Tactical Genius cover
Tactical Genius screenshot
Genre: Strategy, Indie

Tactical Genius

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A variety of map types with really different location of forts and different dominant types of terrain have appeared in the duel mode. You still can come across the "classical" maps, but from time to time you will meet something new. For example, you can play on a desert map and units will get penalties to defence all over the map.

New type of terrain - water has appeared in the game. As opposed to mountains, you can shoot through the water.

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Truly diverse maps have appeared in the game!

A variety of map types with really different location of forts and different dominant types of terrain have appeared in the duel mode. You still can come across the "classical" maps, but from time to time you will meet something new. For example, you can play on a desert map and units will get penalties to defence all over the map.

New type of terrain - water has appeared in the game. As opposed to mountains, you can shoot through the water.

Also, in the current update we have corrected the characteristics of some units in the framework of balancing.

And we are working on even more important update called "Heroes" which we described in the previous news post.



Remind that the best method to support the development is a review on the game page.

Briefly about current updates.

Now we are working in two directions, which will seriously affect the game.

First, it is new templates for the random maps. Forts and others map elements will be placed in different ways, accordingly, games will become more diverse. The current template will remain in the game as a "classic".

Second, we are working on global update called "Heroes". Now at the beginning of the round player will choose a hero, who with the gaining of experience will patronize one of units, increasing its characteristics or training his own active skill. This will look similar to the card games, where in addition to the ordinary cards, you play one or another hero defining your style of play. Every type of units will have a hero-patron, every hero will have his own active skill.

For example, a hero of pyromancers will be able not only to increase the characteristics of chosen pyromancer, but improve his own meteor - an ability to attack any place on the map.

A patron of warrior will be able not only to increase the characteristics of chosen warrior for the entire round, but also use spell increasing the damage of all his units for some time.

And etc. Every hero will have his own active skill and a "unit-favorite" whom he can make stronger.

For the improvement of an active skill and increasing characteristics of "favorites", heroes will need mana - a new resource on tactical map.

The game will be to a greater extent predestined by chosen hero and a strategy which will be followed by the player, taking into account the selection of hero. The secondary factors will play less important role.

Those players, who unlocked everything, asked us, on what else they can spend their gold. We reply - initially all players will have only one hero, the patron of warriors. All others could be unlocked by gold. As in the case with units, "the other" heroes in our game aren't stronger than the basic one, but they add the flexibility and new strategies to the game.

Remind that the best help in the development from those who like the game will be a review on the game page.

Уменьшена цена покупки первых юнитов

Если ранее первый юнит открывался за 100 монет, а последующие - за 1000, то теперь появились ещё промежуточные ступени. Второго юнита можно открыть за 200, третьего - за 500 монет.

p.s. анонс дальнейших обновлений будет чуть позже. Пока можем сказать что это будут НЕ юниты - их уже вполне достаточно на данный момент. Мы хотели бы внести в игру что-то свежее как для повышения реиграбельности, так и для более интересных долгосрочных целей, не вводя новых юнитов, и у нас уже есть задумки на этот счёт.

The engineer is already in the game!

Hello everybody!

The long-awaited update is finally in the game - a new unit "engineer". And this means that now we not only fight, but also build.

The engineer can set towers, walls, mines and fortresses. The ingame tips describe all these skills in details (we remind that in Survival mode all units are initially available to every player).

Below we will focus on several unobvious aspects:

The engineer can use his less powerful skills, such as building of walls (40% from experience for the attack) and setting of mines (80%) to gain experience outside of combat.

Tower is vulnerable to magic attack, but walls are unvulnerable. Walls can be destroyed only by basic attacks or by the player, who controls walls.

The owner of the wall can give an order to its destruction. All walls having received such an order will be destroyed in the beginning of the turn. This opens up to owners of the walls a space for the tactical maneuvers.

All structures can’t be cured, but can be replaced.

We will monitor the game balance and make adjustments. Write us - has it become more interesting to play with new unit? Do you have any suggestions for balancing of the numbers of his skills?

P.S. If you find something that you think is a bug, please, use the button for bug report on this turn (click on the bottom left corner, then on exclamation mark).

The major revision of balance and the other updates are already in the game.

Hey!

Since the launch of the first version of the game we've received a lot of feedback that games are "fleeting" and most often the outcome is obvious after the first combat. It's time to engage on this issue. And now you can take a fresh look at the game.

There are a lot of updates in the game, we describe only the main of those:

1) The basic damage of all units has been significantly (about 1.5 times) reduced. At the same time, now the units which don't participate in the battles restore 5 points of health instead of 10 each turn. The numbers in many units characteristics and skills have also been revised.
2) Now the units damage isn't directly proportional to the amount of health. We had to do this, to not so severely punish player for single mistake or failure. In simple words, now the injured units get weak less than before, and even a unit with 1 point of health represents some threat. We provide the exact formula for those, who need it. The dealing damage of unit, without regard to the defense of target = the basic damage * (0.25 + 0.75 * current health / max. health).
3) The balance in the game mode Player vs AI has been revised, AI units can also get experience each turn, even if they don't take part into the battles. The amount of experience depends on chosen difficulty.
4) Terrain type now gives an increase to defense (for example, +1, +2) instead of increasing the percentage of defense.
5) Now each new level requires 35 experience instead of 50.

We will keep a hand on the pulse and rectify the balance as new details are identified. If you have the observations on new balance, you can share these in comments. We can't promise that we'll answer to everyone, but we'll surely read all.

We really hope that, with the help of the players, we'll manage to make the game more smart and gentle with regard to the occasional mistakes. And looking forward to the engineer :)

The game mode "Free for all" and the improved selection of opponents are already in the game!

We are pleased to present very important updates for the game!

First, the mode "Free for all" for 4 players has been added in the game.

Think about what you want from the game. We've already had the duel mode for the serious chess confrontation and 2x2 mode for the team play. Do you want joy and fun? You'll get it in the fierce battles "Free for all" for 4 players and even losses will not be upsetting here. It is not your fault, when everybody turns against you :) Diversity of the tactical situations? Try, develop the special strategies which will be more suitable for the mode "Free for all". If you manage to do it, you'll win more frequently than others despite some degree of randomness. You also can earn gold and rating in the mode "Free for all". The chat can be read by all players.

Second, now you can choose the different mods, which you would not refuse to play. You can select the preferences, when you launch the game, for example, you can check boxes next to 1x1, 2x2, "free for all" and start the game vs. AI. You'll get into any game, where sufficient numbers of opponents will be found. Thus, all game modes will become more popular. Also now you can switch the preferable game mods while you are playing vs. AI.

Enjoy the game!

Rebalancing of units is already in the game.

We seriously revised many skills of different units. In most cases only figures have been changed, but there are some exceptions. With regard to the main characteristics of units, we've changed the figures of defense and initiative for many of them.

Remind, that in the first place we rely on game data of the experienced players. If you think that any of unit is too weak and your game experience is less than 20 hours, most likely, you don't know how this unit can be effectively use by the experienced players.

We will continue to monitor the game balance and make some changes.

We apologize for the fact that the game saves from the old version had to be removed.

Enjoy the game!