TAVERN GUARDIANS BANQUET launches out of Early Access now!
Hello, everyone
TAVERN GUARDIANS BANQUET 1.0.0 is available now!
In this version, we added a powerful new hero, Master! The tavern owner, famous for his temper and axe. Won't hesitate to kill enemies himself when angry.
Also, we released the achievement system and fixed some minor issue. Hope you enjoy it. And if you have any questions or advice, please feel free to contact us.
Thank you!
New hero: Master
Achievement
Banquet Update #3
(build: 10-03-2018v2)
New Feature: Survival Mode!
Play through Level 6 in Story Mode to unlock Survival Mode.
Players will encounter endless waves of enemies. Challenge yourself and see how many waves you can survive!
The enemy combinations and the Boss orders are completely random. There are new elite minions in this mode as well. Players' ability to adapt can be fully tested.
New items are available. The items that can be purchased are randomly generated. Players need to choose the suitable items to survive longer!
Game Balance
Adjust the skills of Lord Frost.
Bug Fixes
Fixed a bug of Hint Text.
Fixed an animated bug when Stoutr was casting Dragon's Breath.
Fixed a death animation bug of King Mug.
Fixed a bug where sheepified Mimic could not drop items when it was defeated.
Wombo Combo Games
Banquet Update #2
(build: 09-25-2018v5)
Localization
Added Japanese version
Bug Fixes
Fixed a bug about calculation for the damage to the player.
Fixed a bug about monitor selection in the option window.
Fixed a bug that a Gargoyle reviving from statue triggers Mage’s Soul Absorption.
Fixed a bug about the character info button in the inventory window
Fixed a bug where the enemy does not get stunned when dropping for 3 rows during enemy’s turn.
Fixed bugs about the display of the range skill for several Bosses.
Sound Effect
Added SE for getting reward during the Quest Reward window.
P.S. We will release Survival Mode in next patch.
Wombo Combo Games
Banquet Update #1
(Build: 09-20-2018v1)
Hover-over Tooltips
Tooltips now shows the actual DMG of the enemy, instead of base ATK.
Added enemy's Heavy Armor/Magic Armor in tooltips.
Added Countdown of the enemies’ actions to solve the graphic cross-over issue.
HPs of Super Mushroom Bros' different forms are shown separately.
Added Duration of status effect tiles.
Added Durability of obstacle effect tiles.
Added detailed descriptions of all the status effects tiles.
In-game Tips
Tips are now shown in the loading screen.
Players are able to switch to tips by left-click.
Added more game tips/hints.
Game Tutorial
Added pics to show how to launch a normal attack.
Game Balance
Increased the changes of Thief at all levels.
Other game balances and tweaks.
Bug Fixes
Fixed a bug where Archer could target a enemy with 0 HP.
Fixed a issue that caused a crash after opening the menu during screen switching.
Fixed a bug where players could not press any button when opening character info in close-to-death status.
Game Assets
Updated button icon for character viewing during combat.
Updated pics of character info window during combat.
Updated animations of HP/Armor restoring.
Sound Effects
Added SE of selling items.
Added SE when Thief is eliminated.
Added SE when Mage casts Soul Absorption.
P.S. we will release the Japanese version in next patch.
Wombo Combo Games
Early Access version is available NOW!
TAVERN GUARDIANS BANQUET is Now Available on Steam Early Access!!!
During the early access phase, we are going to update at least a new Survival Mode, one new guardian, achievements, and trading card. We will continue to improve the game.
If you have any questions or feedback, please feel free to contact us in community or SNS.
Banquet Devlog 2: Design of Skill System and Stun Mechanics
==========Skill System===========
1. Skill design
We have added a lot of tactical combat skills to the Tavern Guardians Banquet, such as AoE attacks, displacement skills, and crowd control abilities. These skills are casted over enemies on the board. Therefore, we have modified their features to better serve the entire game mechanics.
Here we are going to give an example to show how the skills work. It is often the case that the enemies are constantly falling down when the tiles keep getting matched in our game, which may cause the players to lose the game quickly. We designed a skill for Paladin called Holy Cross to deal with this situation. When casting the skill, a player will summon a cross of holy fire to draw enemies into the centre and deal a large amount of damage. It can also trigger multiple matches and remove some tiles of negative status effects; thus, players need to make each move wisely. We hope that by introducing the skill system, the game can become more strategic.
2. Mana system
In the early version of the game, the skills enter the cooldown time after each use. Cooldown automatically resets in every turn. And collecting Mana Potions also reduces the cooldown time. However, we found that the recovery speed of the skills is not ideal in practice regardless of the cooldown time settings. It is extremely difficult for game balancing, and the tiles of Mana Potions become dispensable and less meaningful. The worst thing about this cooldown settings is that players are able to use all the skills in a turn to instant kill a boss.
Therefore, we designed the current mana system to replace the cooldown settings. Players have a mana cap like in traditional role-playing games. Each skill has its own mana cost and players can only restore the mana by collecting Mana Potions. Performing a skill may end the player turn as well. With the new mana system, the timing of performing skills is vital and collecting Mana Potions becomes meaningful and rewarded.
*Current mana system
*Restore a large number of mana by collecting Mana Potions efficiently
3. Targeting system
Most of the skills in the game require an enemy tile as the target. Players are encouraged to focus on the enemies' positions and strategically combine different skills to eliminate the enemies.
==========Stun Mechanics===========
1. Summary
There is always a way to interrupt spellcasting in many games. We innovatively added this feature to our Match-3 puzzle RPG. A stunned enemy is not able to action before regaining consciousness, thus we allow our players to take more actions after using stun skills in a turn.
2. How to stun bosses
In the previous versions of our game, players can stun a boss with a single use of a stun skill, which makes the boss fights less challenging. Hence, we redesign the new stun mechanics. It now requires THREE stun points to make a boss unconscious. Players can gain ONE point using normal skills or special items, and TWO points using stun skills. This design is in line with the new mana system. Players need to plan several turns ahead before using the actual skills to stun the boss. It also limits the number of times that players could stun the boss. As a result of this change, players are now expected to figure out other ways to defend against boss attacks.
The game also features skill and item combinations. We leave them to our players to discover in the game.
That's it for now. Find out more information about basic combat here: Devlog 1: Basic Combat
During the promotion of TGB, I tended to use the phrases like "not like any other Puzzle RPG before" or "a pretty refreshing style of gameplay" or "unique battle system". So how different, refreshing or unique it is? Seeing is believing, we’ve made a free demo to allow more players to experience what we think is a pretty refreshing style of gameplay.
In this demo, we’ve prepared one hero character and several beginning stages for players to experience. And there are two difficulties for you to choose.
Feel free to download our game, play to your heart's content, and share your valuable feedback with us. We'll also be taking all comments and feedback seriously as to improve and optimize Tavern Guardians: Banquet.
WOMBO COMBO GAMES
Banquet Devlog 1: Basic Combat
Hi everyone, we are working hard on TGB now. Here's our first DevLog to tell you how does the Basic Combat System work, and what is the difference between TGB and the other Puzzle RPGs.
Concept
The core concept of the combat system of TGB is to mix PuzzleRPG and Turn Based Tactics. Thus, you can see that enemies in the TGB will move, attack and cast skills according to their own behavior pattern as the enemies in the Tactics Game. Meanwhile, player may change enemies’ position by matching the tiles or using skills.
Attacking
You can deal a normal damage to an enemy by collecting the tiles adjacent to it. Extra damage will be dealt if four or more tiles are collected at the same time.
Prepare tiles ready to be matched at the position where enemy advancing toward by anticipating its action. Try to gather enemies together and attack multiple enemies with one single collecting. Evaluate the combat situation strategically while mastering the 3 matching skill and you will fight more efficiently.
Defending
This is a turn based game so after matching tiles the game will switch to the enemy turn. Like any other game, in the TGB, when your HP drops to zero, game over. Therefore, when you are sieged by the enemies, ceaselessly attacking is not a good option. Defending button will help you to neutralize the damage with your AM and wait for your opportunity to strike back. Of course, taking defend is not invulnerable. Using defend will end your current turn. You also must collect stone tiles to keep you AM above a certain level to cover the damage.
Collecting
You can deal damage by collecting tiles on the board and different tiles will bring you unique buffs. For example, collecting meat tiles recover your HP, stone tiles to recover AM, Mana portion to recover MP and so on.
Now your may have lots of questions. How can I change enemies’ position? What are the MP that looks familiar in the HearthStone for ? How can I use the Guardians’ skills? See you in the next log!