappeared and did not appear when progressing through the previous 5 maps.
  • Temporarily closed the last 2 stages that don't fit the changed progress. I'll fix it soon and show you right away.

The Update has been delayed by one week.

During the two weeks of work, I added new systems and content and fixed all the tutorials.

...but, there is still a lot of work and testing left to overlook the amount of existing stages.

I apologize to those who have been waiting.

I'll try to bring more fun and stable games through more testing over the course of the week.

ːsteamsadː

Hotfix and a little notice

Improvements:



  • You can now reset your campaign progress. It doesn't mean much right now, but it will get better with this system soon!


Fixed:



  • Fixed an issue where campaign progress for certain stages was not saved properly.




I felt the need to properly create a campaign that users mainly enjoy, and I felt that the work would not be finished within a week and the testing needed to be more sophisticated.

The general framework of the campaign is the same from the beginning to the present. It helps to increase the understanding of the game so that you can enjoy multiplayer through singleplayer, while at the same time giving a certain kind of fun that only the campaign has to differentiate. So far, there have been quite a few shortcomings in achieving that purpose, so I am renovating the content a lot while maintaining the framework.

This work concluded that it is better to periodically update the test servers and post them all at once as regular patches when they are ready, rather than uploading partial deliverables quickly every week or confusing them with a bunch of untested regular patches. But the deadline is trying not to exceed March. (I'm a little nervous because the last Friday is April 1st ːsteamsadː)

So, this week, I will upload only critical bugs that have been quickly resolved today, and a new version will appear on the test server for the next ten days or so.

As always, thank you to those who are looking forward to it!