Reignfall cover
Reignfall screenshot
Genre: Strategy, Hack and slash/Beat 'em up, Indie

Reignfall

Update v0.95 - Balancing + Polishing

There are still complaints about the high difficulty of the game. This update brings many balance changes to reduce difficulty so that new players to the game have a easier time.

The Arrow and Ballista Tower are much more effective. Also, Royal Guards (starting unit) are stronger to make the early waves easier.

CHANGE LOG:

Improvements:

-Treetops can now be toggled on and off for better visibility.

-Blood pools and splatters now fade out before disappearing.

-Gore pieces/Gibs now sink into the ground (like bodies) before disappearing.

-Added option for permanent bodies in Battle Tester mode.

-Improved combat AI for Fallen Champion boss.

Balancing:

-Increased Royal Guard attack damage from 8 to 12.

-Royal Guard captain can now perform ground attacks.

-Increased health of Spearmen from 120 to 140 (Unit health from 960 to 1120).

-Increased health of Flagellants from 90 to 100 (Unit health from 990 to 1100).

-Increased troop count of Archers from 8 to 11 (Unit health from 800 to 1100).

-Increased projectile speed of Archer arrows by 20%.

-Increased damage of Cannoneer projectile from 12 to 16.

-Increased number of arrows per volley of Arrow Tower from 3-4 to 4-5.

-Increased damage of Arrow Tower arrows from 16 to 20.

-Reduced delay between shots for Ballista Tower from 8-9 seconds to 6-7 seconds.

-Increased damage of Ballista Tower projectile from 45 to 50.

-Increased growth speed of the grain and hops field by 25%.

Fixes

-Cannoneers will now properly turn towards their target during the shooting animation.

-Fixed issue with woodcutters not harvesting from trees on the outer edges of their job range.

-Fixed issue with AI death animations sometimes not playing correctly (resulting in a standing dead body).

Update v0.94 - Spike Trap + Executioner boss

Included in this update is a new "Spike Trap" building that should add some additional strategy to how players layout their cities.

Also included is the new "Fallen Executioner" boss. Wields a gigantic axe and is very aggressive.

Change Log:

-New building "Spike Trap". Spikes erupt from the ground to deal damage to enemies. Triggered when enemies walk on top of it. Can build a maximum of 15.

-New Boss "Fallen Executioner".

-Increased speed of animation for Lord's "Cleave" skill.

-Added ability to perform attack combos to various hero skill animations.

-Increased starting food from 150 to 200.

-Increased starting wood from 150 to 200.

-Fixed issue with the Keep garrison not clearing when starting/ending a game.

Update v0.93 - Cannoneers

Added in a new recruitable unit "Cannoneers". They function similar to the Archers but shoot explosive rounds that knockdown infantry. Can be recruited from the barracks for a high price and high upkeep.

I noticed some players still having trouble with the difficulty when playing easy mode. Because of this, the starting resources for easy difficulty has been doubled.

Change Log:

-New recruitable unit "Cannoneers". Ranged unit that shoots explosive projectiles. Can be recruited from the Barracks.

-Starting resources for easy difficulty has been doubled.

-Increased health for towers from 150 to 250.

Update v0.92 - Battle tester mode + New Lord items

Biggest change this update is the new "Battle Tester" mode. In this mode, players may freely place units on an empty map and simulate battles. Originally, this was intended as a developer only mode to test unit balancing and combat but I noticed the popularity of "Battle Simulators" and decided to make it available to players. The new mode can be accessed from the main menu.

Also included in this update are a few new items for the Lord.

Change Log:

-New "Battle Tester" mode. Freely place units on an open map to simulate battles. Mainly for testing unit balance and combat. Can be accessed from the main menu.

-New Lord item accessory "Minotaurs". Start the game with a unit of Minotaurs.

-New Lord item accessory "Bodyguard Manual". Adds 3 Royal Guards to the Lord's unit. Guards are revived and healed at the end of every wave.

-New Lord item skill "Fireball". Throw a small fireball.

-New Lord item ability "Greater Fireball". Throw a big fireball.

-New Lord item skill "Bull Charge". Charge forward and knock away any enemies hit. Same skill as Warpriest's Righteous Charge.

-The reward rate of higher tier items (when defeating a stage) has been increased.

-AI for Paladin will now use the "Holy Strength" skill.

-Improved combat AI for Warlord. Will now combo into skills and attack more aggressively.

-Fixed issue with unit banners blocking placement of buildings.

-Fixed issue with the hitbox of the Warpriest not properly updating when knocked down.

Update v0.91 - Enemy wave changes + Warpriest hero

The most noticeable change in this update is the modification to the generation of enemy waves. There are now more enemies but the composition is made up of more lower tier units. Because of performance issues in previous versions (before the unit limitations) I made higher waves more difficult by changing enemies into elite units instead of adding more numbers. Eventually all units would become elite and lower tier units (Thralls, Wights) stopped appearing.

There should now be more variety of enemy units in later waves with lower tier units continuing to appear. Although, the game is more difficult as a result.

Also included in this update is the new Chapel Knights and Warpriest hero at the Chapel. They specialize in fighting skeletons (blunt damage).

Change Log:

-Modified generation of enemy waves to have more units but continue to have lower tier units appear in later waves (before, enemies would all eventually become elite tier with lower tier units not appearing). Difficulty progression between waves and enemy variety in later waves should now be better. As a result of these changes the overall difficulty has been increased.

-New hero "Warpriest". Wields a large warhammer and specializes in fighting skeletons (lots of blunt damage). Can be recruited from the Chapel.

-New recruitable unit "Chapel Knights". High defense knights armed with mace and shield. Effective against skeletons (blunt damage). Can be recruited from the Chapel.

-A priest now spawns from the Chapel to preach at the entrance. Part of the resident system. Can be disabled in the options.

-Reduced melee engagement range for Archers by half (unless given command to attack in melee). Should reduce issue with Archers entering melee combat when undesired.

-Increased Archer arrow damage from 12 to 18.

-Reduced veterancy experience requirements for Archers by 20%.

-Increased Templar health from 400 to 450.

-Increased heal amount of Templar Healing Light ability from 50 to 60.

-Reduced stamina cost of Templar Pull skill from 20 to 15.

-Increased Arrow Tower damage from 12 to 16.

-Increased veterancy experience requirements for heroes by 50% (they gained levels much too easily).

-Increased possible max unit count from 50 to 60. For players with very high end systems.

Update v0.9 - Limitation to unit counts + Housing residents

This update introduces a mechanic that limits the number of active player and enemy units (the amount can be modified when starting a new game). It is now truly possible to fight against an endless number of waves instead of the game eventually becoming too unstable due to the number of enemies.

Any units recruited by the player over the limit will be garrisoned at the Keep and can be manually deployed when the number of active units is under the limit. Upkeep is still payed for any garrisoned units. Heroes and any starting units do not apply to the limit.

For enemy waves, any units over the limit will be placed in a reinforcement queue and spawn as units are destroyed. Bosses do not apply to the limit. Because enemies now attack from more directions, the game is a little harder.

Also included in this update are residents that spawn from housing and interact with service buildings. This should give the city some life and make it feel less empty. Residents can be disabled in the options.

Change log:

-There is now a limit (amount can be modified when starting a new game) to the number of active units for both the player and the enemy. Any units recruited over the limit are garrisoned at the Keep and can be manually deployed if the number of active units falls below the limit. Heroes and starting units do not count towards the limit. The amount for continued games from previous versions defaults to 15.

-Residents will now spawn from housing and interact with service buildings. Can be disabled in the options.

-Skeletons now have weakness against blunt weapons (Templar mace, Sorceress staff, Flagellants, Hill Giant).

-Pressing a number key twice rapidly to select a group will focus the view to the first unit in the selection.

-Significantly reduced the chance of enemy waves spawning as a single group.

Update v0.871 - Quick fix + Attempt at fixing stunlock

Quick update to fix a issue with troops in enemy units continuing to hit buildings and not follow the leader when moving to attack archers.

Also included is an attempt at fixing the long standing issue of stunlock (getting stuck in a cycle of inescapable stun animations when getting hit multiple times). Players can now dash out of the stun animation while controlling heroes. This does not apply to knockdown animations.

Change log:

-While controlling heroes it is now possible to dash out of the stun animation when getting hit (not knockdown animations). This should reduce issues with stunlock.

-Fixed issue with troops continuing to hit buildings and not follow the leader when moving to attack a archer unit.

Update v0.87 - Archers + Skeletons

A content update that includes the new "Archer" unit. Archers act as a mobile arrow tower that can be given targets and fight in melee.

Also included in this update are new skeleton enemies. Skeletons take reduced damage from arrows (Archers, Arrow Tower, Ranger).

Change log:
-New recruitable unit "Archers". Can be recruited from the Barracks.

-New enemy unit "Skeletons". Has arrow resistance.

-New enemy unit "Skeleton Warriors". Stronger version of Skeletons.

-New enemy unit "Skeleton Reavers". Elite skeletons armed with massive greatswords.

-Light Cavalry and Heavy Calvary now perform trample attacks during combat instead of just when entering combat.

-Increased Arrow Tower damage from 10 to 12.

-Increase health of Thralls from 90 to 100 (Unit health from 1080 to 1200)

-Option to continue game in endless mode on victory screen.

Quick Fix v0.862

A quick fix to remove a developer control that I forgot to disable in the previous update. Also included are some small balance changes for the Templar hero.

v0.862 Change log:

-Removed developer key control that automatically upgraded buildings.

-Can now upgrade Hops Farm.

-Templar recruit cost reduced from 3000 gold + 150 food -> 2000 gold + 100 food.

-Reduced cooldown of Templar's Healing Light ability from 180 to 150.

-Fixed issue with woodcutters harvesting wood from invisible trees on road tiles.

Update v0.861 - Quick Update to balance Templar

A quick update to improve balancing for the very overpowered Templar hero, especially his healing ability. Also included is a work in progress building upgrade system.

v0.861 Change Log:
-Increased cooldown of Templar's Healing Light ability from 120 to 180 seconds, reduced healing amount from 100 to 50, and reduced area of effect by 25%.

-Increased cost to recruit Templar from 1500 gold + 100 food -> 3000 gold + 150 food.

-Reduced Templar health from 500 to 400.

-Woodcutter's Hut, Stone Quarry, and Grain Farm can now be upgraded to increase resource production.

-The Lord will now not get stunned when hit while performing the Smash Wave ability.