Puchok ate the language option in main menu, we brought it back
Mod upload will now display a log, telling you if upload was successful
Wall and Gate will now not close automatically when upgrading
Added ability to mod waves on Path of the Dead
Hero healing stat will now be calculated correctly
Hero level will now be displayed correctly on summary panel
Added new properties to Waves.json for further customisation
0.5c Update
Gold per minute increased by 20 for map 1 and 2
Towers now show their range when hovered over
Certain cards now have priority when drawing in the shop
Fixed an error with Black Orcs points cost, creating very hard waves by accident
Archers on walls can now target enemies you choose
New building: Hero's Temple (3 new cards)
Added workshop support
Galahad damage buff
Little bars on resource panels added that inform you when the next resource income will happen
Ability to copy decks in deck building
Small buff to Quarry production
Hero resurrection costs gold
Frame rate settings
VSync settings
Map optimisations
New Update! 0.5c
We’ve been hard at work this weekend collecting your feedback, reading reviews and suggestions, as well as bug fixing. We’ve also implemented a bunch of new stuff which we hope you’ll be happy with.
Balance changes
Although it may seem trivial, WuS is a ridiculously difficult game to balance right when it comes to progression. Some players managed to get everything in under 10 hours, others struggle on after 20. A lot of this is down to the random card draws. Over the next few weeks, we’re going to try a variety of ideas how to make progression more rewarding. The biggest issue we identified is that players feel gate-kept by certain cards. We are finding players are not able to do anything for a while, and then when they get the right card, suddenly, their survival rate jumps much higher. By the time we get it right most of you will already have all the cards, but in case you want to experience the game again from scratch, you’ll benefit from the future changes alongside any new players.
The way we are going to address this problem is with card draw priority. We identified what we think are vital cards, which will now drop far more often.
Furthermore, we adjusted the gold bonus you get from gold mines and time survived on the map (+20 per minute). You’ll get a little bit more, easing your progression. We also buffed quarry production slightly, as we found that Stone becomes a very scarce resource far quicker than wood. Galahad also received a damage buff, but he will now cost some gold to resurrect.
New Features
Hero’s Temple
The temple allows you to purchase upgrades for your hero. This makes the hero far stronger and more viable in the late-game. Combined with Galahad being able to advance up to level 10, he should be a formidable opponent. As always comes as three new cards.
Steam Workshop integration
We are kicking off basic mod support with this patch. We will start easy, but over time we’ll let you play with more and more data. Please bear in mind this is a heavy W.I.P. It’s the first time we’re working with Steam Workshop, so there’s potential for a hiccup here and there. Please be patient with us if something isn’t quite right. This is EA after all.
Over time, Steam Workshop will become a hub where you’ll be able to really adjust the game to your liking. We plan AT LEAST the following:
Custom Enemy Waves
Custom Maps
Ability to mod unit stats
Custom translations
At this point we cannot promise more than these. We already have a working prototype for the map editor, and custom enemy waves are kicking off with the patch. Do you want to spawn 20 giants on the first wave with your awesome full-instant-army deck? Be our guest. Full documentation on how to mod the game is coming soon.
Quality of Life
We added three requested features:
You can now give attack orders to archers who are garrisoned in buildings (walls)
Buildings with ranged weapons now show attack range, just like other ranged units
Decks can now be copied
We hope these changes will give you finer control over the battlefield, and improve your overall game experience.
Technical bits
We noticed that a large number of players had significant issues with their GPUs going haywire. We boiled it down to PCs with high-end GPUs that were also running screens with a high refresh rate. We addressed this in a previous patch by slapping on a 60 fps cap. This of course was more like a band aid slapped onto a profusely bleeding wound, but now we came back to actually fix it properly. In the options you’ll find a bunch of frame limitation options, and a vsync option. If you find your GPU is burning down, try to adjust these to your monitor’s refresh rate.
Patch will hit Steam sometime today, once we ironed out all the remaining little bits :)
Important announcement regarding balance and cards
Hi Everyone! We have some important news.
First of all, in case you missed it, we introduced some important balance changes. Players starting a new game will now receive an iron mine and a gold mine by default. If you do not have them yet, you can redeem these cards in the Almanach, in the main menu. Simply put in the code Speak Friend And Dig, and these cards will be made available for you.
As a little reward for being patient with us, please accept another code, Gold_Pin. That should give you a little bit of extra gold to help you along the way.
We are actively working to address bugs and most importantly balancing issues. We identified that the biggest problem players have is inability to get some important cards, gate-keeping them from progressing further. You can expect a large patch addressing these problems in the next day or so.
All best, Warlords!
Hotfix
Stop high-end GPUs from burning down for users who have 200hz monitors.
First patch
First patch :)
]IMPORTANT! "Speak Friend And Dig" in the Almanach unlocks Iron and Gold mines. Almanach can be found at the bottom right of the main menu.
Iron mine and gold mine added to basic deck (new players only until we make a gift system)
Towers now in front of walls, with walls being longer, not forcing you to take towers
Galahad changes: HP buff and Less XP needed to level up
Crossbowmen and Demolishers deal 30% more damage to small targets
Map completion achievements (On the Pass, The Beginning) fixed
Nightmare modes achievements fixed
Better unit path-finding when sieging walls
Great Felling achievement now triggers correctly
Collector achievement now is checked on game start in case it did not trigger for players who already own all the cards
Release Day!
Hello everyone!
Thanks you, Playtesters!
First of all we'd like to thank all our play-testers for participating in our biggest ever event. Although the event has been running for only 36 hours or so, you have provided us with a lot of suggestions, informed us of various bugs and help us introduce some much needed quality of life improvements.
Some of the most important changes include:
Edge scrolling added (toggled in options)
Pressing Tab when having multiple units selected, changes focus to a different unit
Time speed control added (x1, x2, x3 and pause)
Improved unit selection when clicking on individual soldier models
Pathfinding improvements
Improved group behaviour
When multiple units are selected, double clicking on a portrait will take you to that unit
Unit rebalance
Ranged units nerfed significantly
Shielded and armoured enemies now have more missile protection
Galahad can now advance up to level 10 (up from 3)
Gold mine rebalanced
Units now display keywords and base modifiers in mini panel
When in aggro mode, units will now correctly return to original position
Save wipe
Unfortunately we have also detected some legacy problems for players who tried an old version of the demo. What's worse is that this number of players is not insignificant. This combined with a gold bug ːwinter2019angryyulː which caused millions of coins to rain down at unsuspecting players forces us to do a global save wipe.
YOU CAN get your save back. We are not deleting anything - just forcing the game to use a new file. If you want to get your old save back, navigate to AppData\LocalLow\RedKar Limited\Warlords_ Under Siege, and rename your old "Saves" file to "Saves_Main". You will have your old data back but beware: you may lack some cards or townhall improvements.
Road to the future
The road ahead is long and bumpy, but we hope that you'll enjoy the ride nevertheless. Join us on discord at 16:00 GMT, for you Pacific dwellers, that would be 8 in the morning. Rise and shine :)
Playtest is live!
Hello! Thank you for participating in the Warlords Under Siege Playtest! Those who signed up now have access to the pre-release early access version of the game. Please make sure to report any bugs you come across on our discord, or via e-mail. You can find both on the Steam Page of the game.
Those who did not sign up, still can try the game out, as we're keeping it open!
We aim to keep the playtest on until sometime on Sunday morning Central European time.
Please feel free to report any suggestions, ideas for improvements or features. We value and listen to ALL feedback.
All best, Redkar Team
Playtest & Updates
Hi everyone, and thanks for joining us for another dev diary. We have some cool news to share with you again. As always remember that your feedback is super important, so let us know if you like what you see, or what other improvements you'd like to see made.
Flat progression system
One of the things we felt WUS was missing, is a flat progression system - something that you purchase once and stays with you for the rest of the game. As a result, we added Townhall Progression which you can think of as a technology tree.
You're able to purchase permanent upgrades here. Each major upgrade will unlock new visual for your main building as well. Minor upgrades add modifiers such as increased resource production, unit strength etc.
Later upgrades will even allow you to man units onto the Town Hall's walls, for an epic last stand when things go south.
For those of you interested in a little trivia and technical aspects of the game, I'll tell you something fun. Each upgrade is actually a hidden card that simply stays with you and activates when you start the run. The card system has been extremely versatile, and we're able to use it for various different things - even some things you wouldn't expect! :)
Nightmare Mode
Once you beat a map and grow in power a bit more through better cards and progression, you might feel forced to restart your save because the enemies have become too strong. We feel this sucks, and we'd prefer to give you a growing challenge. In order to do so, we've added nightmare mode. Each nightmare mode is a progressively more difficult modifier applied to enemy units. You're rewarded with more gold for each run, but enemies are much tougher and deal more damage. We're also adding in achievements for beating those.
Achievements
WUS already has 40 achievements. Most are not banal, as we're not fans of giving out achievements for completing most basic of tasks. You can see some of them here.
Playtest
Make sure you join the Playtest! We'll set it live sometime during Friday, although we're not sure about the exact time. You can join the playtest by visiting the store page and clicking that nice green button!
Dev update!
Hi everyone! Outrider brings news! We're happy to share some positive news with you in this upcoming dev diary.
First of all, we're changing our Early-Access plans slightly. Initially we were going to release Warlords Under Siege with 1 map and 60 cards. However, since we managed to plan our time really well and the development went faster than expected, I'm pleased to announce we'll be releasing the game with TWO maps, TWO enemy factions and over 180 different cards! This is much bigger than we planned initially, and I hope this amount of content will be sufficient to keep you engaged before future updates start rolling in.
Let's talk important stuff changes...
New Flat Progression System
One of the biggest changes we hope to introduce before EA hits the floor is player progression. At the moment, players are only able to progress by unlocking new cards. We hope to add some flat progression system by allowing you to expand your town hall, and additional upgrades. You can think of it as a "tech tree". This is done from the main menu and once unlocked it stays with you forever (or until you decide to delete your save :) ). I don't have any good mock-ups for you yet, but you can expect updates like improved unit stats, building costs etc. Town hall will have a visual progression, a sneak peak of which you can see here.
Passage of the Dead
In the last dev diary we showed off a WIP of our upcoming map, Passage of the Dead (PotD). We're happy to confirm it has been implemented, tested and ready for slaughter. Improvements and balancing are due for further refinement, of course, but we've already seen some content creators give the map a go. The biggest difference between Western Valley and PotD is a new enemy, and two fronts! That's right - it's no longer just one continuous long wall - now you have to defend two sides.
Balance Changes
Needles to say as we go things will be re-balanced. We added in a Re-roll for your fate rolls, giving you an additional tactical option. Of course, this has a drawback - it costs gold, and the price for re-rolls increases with each one. Them Gold Mines might now be more useful.
Deck Variety
We've been SUPER pleased with deck variety content creators have been trying out. We've seen some players like Szczurkowski play without any buildings, relying only on instant troops, upgrades and hero skills. Others invested heavily into defence, or economy starts. We've also seen some first victories uploaded to YouTube, which is super cool. Here are some pics from content creators.
That's all for today, and thank you for tuning in. Please share the game with your friends and other content creators. Remember - we currently have sign ups open for a playtest before the release! You can join in from the Store Page.