Genre: Role-playing (RPG), Strategy, Tactical, Card & Board Game
Successor
Successor Developer Stream
Hi Everyone
We are excited to have our Successor Demo as part of the Steam Next Festival and will be running a developer stream playing Successor and talking about the game.
The demo is just a tiny game slice, and many cool and essential features are still missing. However, we feel it's time to share what we are working on.
In short, Successor is about seizing the crown. As a Lord yourself, you must fight other loyal lordships ruling all the regions in the kingdom and defeat menacing creatures roaming the countryside. On your journey toward the King's citadel, you must promote your favorite heroes under your banner and prepare them for the final battle at the King's Citadel.
We will introduce gameplay and talk about our inspiration and direction, but also what is different from Wartile, our former production.
We hope to see you all at the stream.
Wishlist and to stay updated and maybe even join Discord to follow the development even closer.
Best regards The Playwood Project Dev Team
Patch update 0.5.9
Hi Everyone
We are super excited to introduce the second update of our combat sprint, and we hope you will give it a go in the playtest and tell us what you think so far.
Lord Gween
A new lord has been added for testing. She wears light armor, is armed with a crossbow, and is able to place traps that stun the enemy and fire a spirit eagle that deals damage to all units in its path.
Weather
Now rain and thunderstorms will generate different global modifiers on the battle boards. Rain gives increased fire protection to everyone, and Thunder storm will send down lightning strikes hitting random tiles.
Interactive sites
The Banner of Heroes and Holy shrine will, once activated by a unit, apply a positive modifier affecting the whole war party.
Heroes
The Warrior renamed Shield Guard, now wears full plate armor, while his damage has been nerfed.
The spearman renamed Lancer is now equipped with a halberd dealing breaching damage, making it very effective against plated units.
Bugs
Fixed a bug where AI was idle if attacked by ranged
Fixed difficulty in caves.
Fixed conversion of items to resources if defeated
Removed double gates in some stronghold courtyards
And lots of other minor bugs
New features coming up.
Hero Promotion
We are working on a new hero promotion system allowing you to promote heroes and upgrade their abilities.
Interactive sites rework
New ways to interact with sites that will make them more functional and also allow units to use some of their abilities on them
Remember to wishlist us and join our community group to stay updated.
Best regards The Playwood Project Dev Team
Patch Update 0.5.9
Hi Everyone
We are super excited to introduce the second update of our combat sprint, and we hope you will give it a go in the playtest and tell us what you think so far.
Lord Gween
A new lord has been added for testing. She wears light armor, is armed with a crossbow, and is able to place traps that stun the enemy and fire a spirit eagle that deals damage to all units in its path.
Weather
Now rain and thunderstorms will generate different global modifiers on the battle boards. Rain gives increased fire protection to everyone, and Thunder storm will send down lightning strikes hitting random tiles.
Interactive sites
The Banner of Heroes and Holy shrine will, once activated by a unit, apply a positive modifier affecting the whole war party.
Heroes
The Warrior renamed Shield Guard, now wears full plate armor, while his damage has been nerfed.
The spearman renamed Lancer is now equipped with a halberd dealing breaching damage, making it very effective against plated units.
Bugs
Fixed a bug where AI was idle if attacked by ranged
Fixed difficulty in caves.
Fixed conversion of items to resources if defeated
Removed double gates in some stronghold courtyards
And lots of other minor bugs
New features coming up.
Hero Promotion
We are working on a new hero promotion system allowing you to promote heroes and upgrade their abilities.
Interactive sites rework
New ways to interact with sites that will make them more functional and also allow units to use some of their abilities on them
Remember to wishlist us and join our community group to stay updated.
Best regards The Playwood Project Dev Team
Patch Notes 0.5.5 Combat part one
Patch Note 0.5.5
We are back from the summer vacation and getting back to speed with this update.
Our goal with this and the next update is to increase combat intensity and diversity.
Combat in Successor should both be tactical, highly entertaining, and a diverse experience, and we are working hard to make it so.
With this update, the Lord's war party can now spawn from two new positions on the battle board, putting the player in a very different situation at each battle.
We also added game modifiers as rewards. A game modifier will only work in the upcoming battle, so make sure to pick the next battle carefully.
Some battle boards have been reworked to increase their tactical diversity.
Other adjustments Fixed Archer missing Eagle eye trait New units are now auto-added if the Lord's reputation allows it. Balancing of resources
Improved Special Effects Ribbons from blades Changed how combat sounds work Added new blood splatter Better timing of combat animations Pruning tiles from the edge of region maps
For the next update, we will add elements to the battle boards that can be activated with different tactical outcomes. Furthermore, will extreme weather conditions and day/night settings activate specific battle modifiers.
Please note that this update is only part one of two and is not yet uploaded to the playtesting build.
Best regards The Playwood Project dev team
Procedural content update
Hi everyone
Yay, we have finally released our massive update to Successor with lots of new content. The big headline this time is the implementation of procedural systems,
However, we will keep the description in the patch notes relatively loose since we add so much content and regularly change core features and mechanics.
Patch Notes 0.5.2
Tutorial map Are completely removed but will be redesigned and integrated again in a future update. This means for now, that anyone playtesting the Demo must learn by doing or die trying. ːsteamsaltyː
Kingdom map
The generation of a Kingdom and its regions is now fully procedural, making the experience much more variated and dynamic. Currently, only a small map is available.
Losing a region will set you back on the kingdom map, from where you can try again.
Lord skill-tree are in place in a very early and limited version allowing you to upgrade your Lord by spending earned resources.
Completing regions are rewarded with a Legendary item and stay with the Lord throughout the campaign.
Regions
From encounters, you can now earn resources used to upgrade your Lord.
All heroes and gear will be converted into resources when winning or losing a region.
Exploration encounters now offer a choice with a chance to win or fail.
Traveling around the region map now includes a chance to meet random encounters.
Watchtowers are now placed within its area, making it dangerous to reach it.
Added lots of new rewards from encounters.
Factions & Units:
New Grimlegion Lord
New Darkmoon Lord
New Dragons of Kar'tun Lord
added a Darkmoon priest
Added Giant frogs
Added Giant bugs
Added Bandits
Changes to combat fundamentals. There are two armor types. Light armor offers little protection against any damage, whereas Plated armor offers significant protection. However, finding weapons that deal breaching damage will easily penetrate plated armor. Shields provide little protection against standard weapons but are effective against arrows.
Most heroes have been adjusted to fulfill their intended purpose better.
Playtesting: The Demo is still pretty rough on the edges and lacks essential features, but your feedback is vital for us in making the game awesome.
We will be shifting our playtesting sessions to invite-only, so sign up for our newsletter so that we can get back to you when our next big update is ready. You can see our latest newsletter here -> https://mailchi.mp/wartile/wartile-games-newsletter
Best regards The Playwood Project Dev team
Open Playtest of Successor
Open Playtest of Successor Alpha Demo
While we are reworking, improving, developing, and iterating on Successor, we would like to invite you to test our current Alpha Demo and tell us what you think so far.
While Successor is still missing lots of its core features and does not resemble the final product, your opinion helps us understand the game from your perspective.
The Playtest will be open most of the Weekend until we have had enough feedback this time around.
We hope you enjoy the Demo and remember to follow and wishlist to stay tuned.
Have fun The Playwood Project Dev Team
Update Five
Hi everyone
One of the reasons Successor is a live-action with full pause is that we want battles to be immersive, intense, and wildly entertaining to play and watch and while we are still a long way from that goal we have started to pay attention to the details with this small update and we can't wait to improve it even more.
Procedural Framework
Behind the scene, we are in the progress of converting everything into a procedural framework that will make it possible to shift the gameplay into a more replayable rogue-lite experience. Needless to say, we can't wait to show you the new upgraded version, but you have to wait a bit more.
Playtesting
We will be opening up the playtesting build for a few hours today, tomorrow, and maybe Sunday allowing you to come in and try our current Alpha version and hopefully provide us with some feedback on what you think so far.
Patch Notes:
Changes to controls
Ways to pan the camera
Keyboard WSAD for panning
screen edge panning
Thumb mouse or left mouse for panning
Mid-mouse for Zoom and rotate the camera
Left Click now both select and use abilities
Righ Mouse is used to move, attack, and pick up items
Following effects & abilities have been visually updated.
Fire Totem used by Lizard Shamans
Poisoned effect
Burning unit
Skeleton spawns
Warpriest Relic ability
Burn tent
Kick and Push abilities
Broken Armor ability
Shield protection
Marked ability (Blackrock bandits)
Force Attack ability
Arrow trails
Background and color settings on all battle boards
New Objective
Added Burn tent objective to the tutorial section.
That was all for now, remember to wishlist and follow us for more updates in the future.
Best regards The Playwood Project Dev Team
Soup and Camfires
Hi everyone, we are back with a few updates to the playtest demo. While they may seem small, we hope they improve the overall game experience.
Open for new Playtesters We are opening up for playtesters during this weekend, crossing our fingers that you get time to play Successor and leave us some feedback.
Gameplay
Changed hero rewards in the region to create a better feel of progression
Reworked difficulty on most encounters for better balancing.
Added Legendary reward for completing Heimstead.
Added berserk buff
Swamp hut with a cauldron that may buff anyone drinking from it.
Campfire provides a buff for enemy units until its fires are out.
Visuals updates
Design updates to the Mountain boards
Design updates to the Wasteland boards
Spawn effect for skeletons
New particle effect for burning
Improved Lizard totem fire
Added sound to ground tiles
Effect when walking on the ground.
New sword attack effect.
The work on our procedural system has not been as painless as we hoped but is coming along well, and we are looking forward to having it ready for you to try out.
Remember, your feedback is valuable for us, so don't forget to tell us what you think if you join the playtest.