The Qaedon Wars - The Story Begins cover
The Qaedon Wars - The Story Begins screenshot
Genre: Role-playing (RPG), Strategy, Indie

The Qaedon Wars - The Story Begins

Version 0.089 Update

Major update to add new scenario and new features.

  • Scenario 10 (Karaknoor) implemented.

  • New Spells: Invisibilty, Detect Invisibilty, Acid Arrow (all Arcane 2), Charm Person (Arcane 1, Divine 2), Wasting (Divine 3, Planar 3), Animal Allies (Planar 4), Resist Disease (Divine 1), Protection from Disease (Divine 2).

  • New Foes: 7 new enemy units added.

  • Lore: Added Lore to all new units (access via Lore button on Unit Profile dialog).

  • Numerous (in-house) bug fixes.

Please let us know if you have any problems with the new features or with loading Scenario 10. If you have completed Scenario 9 (The Bridges) you can access the latest scenario by loading your 'Victory The Bridges (Date/Time)' saved game.

Cheers.

Ian & Jann

Latest info Version 0.089

Hi All.

OK, so when I said we were aiming for 0.089 to be ready by the end of the month, what I really meant was that it would be ready by the middle of July (I'm always getting those two mixed up!)

Having a lot of problems testing some new spells but we're getting there. On the plus side version 0.089 will include:

New scenario.
Numerous bug-fixes (all found in-house, we're not getting any user reports at the moment).
A number of new foes (including the Venagrian Beastman who you would NOT want to invite home to meet the folks).
New spells.

Thanks for your patience and all the best.

Ian & Jann

Latest info Version 0.089

Hi All.

Just to let you know Version 0.089 is well underway but will be delayed for a bit. Just had my mom stay for a couple of weeks, so foot has been off the pedal for a while. She's safely home now, so it's back to the grindstone for us!!

Will keep you posted but expect to deliver 0.089 by the end of the month.

All the Best.

Ian & Jann

Version 0.088 Update

Major update to add new scenario and new features.

  • Scenario 9 (The Bridges) implemented.

  • New Spells: Shards of Ice (Arcane 1), Lethargy (Divine 1, Planar 2), Street Fighter, Tribal Rituals (Divine 2), Shoot Flame (Planar 2), Urban Guerrilla, Tribal Lore (Divine 3), Resist Acid, Resist Cold, Resist Electricity, Resist Energy, Resist Fire (Divine 2), Protection from Acid, Protection from Cold, Protection from Electricity, Protection from Energy, Protection from Fire (Divine 3), Magic Shield 1 (Arcane 4), Magic Shield 2 (Arcane 5), Magic Shield 3 (Arcane 6), Magic Shield 4 (Arcane 7), Carrion Stench (Arcane 2), Noxious Haze (Arcane 4), Elemental Shield (Arcane 3), Elemental Armor (Arcane 5), Gate (Arcane 9).

  • New Foes: 5 new enemy units added.

  • New Items: Leather Boots, Chainmail +1 to Chainmail +5, Nobleman's Cloak, Thief's Cape.

  • New Advanced Rule: Loot Quality - allows you to set the level of loot (and hence the frequency of Magic Items) found on your enemies.

  • Lore: Added Lore to all new units (access via Lore button on Unit Profile dialog).

  • Adjusted costs of Restoration, Resurrection and True Resurrection in the Temple to make them more affordable.

Please let us know if you have any problems with the new features or with loading Scenario 9. If you have completed Scenario 8 (Supply Lines) you can access the latest scenario by loading your 'Victory Supply Lines (Date/Time)' saved game.

Cheers.

Ian & Jann

Version 0.087 Update

Major update to add new scenario and new features.

  • Scenario 8 (Supply Lines) implemented.

  • New Spells: Magic Resistance (Arcane 2), Magic Protection (Arcane 4), Fireball (Arcane 3).

  • New Foes: 5 new enemy units added.

  • New Base Ability: Roll (grants Wheeled movement).

  • New Class Ability: Basic Training (prerequisite for the Peasant Unit Class).

  • New Unit Class: Peasant.

  • Lore: Added Lore to all new units (access via Lore button on Unit Profile dialog).

  • Implemented spell availability across Magic Spheres. This allows the same spell to be cast by different classes of spellcaster (although each spell could have different stats), similar to spells like Hold Person in D&D which can be cast by different classes of spellcaster.

  • New Multi Sphere Spell: Fury (Planar 1) - same characteristics as Arcane 2 spell of the same name.

Please let us know if you have any problems with the new features or with loading Scenario 8. If you have completed Scenario 7 (Fight and Flight) you can access the latest scenario by loading your 'Victory Fight and Flight (Date/Time)' saved game.

Cheers.

Ian & Jann

Version 0.086 Update

Major update to add new scenario and new features.

  • Scenario 7 (Fight and Flight) implemented.

  • New Spells: Breathe Fire (Arcane 2), Fury (Arcane 2), Rage (Arcane 3), Berserk (Arcane 4).

  • New Foes: 6 new enemy units added.

  • Amended Ability: Riftgate has been reworked to be level based.

  • Amended Spells: Lightning Arc, Lightning Bolt and Lightning Ring now use Saving Throw Against Magic to check for half damage.

  • Lore: Added Lore to approximately 40% of units - mainly enemies (access via Lore button on Unit Profile dialog).

Please let us know if you have any problems with the new features or with loading Scenario 7. If you have completed Scenario 6 (Blackmoor Mountain) you can access the latest scenario by loading your 'Victory Blackmoor Mountain (Date/Time)' saved game.

All the Best.

Ian & Jann

PS Slight snafu on the code management of this update, so we have just re-pushed it to Steam. New battle icon was hidden but all should be OK now.

Version 0.085 Update

Major update to add new scenario and new features.

  • Scenario 6 (Blackmoor Mountain) implemented.

  • New Spells: Limited Paralysis (Arcane 3), Paralysis (Arcane 5), Remove Paralysis (Divine 3), Detect Secret Doors (Arcane 1), Find Traps (Divine 2).

  • New Foes: 5 new enemy units added.

  • Rogues: Now gain Experience for Picking Locks and Disarming Traps (1% of level range per turn). So for example, a Level 1 Rogue with 0 Experience (requiring 200 points to level up) will gain 2 Experience points every time it Picks a Lock or Disarms a Trap.

  • Game Manual: New Section 8 added.

Please let us know if you have any problems with the new features or with loading Scenario 6. If you have completed Scenario 5 (Lord Samath) you can access the latest scenario by loading your 'Victory Lord Samath (Date/Time)' saved game.

All the Best.

Ian & Jann

Scenario 6 Update

Hi Folks.

*** March 10 Update ***
Nearly there! We've tried quite a lot of new stuff in Scenario 6 and it's caused more problems than anticipated. Just some more QA testing to do and we should be able to release in the next 3 or 4 days.

*** February 25 Update ***
We're still beavering away to sort out some last minute problems and we're having to retest some bugs we found in a 3rd-party asset that we employ in the game. Hopefully it will not be too long now but we will keep you informed on any developments.

Thank you for your patience.


*** February 14 Update ***
Just a quick update on progress with the next scenario. It's proving quite a challenge to program and test, so we are looking at an implementation date around 24-25 February now (instead of 16 Feb).

Cheers!
Ian & Jann

Version 0.084 Update

Major update to add new scenario and new features.

  • Scenario 5 (Lord Samath) implemented.

  • New Attributes: Recovery Rate, Saving Throw Against Magic and Disarm Traps added to all units.

    Recovery Rate is a modifier to the Recovery Rates option that is set in the Campaign Options. It can be altered by spells or by spending character points to improve. For example the spell Restlessness changes the Recovery Rate by -10%, so if the option set at Campaign Level was that units recover their Hit Points/Mana Points at 25% per turn then the effect of this spell is to reduce the Recovery Rate on the target unit to 15% per turn (25-10).

    Saving Throw Against Magic applies to certain spells where the effects of the spell are modified or negated if a unit makes its saving throw.

    Disarm Traps would normally apply to Rogues but can be customized on any unit if required. It represents the percentage chance of a unit successfully removing a trap in an adjacent tile. There is a small chance that an unsuccessful attempt to disarm a trap will trigger it instead!

  • New Spells: Stealth (Arcane 1), Levitate, Strength, Weakness (all Arcane 2).

  • New Foes: 5 new enemy units added.

  • New Terrain Type: Chasm. This makes a total of 31 types of terrain that can influence game play.

  • AI Spell Casting improved: The AI will avoid casting spells that may harm its own units.

  • Sneaking: Rogues now gain Experience for each turn they are Sneaking (1% of level range per turn). So for example, a Level 1 Rogue with 0 Experience (requiring 200 points to level up) will gain 2 Experience points for each turn that it sneaks.

Please let us know if you have any problems with the new features or with loading Scenario 5. If you have completed Scenario 4 (Assault on Kal Marth) you can access the latest scenario by loading your 'Victory Assault on Kal Marth (Date/Time)' saved game.

All the Best.

Ian & Jann

Version 0.083 Update

Major update to add new features.

  • Story Mode. Can be selected in the Advanced Rules when starting a new campaign. If turned on, you can select which objectives you wish to tackle when you play a battle (thus increasing the replayability of each scenario).

    Note that you can only choose one objective 'thread' for each battle in a campaign but you can, for example, abandon a battle if it is not going to plan and try another objective instead. You could also complete a battle, restore, fight again with different objectives and then move forward to the next battle with whichever Victory 'result' you prefer.

  • Show Current Unit Dialog (Options > Interface). Will display a dialog on the left of the screen with extensive details of the unit currently selected. Note that this dialog will not display for enemy units if the Inspect Enemy Units option is turned off. Active Abilities/Usable Items now share a common dialog on the right of the screen.

  • Unit Tooltips (Options > Tooltips). Will display a selectable level of detail as a tooltip when you hover over a unit but can also be turned off. Will not display over enemy units if the Inspect Enemy Units option is turned off.

  • Turn Timer. Can be set for a campaign in the Advanced Rules and limits the time you have to execute your turn. Note that opening any dialog (e.g. the unit profile or the Save Game dialog) will pause the timer. Setting a low time limit can prove quite a challenge if you have a lot of units later in the game!

    The Timer is in the Selection Bar at the top of the screen and will change color as the time counts down.

  • Floating Text Size and Floating Text Speed (Options > Interface). Adjusts the size and/or speed of the text that floats above units. This can be used for example to slow down the text when running at high frame rates or to make the text more readable on lower resolution screens.

Game fixes:

  • Fixed an issue with Scenario 1 where a unit could be duplicated if you were defeated.


Please let us know if you like the new features and/or if you have any problems with them.

Happy New Year to you all.

Ian & Jann