Veil of Crows cover
Veil of Crows screenshot
Genre: Role-playing (RPG), Strategy

Veil of Crows

Latest update 2 / 06 / 2017 - New faction hero panel

Campaign map



- Amount needed to gift to other factions has been adjusted/reduced. This is still being balanced so please let me know how you go.

- Success chance now displayed when gifting gold to factions.

- New hero panel to track all hero units now available.

- Quest target tracking arrow now tracks targets properly.

- Clamped hero experience bar to prevent the bar from extending over the panel.

- Potential fix for quests not clearing when completed bug.

Happy Friday all!

Just a quick patch today as I wanted to make sure the quest tracking arrow was working over the weekend. Somewhere along the line, it went awry.

There is also a new finder panel for your hero units located on the side panel. Much easier to track your hero units this way. Clicking on the hero brings up the character screen just like in the town.

Save/load system is still coming along nicely. Was hoping to have it testable this week, but it is quite the task. Brandon is happily punching away at that while I focus more on bug fixes and moving the game forward.

Hope you have an awesome weekend planned, and keep up the great work reporting errors and suggestions.

Cheers

- Kerry

Latest update 1 / 06 / 2017 - Auto player town - town trade! Reduce save times!

Campaign map



- Potential fix for constant scrolling bug - All joystick input checks removed.

- AI villages now check if its target town can feed its population before sending more peasants to repopulate. Hope to prevent massive populations and massive deserter/bandit armies with this.

- Unit training levels have been adjusted. Heavy cavalry can now be built at the castle level with the appropriate upgrades.

- Starting with a higher keep level in sandbox mode will now upgrade buildings to the same level.

- Hiring peasants from villages will now cost the correct amount of gold depending on hero authority level.

- Trade caravans now start at the correct location. (this was a pooling error - oops)

- Safety checks for armies to prevent random units being added. (Another potential pooling error)

- Removed old camera tilt command. - obsolete.

- New auto town/town trade. *Explanation below.

- Fixed issue where caravans would head to town on game load when they should be heading back to the village.

- Fixed issue where caravans were being saved multiple times (up to 40 per village) potentially causing much longer save times. We are still working on the new load/save system, but this has the potential to add some relief to some of you on slower machines.

Armoury



- New armory UI. - This is temporary, I hope to build on this later.

- Equipped items now appear in item selection, so you can select your current items.

Main menu



- Story text is no longer cut off at the bottom - this is a temporary solution as I will likely add a scroll bar to prevent text coming off the panel.



Happy Thursday!

Trade between your owned towns is now automated!

In your town resources tab, you can now click on each resource and see a menu relating to each specific item. Here you can set the buy or sell threshold, and enable/disable resource trading as needed.

Just a note: When loading your game for the 1st time after this update, you will need to manually set each resources threshold. This is because when loading an item that does not exist the default result is set to 0.

The set default is storage 80% full for sell, and 25% storage for buy.

Cheers


- Kerry

Latest update 29 / 05 / 2017 - Tier 4 units have landed!

Campaign map



- Armies besieging towns are now shown on the armies panel.

- Selecting trade town destination now successfully scrolls through owned towns.

- Purchase unit icon sizes have been increased for readability.

- Horsemen moved to tier 5.

- Horsemen renamed Heavy Cavalry.

- Cavalry added to Tier 4. (Sword Cavalry)

- Lancers added to Tier 4. (Spear Cavalry)

- Hammermen added to Tier 4. (Bludgeon)

- Guisarme added to Tier 4. (Spear)

- Longbowmen added to Tier 4. (Archers)

-Infantry added to Tier 4. (Sword)



Battle scene



- River crossing map altered to improve pathfinding.

- Maceman attack adjusted.

- Fowler and huntsmen accuracy adjustment.

- Crossbow attack/defense adjusted.

- All ranged attack damage adjustment.

- Weapon models replacement - Ongoing

Main menu



- Fix for custom battle panels not showing up on some resolutions.

Hello everyone!

Tier 4 units have arrived! Note that Beserker and Crossbow units are already part of tier 4. Tier 4 units are available at stronghold keep level once you have the appropriate building upgrades.

We will be commencing testing for the new save/load system soon so anyone on the testing branch should take note as this could affect your savegames.

Also, just a reminder that if you have any support issues, please post in the support forum else it might be missed. I don't often check the patch note comments until I am about to launch the next patch. Having an open communication about support issues allows me to work with you to resolve the problem as part of the early access process.

Thank you all once again and I hope you had an awesome weekend!

Cheers

- Kerry

Latest update 26 / 05 / 2017

Campaign map



- Error when removing the entire army from siege fixed.

- AI armies now make sure they have a chance to defeat you before they begin a siege.

- Dismissing units in armies now increases income instead of decreasing.


Battle scene



- Axemen substance fixed - display correct symbol color.

- Angle wall lower ladder position navigation fixed.

- Crowsperch extra wall piece removed.

- AI log traps now properly disabled on army retreat.

- Minimum kills before AI army retreat increased.



Happy weekend folks!

We are working hard on moving our save/load over to the new system one module at a time. I cannot wait to get this done as it is going to make a big difference in speed and reliability.

I am hoping to have tier 4 units ready sometime next week, with some equipment model improvements included.

This also marks one month on early access! So far so good! I look forward to pushing this further!

Cheers

- Kerry

Latest update 25 / 05 / 2017 - Hero units now available at taverns!

Campaign map



- Camera now focuses on events.

- Hero units are now available for purchase at AI town taverns.

- New 'Tavern' tab available on owned towns allowing players to hire hero units. Upgrading the tavern will increase the rank and frequency of available hero units.

- Ai now hires hero units from its own tavern.

- Ai now sends hero units on patrols if available.

- Ai towns no longer send units to defend villagers when under siege.

- Error, when recycled army was used sometimes became part of the wrong faction - mostly for AI armies.

- Fix for auto-battles accessing pooled armies.

- Forced march set to false when pooling an army


Battle scene



- When AI town defender retreats, log traps are turned off.

Main menu



- Some anchor adjustments made to fix text alignment in game options.

Hi all!

You can now purchase hero units in taverns! This is still being balanced but it should be much easier for you tot find new companions in the world. They are more expensive in taverns than at campsites.
You can also hire hero units from your own taverns using the new 'Tavern' tab. A new icon will appear when you have a tavern. Hero units will appear at random intervals and will stay for a while before leaving. The quality and time stayed will increase after upgrading your towns Inn.

Hired hero units are not currently pre-upgraded. So all available skill points for their level are available for you to appoint as you choose. This will change in the future.

Cheers

Latest update 24 / 05 / 2017 Main menu UI upgrade now live!

Campaign map



- Jokulsdalr Island start location moved out of view of Valehall (If you started as deserter or bandit this could be bad news).

- UI error when siege town has no peasants present fixed.

- All units training when a siege starts are now put back into the population as peasants.

- Quests now cancelled if the player takes a town or village that is needed for that quest. No penalty.

- Safety net to attempt to stop "Setup player controller bug". Not resolved yet. The safety net will cancel the battle and log an error for me. I may request output_logs from anyone who gets them.

Main menu



- New User interface!

- Potential crash cause fixed when scrolling stories in Veil of Crows start conditions.

- Internal error when scrolling faction symbols fixed.

Happy hump day!

I am excited to set the new main menu UI live! I am still adjusting so please let me know if you feel there can be any improvements. My screen size testing ability is limited so please let me know if the text is still too small.

The upgrade only applies to the main menu, but we are currently working on the battle scene UI.

Cheers!

- Kerry

New testing branch available for main menu UI upgrade Test

Hi all!

You can now test the new main menu UI. Battle and campaign map UI upgrade is still a while off, but it is in development.

1) Right-click on Veil of Crows in your steam library.

2) Select properties.

3) Click on the BETAS tab.

4) Select 'TestBranch'.

There is no password so the download should start immediately.

I am looking for the following feedback.

Scalability - What resolution are you testing on?
Readability - Is it easy enough to read?

I am opening up a testing forum for test branch specific issues. Once I am sure it is working fine I will set it live!

A couple of other fixes in this branch.

Campaign map



- Jokulsdalr Island start location moved out of view of Valehall.

Main menu



- Potential crash cause fixed when scrolling stories in veil of crows start

Thank you for testing!

Cheers

Quick update 22 / 05 / 2017

Campaign map



- Auto resolve battles now result in gold prize after a win if the army is destroyed.

- Changing village destination now recalls current caravan back to the village.

Battle scene



- Bandit camp battles fixed.

Just a quick update for some issues that popped up over the weekend. I would have more fixes, but I have been spending some time trying to recreate a couple of issues with no luck.

Bandit camp battles have been fixed. The scary part is they must have been broken for a while but I only knew about it this weekend. Thank you to everyone who alerted me to this issue.

There are two issues that are eluding me that I need your help with finding the cause. I will set up a pinned post for each in the support forum so if you come across these issues, I would love to hear from you.

1) Villages not sending resources to towns after being captured.

2) 'Setup player controller' on battle load bug.

Hope you had a wonderful weekend, I look forward to the updates this week.


Cheers!