fixed a bug where loading old savefiles caused crashes (white/blach screen).
fixed wrong behaviour of lightnings causing fire. Fire only occurs in woods now.
increased the performace with the new smoother "fog of war" edges.
Social
We've a discord server now! Please join the community and share your thoughts and ideas on Shields of Loyalty and help us to improve the game.
Thank you for your passionate support!
Patch 0.8.1.3
Bugfixes
fixed a bug where loading old savefiles caused crashes (white/blach screen).
fixed wrong behaviour of lightnings causing fire. Fire only occurs in woods now.
increased the performace with the new smoother "fog of war" edges.
Social
We've a discord server now! Please join the community and share your thoughts and ideas on Shields of Loyalty and help us to improve the game.
Thank you for your passionate support!
Patch 0.8.1.2
Quality of Life Improvements:
A new fog of war has been implemented which looks nicer and allows a better view on the battle field.
A health bar is now shown for heroes which saves a click to see the info
You can now see a list of hot keys in the options menu.
You can now select another unit on the within the Army Management while the details popup is shown.
Fixed many texts, font sizes etc.
Some new sound effects have been implemented.
Balancing:
Some rewards have been rebalanced.
Ranged attacks can now be countered if they have been performed from an adjacent tile.
Bugfixes:
Blinded units will no longer be able to use special abilities.
Fixed a bug that did set the tile to conquer a building in the wrong spot.
Lightning will now start fire in the right spots.
Fires will be saved and restored as expected.
Units spawned by the AI will now be handled correctly.
Ice rain will now be announced in the events list and behave as expected.
A bug after completing level 1.3 has been fixed.
Heroes and avatars will no longer surrender, which did cause some dead ends.
We fixed some cinematic camera movements.
Some missing information in the sidebar has been implemented.
Units standing on burning tiles will now receive damage at the beginning of a round as expected.
Enjoy!
Patch 0.8.1.2
Quality of Life Improvements:
A new fog of war has been implemented which looks nicer and allows a better view on the battle field.
A health bar is now shown for heroes which saves a click to see the info
You can now see a list of hot keys in the options menu.
You can now select another unit on the within the Army Management while the details popup is shown.
Fixed many texts, font sizes etc.
Some new sound effects have been implemented.
Balancing:
Some rewards have been rebalanced.
Ranged attacks can now be countered if they have been performed from an adjacent tile.
Bugfixes:
Blinded units will no longer be able to use special abilities.
Fixed a bug that did set the tile to conquer a building in the wrong spot.
Lightning will now start fire in the right spots.
Fires will be saved and restored as expected.
Units spawned by the AI will now be handled correctly.
Ice rain will now be announced in the events list and behave as expected.
A bug after completing level 1.3 has been fixed.
Heroes and avatars will no longer surrender, which did cause some dead ends.
We fixed some cinematic camera movements.
Some missing information in the sidebar has been implemented.
Units standing on burning tiles will now receive damage at the beginning of a round as expected.
State of Play - quick response
Hey guys, it's been a bit quiet the last few weeks and we haven't shared any news with you. We are working on the next update and a few nasty bugs have been holding us up. Really disgusting fighting against these creatures ;-)
Now we have a version that is currently still being tested. We expect a bug-free build this time. If so, we will be able to release it next week.
Thanks for your patience! Kind Regards, Atahualpa
Patch 0.8.1.1
Quality of Life Improvements:
We created an all new info area in game which shows upcoming forces of nature and more.
More information on buffs and nerfs will be displayed in the info window on the right.
Some menu elements improved.
Dialogue visualization improved.
Enemy units can now be selected to make comparisons to other enemy units easier.
Some improvements of the game flow.
Balancing:
Rebalanced gold rewards for completing levels.
Bugfixes:
Fixed game stoppers in two levels of The Eternal Ice!
Fixed some possible crashes.
Fixed some wrong texts.
Fixed some unecessary UI windows ingame.
Fixed missing visualizatoin of some buffs.
Fixed some bugs with the units' transparency.
Bugs of effects of storms have been fixed.
Fixed a bug that made winning some levels impossible if the player defeated all enemies.
Fixed some broken animations.
There was more... Don't ask ;-)
Enjoy!
Development Blog #5
Warlords and Ladies!
New UI - Part 2
Now the UI will show all bufs, nerfs and features in the upper right section. By mouseover you'll see where the values come from.
More details about the features
Comes only 2 times per turn, if an Archer is adjacent to a friendly unit, which is currently performing an attack. The range limit of Archer is important.
Same as "offensive fire" but in defensive mode.
Certain unit types (e.g. Nobleman Aglovan's heavy cavalry) absorbs a couple of damage from adjacent friendly units under attack. Tier 1 heavy cav. = 10% Tier 2 heavy cav. = 20% Tier 3 heavy cav. = 25%
With each level of the unit, more damage will be absorbed: Level 1 = 5% Level 2 = 10% Level 3 = 15% Level 4 = 20% Level 5 = 25%
So in total a tier 3 heavy cavalry at level5 can handle a maximum of 50% damage.
All flying units perform an additional attack as soon as an adjacent friendly unit is under attack.
Ambush
If you uncover a hex that was previously in FOW and move directly in front of an enemy unit, this is considered as an Ambush. The previously moved unit cannot perform any further actions and the enemy unit performs an attack with increased damage (150%).
Surrender
If an enemy unit is attacked and injured badly that it must retreat, but cannot because all adjacent hexes are blocked, it surrenders instead. Means that the unit is defeated and disintegrates.
Training and Army Management
We have tried to redesign the training screen to fit the new GUI both graphically and functionally. Basically, we succeeded in doing this, but we are still trying out another way. We want to integrate the training into the army management screen to eliminate the need to switch between them.
Development Blog #4
Warlords and Ladies!
Map Editor
We want to give you a first look at the map editor that we expect to release shortly after version 0.9.
you will be able to create your own maps and share them with all other SoL fans on Steam
you will of course be able to access maps created by other players
maps can be rated and commented
features you are missing or bugs can be reported separately
Placing and defining POI objects
Naming and loot set for Towns
Loot adjustment
Loot and other income will now be increased when conquering towns, castles and ruins. Also for completing a level. This should help to run multiple trainings in parallel from the very beginning.
FOW and blur effect
We're working on making the hex edges who are next to hidden areas (FOW) a bit smoother. So neighboring fields will be indicated instead. In addition, we’re currently testing a blur effect. Therefore a certain radius should be slightly blurred and only the focused area remain sharp.
Are you enjoying Shields of Loyalty? Do you like the development and are you excited about the upcoming content? Then leave a thumbs up and a comment to let us know what you think. We are thankful and happy if you write a steam review too. Thanks in advance!
Development Blog #3
Balancing
As part of the balancing, we have now also adjusted the calculation somewhat. While wounded were previously ignored in both defense and attack, they are now taken into account in defense. This makes the combat result more balanced and understandable.
We have now also introduced a matrix that takes into account the Evasion and HitChance values depending on the hex you are standing on.
In order to buff both the attack value and the defense value, the types of units will be taken into account more in the future. For example, if a heavy cavalry attacks a light infantry, the cavalry gets an attack bonus. Or if a heavy infantry attacks a heavy cavalry, the heavy infantry gets a defensive bonus.
Offensive and Defensive Fire are now granted only 2 times per turn.
Healing is now possible only 2 times per map per unit
Random Events
Lightnings They randomly strike on an area of one hex. Up to 4 lightnings can occur at the same time. However, they strike only in forests. With a certain probability the impact starts a fire, which spreads from turn to turn. Units suffer fire damage as soon as they are hit by the fire or lightning.
Storms They appear on open space with a size of 4 hexes and move away in a random direction for a random number of turns. Units caught by or drawn into the storm are immediately "blocked". Means they cannot move or fight for the current turn.
Ice Rain These also occur on open space with a size of 4 squares and occur randomly. The ice rain causes medium area damage.
Ice storm They work like storm but deal additional damage.
Meteorites These can strike any square. Up to 4 fields will be hit. Meteors cause high damage.
Development Blog #2
It's been a very long time since we wrote a dev blog. It is time to do this continuously now.
We’re currently redesigning the UI. We'll relax the right block a bit and move some of the information to the top line of the screen.
Old UI New UI
We’ll use this space to display more information: o Buffs o Nerfs o Features o Hit Chance o Evasion
Map adjustment
It will be possible to see the maps under a light FOG in the future. AI units and other important elements will remain hidden. We want to give beginners a good introduction to the game and the genre this way. It will be possible to turn this function off/on in the settings.
We will make the game a bit smoother overall in terms of flow:
the announcement of randomly generated events (lightning, storms, etc.) can be disabled in the options. However, a counter in the top line will always indicate when the next event will occur. However, the announcement will still be displayed once per map so that the player knows where this event is coming from.
Newly discovered AI units no longer blocks the cursor.
Events
After introducing events on "The Eternal Ice", we'll also imlement them on the 1st island "Darkwoods"
Whats next?
In the upcoming major update (version 0.9) we’ll introduce the next avatar "Warlord Gormur". We’ll keep you informed about the content and a release date.
What more?
we've fixed some bugs, slightly reworked the maps to advance and improve your game experience. Details will follow with the release.
Are you enjoying Shields of Loyalty? Do you like the development and are you excited about the upcoming content? Then leave a thumbs up and a comment to let us know what you think. We are thankful and happy if you write a steam review too. Thanks in advance!