In this short update, we would like to inform you that the demo has been updated to 0.6.14. The patch notes are below—but chief among them is that we added a Japanese localization.
Patch Notes 1.1 (Ver. 0.6.14)
############################ ### Story ############################
• Edited certain dialogues and tutorial text. • Added a bonus scene. • Edited some effects in the main story.
############################ ### Major Changes ############################
• Japanese localization added. • Changed in-game font. • Adjusted Northwood Forest & Bandit Hideout maps. • Difficulty settings removed (temp; will be restored in full version). • Locked FPS to 60 (in the future, players can customize it through the settings menu). • Changed default Grid Battle action from Move to nothing (based on player feedback). Now, players select an action from the battle menu instead. • Save & Load menu reworked. • Added loop to Main Menu and Victory Screen BGM. • Added missing FX to Turn-Based Battles, plus Wolf and Rat enemies. • Removed "Quick Victory" key [F12]. • Changed "Standby" key from V to T. • Made G ("Menu") inaccessible during story scenes. • Edited various UI texts (including victory conditions, DP distribution screen, and more).
• Fixed BGM fade-out after loading. • Shop purchase confirmation window no longer cancellable. • Fixed an issue with reopening the game menu from the Save & Load menu. • Fixed Deegan's animation for laying on the ground (Turn-Based Battles). • The game should no longer freeze when two combatants are about to perform their actions (Turn-Based Battles). • Fixed a bug that sent a player to the world map when exiting their inventory.
Once again, thank you very much for your feedback and suggestions for the demo version. The more we have, the more we can fine-tune War of Ashird into the game you deserve!
See you in the next monthly update!
Development Update #14
Welcome back, soldiers! Archer here, and I hope you've all been doing well lately. Before I begin this month's update, I'd also like to take a moment to thank you for your continued support! It means a lot— not just to me, but also to the other members of our team!
Anyway, today I'd like to provide some updates on character development, combat mechanics, and abilities. After many internal discussions and lots of testing, we've changed a few things to let you—the player—have more control over builds, strategy, and things of that nature!
1 . DEVELOPMENT POINTS The first change we've made is that, instead of receiving 1-3 development points at random each time they level up, characters will now always receive 3. On top of helping with balance, this predictability should give players a bit more choice in the roles those characters fulfill.
The current stats and their effects are as follows:
STR – Boosts your ATK and Max HP. VIT – Increases your Max HP, DEF, and MDEF. AGI – Raises your Evasion, ACT (speed in turn-based battles), Grid Movement Range, and Attack Speed. DEX – Boosts your HIT, ATK, ACT, and chance to CRIT. WIS – Increase your MATK, MDEF, and Max MP. LUK – Raise BLOCK Chance, CRIT Chance, and Crafting Chance. 2 . COUNTERS and DOUBLE ATTACKS Units always counter once they are attacked—though some abilities can prevent it from happening.
A unit's chance to attack twice, meanwhile, is based on Attack Speed. Two things affect this statistic: AGI-lity (50% of AGI is added to Attack Speed) and equipment. For an example of the latter, heavy armor—or an incredibly powerful weapon—might lower a character's Attack Speed. In contrast, choosing lighter gear might raise it. Remember to adjust your equipment based on the character's role, and you should be fine!
Anyway, if the unit's Attack Speed is 1.5x higher than the target's, they will attack two times. You can see this displayed alongside other pre-battle information when you select a target—such as in the image below.
Beware, though: if an enemy's Attack Speed is higher than your unit's, they get to attack twice instead! These situations play out as follows:
A) Allied Unit's Attack -> Enemy's Counter -> (If the ally's Attack Speed is 1.5x higher than the enemy's] Ally's Second Attack. B) Enemy's Attack -> Ally's Counter -> (if enemy's Attack Speed is 1.5x more than the ally's] Enemy's Second Attack. 3. HERO ABILITIES AND BATTLE TYPES As you may recall from the game's Kickstarter campaign, War of Ashird has two distinct combat systems. Naturally, some heroes will be better suited to the more strategic "Grid Battles"—while others are more proficient at fighting challenging foes in their turn-based counterparts.
To reflect this, not all abilities will work in both! Some will only function in Grid Battles, some only in Turn Battles, and some in both. Therefore, it's important you get to know your units by checking their skills! Doing so could be the difference between good and poor party composition—which also means it could be the difference between life and death.
4. ACQUIRING ABILITIES The in-game Skill Tree has 2 types of skills - active and passive. Red ones are active skills and provide permanent benefits. Green ones, meanwhile, are passive skills that must be equipped. In order to balance War of Ashird's combat, you can only equip 5 passive skills at a time. Yes, you read that correctly: only the 5 you have equipped will grant you bonuses in combat! That said, our team isn't cruel. You can change these abilities as often as you like, since we believe this allows players to experiment and find solutions that work for them. Some enjoy equipping stat boosts and turning their characters into powerhouses that way; others, meanwhile, like unique skills with lots of functions; and some brave souls will undoubtedly try challenge runs like "full passives" or "no passives at all." Each of these routes is perfectly valid!
5. ART, 3D MODEL, & SIGN-OFF! Unfortunately, that's all the character growth-related news I have to share with you today. I hope I've managed to pique your interest—and I'd love to hear your thoughts on the refinements we've made! Like always, please don't hesitate to leave comments below.
Before I sign off, however, it's time for our monthly traditions!
First and foremost, our artists, Hai-san, and Satchely-san are working hard on various illustrations. We'd love to share one of the latest sketches with you today! (Pictured above: Ingrid during one of her character events!) Sadly, we were unable to share a 3D model with you all last month—as doing so could've spoiled our game and violated NDAs. That said, this month's is perfectly fine to! Without further delay, we'd like to present an updated version of Mayumi's older brother, Tadahisa Shimazu. Like always, we'd love to hear your thoughts on this as well!
Thank you for your time and support. We hope you've all had an amazing summer—and that you're looking forward to autumn!
- Archer.
If you'd like to keep up to date with War of Ashird, you can follow us on social media or join our Discord server!
Kumiho Soft Twitter (EN): https://twitter.com/KumihoSoftENG War of Ashird Official Website: https://www.kumihosoft.com/ Igrasil Studio Official Discord Server: https://discord.com/invite/igrasilstudio
Development Update #13
Hello, soldiers!
It's Horie again—and today, I have the honor of presenting another update! Our topic is "travel," meaning we're going to discuss the world map, exploration, and the many secrets you might stumble upon.
World Map Travel The world map is where our players will spend most of their time planning their next action(s), so I needed to make things very accessible.
As you can see in the image above, however, we intend to use a "fog of war." This is only during the game's initial stages—and is meant to represent Deegan's limited knowledge of the outside world. Simply put, we feel that doing this creates a sense of mystery and puts players in the character's shoes! (Pictured: An image from the debug version, to showcase the full world map. As always, this may not reflect the final game!) During their journey across Ashird, players will be able to freely choose their destination—or they can follow hint points! The most important of these icons is for story scenes, which will be represented by red ones on the map.
Speaking of... Hint Points
Hint points are intended as guides for the player. Basically, they're meant to whisper "Come closer... You might want to see this." For this purpose, we've included three basic kinds: ones for character events, ones for quests (including sidequests), and ones for story progression. Green - Character events, which give you a chance to learn more about everyone and their individual stories. These also trigger all romantic / close relations, so choose them wisely! After all, it's better not to try dating everyone at the same time... Yellow - Quests—which are given by major characters, given by NPCs in towns, accepted at guilds, or unlocked as you go through the story.
Each story mission and sidequest has a difficulty level from 1 to 5 stars, and gives an appropriate reward! Red - As described before, these are some of the most important points on the world map. Each time you select one, you'll delve a little deeper into War of Ashird's story.
Beware, though! When you see two story points, each denotes a different route—meaning you won’t be able to go back. Please, remember to keep that in mind as you progress through the game!
Towns When you select a city on the world map, you will notice an "explore town" option at the bottom. By selecting it, you can enter the city and see all it has to offer!
This can be used to look for sidequests, find secrets in the game world, and visit various buildings (including shops, the guild, and so on).. (Pictured: Town exploration as it appears in the game's demo.) To show our progress, here are some screenshots from build 200324 (last year): (Pictured: Town exploration, ver. 200324) (Pictured: Town exploration, ver. 200324) I hope you, like us, feel these changes are going in the right direction! Still, I realize that there are some things we can do to improve our players' experiences—and we hope to use your feedback on the demo to make those things a reality.
As always, never hesitate to leave comments below. Our team loves hearing your feedback!
Development Update #12
Hello, dear backers! It's Miore—and today, I'd like to present our dozenth monthly update. On top of discussing War of Ashird's development status, I'd also like to answer some of your questions; that said, I apologize in advance if you asked something I don't get to. You're welcome to leave it in the comments below! Development Status (Pictured: The demo's main menu!)
Our current version is tagged as 0.5.2—so the game has come a long way since January. This is also the version we'd like to introduce to you, our patient and supportive backers!
What can you expect from this version?
After performing an internal beta test, we decided to update the battle and menu UI. Many of our team members are also gamers, so we believe that such things should be intuitive on top of looking stylish. Although I'd like to provide more details on the process, I don't want to ruin Horie-san's next update—but I do have some screenshots to share! (Pictured above: Version 0.4) (Pictured above: Version 0.5.2) (Before) (After) (Pictured above: The skill menu in 0.5.2) Again, Horie-san will share more in a coming update—so stay tuned for the spicy details! Introducing New Artist #3! Continuing our monthly tradition, we'd now like to present the next artist to join our project! Everyone, please say hello to Kaname-Nagi. Some of you might think his work looks familiar—and yes, you're right: he's the one who made Igrasil's official SD mascot! Now he's lending his talents to War of Ashird by serving as a character artist.
Here are a few words from Kaname-san to our backers:
>>>>>>>>>>>>>>>>>>>>>
Nice to meet you.
My name is Kaname Nagi, and I've decided to join this project as an illustrator.
I will do my best to meet your expectations and look forward to working with the team.
>>>>>>>>>>>>>>>>>>>>>
Here is some of Kaname-san's latest work! These are the shopkeepers you'll meet throughout Ashird—sisters spread out all across the continent. Which "flavor" is your favorite? Another 3D Model!
Next, we'd like to reveal one of Rui-san's amazing 3D models!
Ichijo Riku
As always, we look forward to hearing your thoughts.
Q&A Finally, we come to our monthly Q&A. At the end of last month's update, I wrote the following:
"Actually, there is difficulty selection later in the game—where players can choose between HARD and CASUAL routes that will impact its ending. Hard will give you more difficult, enjoyable battles and less focus on the game's story; casual will instead focus on the characters and plot, providing normal battles for your enjoyment."
Unfortunately, this caused a bit of confusion for some backers—so I'm going to try explaining it a bit better.
Essentially, during the game's eponymous war, the player can choose how they want to direct their forces. War of Ashird doesn't have a difficulty option, and instead relies on separate branches after a certain story scene: one is HARD—which tells a slightly different story compared to the other routes. Despite what we said last month, nothing is cut in any way, shape, or form; we don't think you should have to sacrifice a good story for a challenging game or vice-versa, and actually think you can (and should) have both!
We apologize for any confusion or concern this may have caused.
That's everything for today! As always, thank you for reading through our update. If you'd like to follow our studio or meet other fans, you can join our Discord server or follow us on social media (see below!)
Miore
Kumiho Soft Twitter (EN):https://twitter.com/KumihoSoftENG War of Ashird Official Website:https://www.kumihosoft.com/ Igrasil Studio Official Discord Server:https://discord.com/invite/igrasilstudio