TMM: Entourage cover
TMM: Entourage screenshot
Genre: Strategy, Indie

TMM: Entourage

September Update 1

Change log (v.0.3.0)

Multiplatform release: Added executables for Mac and Linux
Added 2 new coop gamemodes: Open Battle and Corridor Battle
Added a melee unit

Open Battle (Coop)
-Huge open space map with a couple of palisades scattered around the map creating chokepoints and lanes
-Control the flow of battle and outplay your opponent to win
-Production is disabled

Corridor Battle (Coop)
-Stretched area with two teams placed at opposite ends
-Classic tug of war
-Production is disabled

Maps
-Added secondary maps to all game modes which support unit production
-Secondary maps act like home maps for a team and may be entered and exited by clicking on a position on the minimap
-Added links between main map and secondary maps at specific points, usually at team starting positions

Units
-Added a close combat unit to all factions equipped with a shield and relatively high health pool, causing splash damage

AI
-Added cannons back to the default production rotation

Weapons
-Generally increased the cooldowns of all weapons to reduce clutter and adjust pacing

UI
-Unified tooltips for all game modes to make them more consistent
-Added MoveTo/Show function to the minimap, one makes your character move there, the other pans the camera to the targeted location
-General cleanup and improvements

FOW
-Improved visual quality of the Fog of War

Performance
-Threaded a lot of tasks improving performance

Multiplayer
-Added various sanity checks to prevent irregular actions

Update to v.0.2.0

Change log

Maps
-Added 155 new maps to competitive game modes

CTF
-Reintroduced the game mode

Objectives
-Increased their radius to make them more responsive

AI
-Fixed a couple of bugs across the board
-We are now telling the AI which objectives are more important than others

UI
-Added an ingame event log which shows the most important events as they occur, also color-coded
-Made several changes to the score sheet including better tooltips, actual teams in the match and color matching

Misc
-Established a common map size for all current game modes and maps

Update to v.0.1.9

Change log

Misc
-Fixed a bug which assigned players to the wrong team in rare cases
-Fixed a bug which prevented the sword which is shown during a skill animation to disappear afterwards, also hiding the original weapon
-Fixed a bug which prevented the campaign screen from showing up

Update to v.0.1.8

Change log

Misc
-Fixed various bugs which were introduced in the last update

Update to v.0.1.7

Change log

Artstyle
-Improved the look of the game

Gameplay
-Turned all arcing projectiles which targets foes on a different plane into straight projectiles, this is a workaround to their otherwise awkward trajectory
-Reduced the speed of arcing projectile moving that way

Balance
-Increased the damage of all bows

Visuals
-Improved support for team colors on all models
-Added various special effects to all environment
-Changed how the fog of war is drawn

Game Modes
-Disabled CTF for now while we work on a fix which affects flag carriers

Misc
-Various improvements to integrity and stability of the game client

Update to v.0.1.6

Change log

Artstyle
-Changed the art direction of the game to be more cartoony improving aesthetics and image acuity

Gameplay
-Added the ability to zoom in and out a lot using the mousewheel

Visuals
-Improved support for team colors on characters
-Disabled the outline effect on units inside the crosshair for now

Terrain
-Removed grass for now
-Changed texture size to accommodate for the new artstyle

UI
-Fixed a bug which prevented users from going through the tutorial a second time in the same session
-Changed the loading screen to show a random character portrait along with tips for the currently loading match

Misc
-Various smaller bugfixes
-Made some changes to how FOW is processed; needs more testing and a performance pass

Update to v.0.1.5

Change log

Long Campaign
-Fixed a bug which carried the save state of the current campaign over to the new campaign

UI
-Fixed a bug which prevented users from exiting the campaign screen

Visuals
-Reduced the polygon count of character models improving performance and load times

Update to v.0.1.4

Change log

Multiplayer
-Fixed a bug which prevented matches from being properly hosted and advertised on Steamworks in Private and Public lobbies

Long Campaign
-Reworked the Long Campaign mode
-The Long Campaign mode is now a selection of matches using different game modes which are played in consecutive order and with increasing difficulty
-Winning a match unlocks the next match
-Progress is saved between sessions
-Currently only solo/couch coop play is supported
-Uses a recurring cast of named bots
-The match selection can be regenerated in the campaign screen

Skirmish Campaign
-Now only selects competitive modes

Gameplay
-Replaced the weapon of the Prim cannon with one that shoots straight projectiles
-Introduced workers which can be killed in game modes with enabled production
-Disabled regular income in game modes with enabled production
-When killed, Workers respawn after some time automatically
-Workers add income on their return to the main tent
-Reworked how difficulty is realized in coop game modes: Now all difficulty settings except hard reduce the max hitpoints of CPU controlled opposition
-Increased the damage, range and weapon cooldown of arrows giving them more punch and reducing visual clutter at the same time
-Increased the rate at which units can dodge to evade projectiles

Visuals
-Removed trails which previously visualized resource exchange
-Added a new character model used for workers by all factions
-Reduced the amount of flickering caused by Fog of War
-Removed melee weapon trails for now due to bad performance and crashing the game and SDK
-Replaced the player marker with a more appealing special effect
-Replaced the marker for the player respawn with a more appealing special effect
-Again, replaced some of the arrow sfx with some which look more like arrows
-Added support to an outline effect which is played when targeting enemy units, needs more work tho

Collision Detection
-Improved collision detection of projectiles

Performance
-Improved performance a bit and fixed some of the bugs which caused hiccups during gameplay

UI
-Increased font size of the description segment in tooltips
-Implemented a mission select screen used for the Long Campaign Mode

Tutorial
-Added a short input tutorial which is played for the first couple of matches

Misc
-Added several map layouts which will be used in a later update for Capture The Flag and a new game mode
-Added a system which makes the creation of procedural shapes easier, future use

Update to v.0.1.3

Change log

Game Modes
-Added a new game mode: Coop Crawl
-Added a new game mode: Coop Unbeaten

Coop Crawl
-Primary Objective: DO NOT DIE! There is no respawn!
-Primary Objective: Capture every objective on the map
-Secondary Objective: Increase your score by killing enemies
-Note: After capturing an objective, enemies start spawning there
-Capturing an objective kills all enemies in close proximity
-Unit production and player respawn is disabled
-At the end of the match your personal score is uploaded to the leaderboards
-Objectives cannot be recaptured

Coop Unbeaten
-Primary Objective: DO NOT DIE! There is no respawn!
-Secondary Objective: Increase your score by killing enemies
-Secondary Objective: Capture every neutral objective on the map to increase your score and fortify these positions
-Capturing an objective increases wave strength of your enemies
-At the end of the match your personal score is uploaded to the leaderboards
-Objectives cannot be recaptured

Gameplay
-Added support for the new game modes
-Adjusted FOV and camera distance to get a closer look at the action
-Increased scaling of player characters to make them stand out from the crowd

Visuals
-Added an effect which is played when capturing objectives in Coop Crawl
-Reduced the amount of lights in the scene a little
-Terrain: Replaced 2d grass with 3d models

AI
-Fixed a bug which would prevent bodyguards from moving in certain situations

UI
-Disabled buttons which are not supported by the current game mode

Update to v.0.1.2

Change log

Gameplay
-Added diplomacy in preparation for the upcoming single player mode
-Added personality traits to NPCs, which are used for diplomatic decisionmaking
-Added skeleton single player campaign mode; it is still in alpha, so you might not see it in your version
-Improved projectile collision detection on clumped up units which was introduced by disabling local avoidance
-Fixed a bug which prevented new matches from starting correctly
-Fixed a bug which gave players a head start on consecutive matches
-Removed cost of soldiers
-Reduced rate of income
-Removed wave movement from arrows
-Increased arc and velocity of arrows to make them more distinguishable from regular bullets

Visuals
-Changed the look of various arrows

Audio
-Muted death sounds on game over

Pathfinding
-Disabled local avoidance, it caused desyncs in multiplayer

Performance
-Reduced memory allocation during gameplay a little, hiccups are still there, tho

UI
-Added dropdown menus which enable the player to change the look and weapon of bodyguards and their player character
-Added icons for primary and secondary fire modes and their standard key binding; Those will change according to selected weapon in a future update
-Cleaned up the ui and added buttons to show or hide panels which are currently irrelevant to the user
-Removed buttons from the technology panel which are currently not in use
-Added support for diplomacy overview, diplomatic events and diplomatic actions
-Fixed a bug which made certain ui components unresponsive on consecutive matches

Capture The Flag
-Fixed a bug which moved the flag outside the map
-Fixed a bug which made it impossible to return your own flag
-Changed AI of the flag carrier: They now also try to return their team's flag to avoid stalemates

Escort
-Added decorations to each destination
-Fixed a bug which prevented scoring

Input
-Replaced the input interface with a more robust system supporting a variety of game controllers and buttons; needs more testing, but we feel more comfortable with this system in place.