Wartales cover
Wartales screenshot
Genre: Role-playing (RPG), Strategy, Tactical, Adventure, Indie

Wartales

Co-op is coming to Wartales!



Attention mercenaries,

Today we announced at the PC Gaming show that co-op is on it's way to Wartales very soon! Find out more below...

In our next update, you will be able to form an alliance of two to four mercenaries with your friends and storm the region as an unstoppable unit hungry for blood, glory, and wealth.



In co-op you will share food, gold and camp with your friends, but if you're the kind of mercenarie who appreciated the help but needs their space, you can split up to cover more grounds, increase your loot and build your resources before regrouping!



Before every fight, work as a team to conduct the ideal strategy to overcome your opponents and even the odds for any complicated encounters you may stumble across.

The “Coop” update will be available this summer, check out our PC Gaming show segment where we talk a little about this update below [01:17]:





Community Update #3 Out Now!


[Quote]
Hello mercenaries!

We’re very excited and proud to present the third community update for Wartales! This update focuses on some of the more popular community requests, bringing character relationships, customisation, balancing passes, economic improvements and more to Wartales!

In addition, the much requested Chinese localisation is nearly complete. And we plan to run a beta with our Chinese players in June with a view to release fully shortly afterwards. We'll share more news with you all about this soon.

Finally, for our non-English speaking players, please note that due to some issues with localisation, some text may not be translated correctly/at all. We are aware of this issue and will have it fixed when the final translations are provided to us early next week.

With all that out of the way, let's take a look at what's new!


Changelist:



NEW SYSTEM Confessions!


In Wartales, many things happen every day. The loss of a companion, a particularly poorly negotiated battle or, on the contrary, the heroic fight led by your captain can leave a mark on your companions' minds.

To represent this, we have devised a system in which your companions react, according to their own personality, to these events in the form of a speech punctuated by decisions to be made.

Will you make your companion drink after the death of his boar friend? Or will he help himself to the common fund to compensate for his grief? The choices you will make will deeply affect your companion for the rest of their life, leading them to strengthen up or, on the contrary, to leave the troop.

NEW SYSTEM Relations!


In addition to the confession system, we have developed a system of relationships between your companions. Wartales is first and foremost a story about a group of mercenaries who live from day to day and who fight, grow rich or die together.

To represent this, your companions can form friendships or enmities with others. The consequences are numerous: they generate Happiness together, fight better side by side and can even fall in love. On the other hand, they may hate each other, in which case it would not be a good idea to have them sleep together, unless you risk finding one of your protégés with his throat slit during the night.

Different actions have a chance to increase or decrease the relationships.

REWORK Prisoners


Do not let them escape! Prisoners now have a chance to escape. To represent this, they have an 'escape ability' stat. To prevent a prisoner from escaping, you can place companions close to them during a Rest. Obviously, some companions will be more effective than others in this exercise.
Recruit your prisoners! Prisoners who spend time with you and are treated well may one day ask to join your troop. Yes, it is possible to reconstitute a real Inquisition troop!

A new piece of camp equipment is introduced: the whip. Assign a foreman to whip your companions and make them work more efficiently. Indeed, a whipped companion produces twice as fast when assigned to a production camp equipment! Be careful not to overuse it or it may succumb to the blows.
A new piece of camp equipment has been introduced: the pillory. Tie your prisoners to the pillory to prevent them from escaping!

Prisoners that escape your troop can be found in the world. Their fate is yours to decide…
If you deliver a prisoner in prison, he can now escape and seek revenge…

Tombs of the Ancients



  • If you do not want to solve a puzzle, you will now get some help: in exchange for Krowns or Influence, somebody might be able to solve it for you.

Starting options



  • You can now select starting traits for your companions.
  • You can now select the color of your pony’s dress.
  • The willpower of your starting companions should now be 10.

Game over


Some Game over mechanics were frustrating, especially for Ironman mode players. We decided to tune them:

  • When you have no more torches, you are now expelled from the ruin with armor to repair and injuries instead of getting a game over.
  • Important allies can now start Dying.
  • If an important ally starts Dying, you can now instantly retreat.

Traits



  • Some traits are now hidden. Your companions may come into the world with hidden personality traits or talents that can be revealed when the conditions are met.
  • A lot of new traits have been added.

Camp



  • You can now feed and pay your companions even if you don’t have enough krowns or food to do it. Your loss of Happiness will be adjusted to match the amount.

Camping gear



  • Some camp equipment has become production camp equipment : workshop, brew barrel, meat dryer, skin drying rack and beehive.
  • You now must assign a companion to them to make them work.
  • Whipped companions work twice as fast on these.
  • You can now assign a Thief to the chest to launder any stolen items.
  • Watch stool now also reduces the prisoners' chances to escape when a companion is assigned to it.
  • Lectern now generates knowledge points when a scholar is assigned to it.
  • You can now play the lute minigame in taverns.

Economy



  • We also did an economic balancing pass with several goals in mind: to make the start of the game smoother and to make the game more challenging with higher levels while making the management of very large groups more economically challenging.
  • The purchase price of items depends on their level: at low levels, they are proportionally cheaper while at high levels, they are proportionally more expensive
  • The selling price of items has been globally reduced.
  • Krowns gained in missions are always proportional to the size of the troop and increase less and less as the troop grows.
  • The influence cost of mission bonus negotiations increases proportionally to the gain in krowns
  • The cost of recruiting now increases with troop size, rather than linearly.
  • The cost in krowns for prisoners is increased.
  • Wages increase more and more with the level of the companion and no longer linearly.

Items



  • Like the crafted items, each item now has a prerequisite level to be equipped
  • You can now upgrade the level of your legendary weapons in exchange of Krowns in a Companion Training Grounds.

World



  • Directional signs are now placed in the regions to indicate the direction of the different villages
  • Enemies aggro range now scales with the power of your troop. The more you have, the less they want to fight you.
  • Rat invasions now respawn in Harag.

New options



  • You now have a huge list of options for the game. For example, you can now choose new keybinds for your skill bar or disable the weather visual effects.
  • An icon indicating the weather status of the day has been added next to the calendar
  • Credits have been added.

Graphics



  • Faces and hairstyles have been updated!

Skills



  • Functional duo has been reworked : Now deals 40-60% of Strength to a target and applies Riposte to the engaged ally.
  • Attack order has been reworked : Now deals 30-50% of Dexterity to a target and if this backstabs, the engaged ally launches an opportunity attack.

Bugfixes



  • Fixed attacks during Rest happening too often.
  • Fixed a crash when an unit has too many skills
  • Bionn should now always be a woman.
  • Animals should no longer disengage in combat for no reason.
  • General gameplay, AI and optimisation based fixes


[Quote]As always, Thank you all for your feedback and suggestions, we're looking forward to hearing your thoughts and feedback so we can start planning out our next community update!

But before that, we'll have our second major content update and the highly anticipated co-op update, which we'll have more news to share with you on very soon. Stay tuned...

Shiro Games

Dune: Spice Wars is available now in Early Access!






Attention mercenaries!

We are proud to announce that Dune: Spice Wars has entered into Early Access and is available to buy now on Steam!

(Note that this game is developed by a separate development team within Shiro, so will have no impact on the ongoing or long term development of Wartales)

After over 2 years of work, Dune: Spice Wars has finally launched into Early Access and we are unbelievably excited to have the opportunity to share our game with you all and work alongside you to develop and improve it over the coming months.

Note that this game is developed by a separate development team within Shiro, so will have no impact on the ongoing or long term development of Wartales.








For the initial stages of the Early Access period we are going to focus on working alongside you all to identify which areas of the game need improvement, expansion or iteration and from this we plan to outline a developmental roadmap that will detail exactly what's is to come and when you can expect it. We'll keep you updated on this front!

While Spice Wars launches with more than enough content to sink hundreds of hours into, we have so much more in the pipeline and we can't wait to share it with you all.





All feedback and bug reports are absolutely invaluable at this time and will be paramount in our efforts to ensure that Dune: Spice Wars not only meets, but exceeds the lofty expectations of the community that has grown around this legendary franchise and will continue to grow alongside our game.

As such, please submit any bug reports to our dedicated bug reporting platform HERE

And provide your feedback either on the Steam Forums or via our Discord which can be found HERE.





https://store.steampowered.com/app/1605220/Dune_Spice_Wars/

Wartales Roadmap Update! [25/03/2022]

Following the release of Harag's Marshlands earlier this week, we have shifted our focus once again to what's to come.

So as production begins on the next few waves of content and updates, we have updated our roadmap to reflect what's planned for the next community update, content update and more, giving you all a glimpse into what to expect over the next few months (which includes one VERY popular community request).

Check out the updated roadmap below...

UPDATE #1 - Harag's Marshlands





Hey there!

We’re super excited and proud to present the first major content update for Wartales, Harag’s Marshlands! This update adds hours of new content and gameplay but beware: the Marshlands are an unwelcoming and dangerous place, teeming with creatures, enemies and environments unlike anything you will have seen in Wartales to date….

Ludern is a particularly hostile land, even by Harag's standards. Its terrain is rugged and rocky, its forests thick and sinister, its swamps toxic and infested with nightmarish creatures. The War has destroyed its towns and villages, if not the Plague, which has taken hold. It is even said that if the Brotherhood of the Stalkers was born in these lands, it is because the Phantom Pack is more fearsome than elsewhere.

Discover a brand new scenario with new characters, quests and rewards! Harag’s architecture and local culture is very different from what you’ve become accustomed to in Wartales.






  • Discover this brand new region, its customs, beliefs and mysteries

  • The level cap has been increased to 9!

  • Explore a new Tomb of the Ancients

  • Discover countless new points of interest

  • Forsaken Villages are newly added places where the player has to choose some members in his group to explore and loot abandoned and plague infested villages:


    • The selected troop must be as silent as possible, heavy armored companions are not advised

    • If the group makes too much noise, things might become trickier…

  • The Marshlands are infected by plague riddens and Hordes frequently roam the land. Try to escape from the huge cohort chasing you!






  • Fight as yet unseen enemies such as Bears, Giant Mosquitoes or even the mighty Crocswines!

  • Each enemy faction has a new unit unlocked after reaching level 5 !

  • Each enemy faction has now a unique passive trait that will make them even stronger (after level 6)

  • Trackers now have their own faction units with new armor design !

  • Some animal groups are stronger than before, beware of those!

  • With the exception of pack leader and Phantom Swarm, it is now possible to tame every type of animal, and yes, even Giant Mosquitoes (though you’ll need a special item)!



  • WIth the level cap increase, we added a new step of specialization (at level 8). Each class will get access to brand new skills.

  • The animals you tame now have unique skill trees and yes, you can choose to specialize your ponies to fight alongside you!

  • The daily food consumption for animals has been updated.

  • You can customize your group appearance by buying a barber’s kit.



  • With the new regions come a TON of new items, equipment pieces, weapons, recipes…

  • Depending on the weapon rarity, the UI background will change.

  • We added new camping gear to be crafted with brand new interactions!



  • The Bard is a new profession and allows you to learn and play songs in taverns.

  • Missing crafting recipes have been added

  • Each profession now have new recipes

  • You can now find wood logs to be cut by your axemen in old and new points of interest

  • When you change a profession, you should now come back to the highest level you reached in this profession.






  • A new Survival battle mode has been added: hold a certain number of rounds

  • A new Escape battle mode has been added: Reach a specific area to flee the fight while being chased by swathes of enemies

  • New environmental effect can now affect the course of a battle:


    • Lightning strike have been added during storms

    • Rockfalls have been added in certain combat biomes




Misc

  • First Aid has been nerfed: still heals 10% HP but only removes poison, burning and bleeding without affecting other debuffs

  • Repair kit have been updated : you have more ways to upgrade the quantity of armor they can repair and it is now displayed

  • Fish is now considered as Meat for meals.

  • Some forge crafts have their recipe updated

  • All belt accessories crafted through alchemy require you to be lvl 3 alchemist

  • Units that were not part of a battle will now gain 80% xp

  • Crafting an item that unlocks a new recipe now also gives knowledge

  • Maximum Carrying capacity provided by Constitution is now 20

  • Leather straps (Belt accessory) give 10% Guard (was 5%)

  • Poisoned Knife throw price has been largely reduced

  • Animals should now give more fangs

  • Components caravans now sell alazar powder

  • Some Knowledges requirements have been updated



  • Alexa Grathan stats have been increased.

  • Slice and dice (skill Splitter) now deal 80% of Strength (was 100%)

  • Bloodshed (status Splitter) now is canceled at the end of turn (was round)

  • You can't stack infinitely Bloodshed status.



  • Willpower of animals globally reduced

  • Creeper damage reduced by 40%

  • Health reduced by 50%

  • Their number in combat increased by 30%



  • Knife Throw’s range has been reduced to 4m (was 8m).

  • Poisoned weapon (talent) now applies 2 poison instead of 1 when you backstab.

  • Poisoning (skill Hoodlum) now deals 70-90% of Dexterity (was 60-80%)



  • Beast master (upgraded talent) now only heals animals.

  • Recoil shot (talent) now deals 70-110% of Dexterity (was 40-80%).

  • Recoil shot (upgraded talent) now deals 80-120% of Dexterity (was 50-90%).

  • Recoil shot's range (talent) is now 9m (was 8m)

  • Barrage's range (talent) is now 9m (was 8m)

  • Shot's range (basic skill) is now 9m (was 8m)

  • Reinforced arrows (upgraded talent) now increases Critical damage by 35% (was 25%).

  • Vicious shot (skill Poacher) now deals 50-90% of Dexterity (was 40-80%)

  • Vicious shot's range (skillPoacher) is now 9m (was 8m)

  • Shoot order's range (skill Sapper) is now 9m (was 8m)

  • Volley of arrow (skill Captain) now deals 30-80% of Dexterity (was 30-70%)

  • Volley of arrow's range (skill Capitain) is now 9m (was 8m).



  • Counterattack (upgraded): fix the duration of Inspiration

  • Slashes (talent) now deals 75% of Strength by attack (was 100%)

  • Interception (skill) now deals 65% of Strength (was 40%)

  • Encouragement's area (talent) is now 6m (was 4m)

  • Encouragement's area (talent) is now 10m (was 6m)

  • Destabilizing strike (talent) now deals 90-110% of Strength (was 80-100%)



  • Sentinels stats have been updated

  • Cutting maelstrom (talent) now deals 35% of Strength (was 50%)

  • Recklessness (talent) damage bonus reduced from 150% to 100%

  • Recklessness (upgraded talent) damage bonus reduced from 200% to 150%.

  • Rampage (talent) now deals 30-45% of Strength (was 30-40%)

  • Fanaticism (talent axe) now deals 10% of max Health (was 5%) to gain Fury



  • Relentless charge (talent) now deals 65% of Strength to units (was 45%)

  • Armour breaker (talent) now increases damage dealt to armor by 35% (was 25%)



  • Spear throw's range (talent) is now 8m (was 10m).

  • Fervent support (talent) now deals 50% of Strength when an adjacent ally is attacked (was 40%)

  • Fervent support (upgraded talent) now deals 70% of Strength when an adjacent ally is attacked (was 60%)

  • Rallying shout (talent) now costs 1 Valor Point (was 2)



  • Fixing a major bug causing chances of capture to always be 100% : you should now be able to miss

  • Occupied point of interest should now be displayed in the questlog

  • Clearer UI display when fighting an animal group without a leader

  • Fixed a problem where we could kill all units in the camp

  • Fixing a bug with prisoners having attribute points to be spent

  • Training camp now refills their items.

  • Lighting adjustments in the Vertruse region

  • New places icons for the map (Fishery, stone circle, big tree, dead tree)

  • Major perf and memory leaks fixes

  • Strength now correctly increases Critical Damage, as originally designed.

  • Many other little things have been fixed/changed




[previewyoutube="pXFDsMuxiJM;full"]


In addition, we have received a lot of enquiries from our Chinese players about when Chinese language support will be added to the game. We are currently working closely with a localisation team who are hard at work on getting Wartales translated to Chinese and we hope to have this implemented as soon as possible.

Once we are happy with the quality of the Chinese localisation, we plan to hold an open beta for our chinese users to help us ensure that the translations are correct and the chinese localisation is of the highest possible quality. We will have more news on this soon, but rest assured that it has not been forgotten or delayed, it is just a lengthy process and we need to get it right. Thank you for your patience here!

Wartales Roadmap Update!

With the release of our second community update earlier this week, our sights are now firmly set on Wartales' first content update that will introduce Harag's Marshlands, alongside a plethora of other additions and we have outlined our plans for what we will be bringing to the game in Content Update #2 and beyond, including more regions, level cap increases, Chinese language support and more!

So, with that, we have now updated our roadmap to reflect what's planned for the next 2 content updates (Community Updates will be released in between these updates, based on the feedback receieved after release) and give you all a glimpse into what to expect even further down the line.

Check out the updated roadmap below...

Community Update #2 Out Now!


Attention Mercenaries!

Community Update #2 is now live! This update is based on the feedback and suggestions we have received since launch and following Community Update #1, and brings a number of new community requests to Wartales, including the long promised and much requested “No scaling mode”, a questlog and much more!

Read on to find out more about what is included in this update...


Changelist:



Region-locked mode has been added



We have designed Wartales so that each player can enjoy the game as they wish. The free expression of the player has always been and will remain the keystone of any proposal and any update that we release. In this sense, level scaling seemed to us to be an appropriate, though not perfect, solution, allowing the player to roam the world freely without constraints. We are still working on improving this solution because we are convinced that this game mode has its interest in Wartales.

Many players have asked for a version of the game without this auto-scaling. This seemed to us to be a legitimate request and as alluded to in the roadmap, we have now added this mode!

In this mode, the regions have an initially set difficulty and these regions are themselves divided into more or less difficult areas. The level and size of the enemy groups are fixed and the further away from the village you explore, the more powerful the enemies are. Moving from one area to another will therefore require you to have a sufficiently powerful troop. If an area seems too difficult, you can go and train your troop and then come back to take advantage.

We would like to point out that we are adding this mode while keeping the level scaling. The two modes will coexist: at the beginning of your game, you will have the opportunity to choose to go through the world in "free" mode or in "region-locked" mode. We really want every player to be able to enjoy Wartales the way they want to play it, and this idea remains at the forefront of our minds as we work on updates to the game.

Concerning the balancing of this new mode, we worked closely with the beta-testers to ensure it is going to provide the best experience. We are eager to receive your feedback to keep improving the balancing of this mode and the game.

New feature: Questlog



  • When you open your map, you will now have a questlog to keep track of the state of your current regional objectives with a quick summary of what you have to do.

New feature: Respecialisation



  • Training grounds are a new building in each region that centralizes everything related to companion abilities. We also wanted to create a place where you could optimize and reset your companions' specialisation tree.

Camping gear



  • You can now have a chest in your camp to store your items. If you don't want to carry around items you no longer use but still want to keep, store them in your chest!

UX



  • You can now sort your inventory depending on the selling price, weight or item type.
  • When an item is on sales, you should now also see the correct original price to compare both.

Professions



  • Crafting an alchemy recipe now grants more experience.
  • Crafting a blacksmith recipe now grants less experience.
  • Fish oil has been added to each apothecary : it will now be easier to craft oils.
  • You should now gather more iron if you succeed in your gathering.

Items



  • The operation of throwing weapons has been changed : their use is unique but you can craft them by stacks. Also, their price, weight and craft recipe have been updated.
  • Items : Blinding powder, Incendiary flask, Hand bomblet, Throwing axe, Poisoned throwing knife and throwing knife.

World



  • Hideouts should now have their unit number reduced when you have killed groups related to the hideout, as originally designed.
  • You should now gather more wood in the world.

Scenario



  • You should now be able to complete the Edoran scenario alongside Vernalis.
  • The merchant in Vernalis’ castle should now correctly sell her items.

Combat



  • When you ambush or surprise attack enemy groups, they should now be grouped together and your group should circle them.
  • Enemies' bowmen will now have a greater chance to shoot their allies in a disadvantaged position, as originally designed.
  • Killing a phantom swarm animal now reduces the terror by 3 instead of 1 but only for the unit who killed the animal.
  • Oils effects have now more chances to be triggered.

Economy



  • Trinkets’ selling price has been reduced.

Bugfixes



  • Dash could cause the movement to end on unit and result in a crash, under certain conditions
  • Creepers can't equip left weapon anymore
  • Fix battle crash when unit die during multiple hits
  • Black market agent in the Edoran bandits'lair will no longer be accessible if the black market is not yet unlocked
  • Fixed Claes'quest
  • Several other bugfixes regarding battle, quests resolutions and crashes.
  • Several fixes regarding the naming of captain and lieutenant.
  • Several fixes regarding the plague status and its healing.
  • And additional bugfixes…


[Quote]Thank you all for your feedback and suggestions over the last couple of months, your support is massively appreciated!

The first Major content update is in the works as we speak, which will bring a whole new region to Wartales alongside a plethora of new quests, loot and more to the game, we hope to share more news on this very soon so stay tuned...

Shiro Games

Community Update #1 Out Now!


Attention Mercenaries!

Community Update #1 is now live! Based entirely on the feedback and suggestions we have received since launch, this update brings character customisation, Ironmen Mode, Tutorials, a Happiness system overhaul, bugfixes and more to Wartales!

Read on to see everything that’s included…


Happiness system has been entirely reworked

Happiness is now accumulative. Some actions, such as assigning companions to the campfire, generate Happiness points. Conversely, not feeding or not paying your troops results in a loss of Happiness points. By accumulating Happiness, you reach levels that give you bonuses. If your total drops too low, your companions will be quick to leave your group. If a companion is ready to leave you, you will be afforded a last chance to convince him to stay with you.

Why such a change?

We received a lot of feedback mentioning that happiness was too hard to manage and feeling that it was weird that companions kept leaving the troop when they had been fed and paid for weeks. The troop size limitation also felt arbitrary.

Firstly, we wanted to remove the troop size limitation linked to happiness. Players should be able to recruit as much as they want and can feed and pay. That was our first move.

Secondly, we thought it was not clear enough what to do to improve happiness. It was too present while not being “fun” enough (no bonus provided etc). We think as long as you pay and feed your troop, you should not be fixing problems in your troop. That's why we wanted an accumulative system : if the players can not pay or feed for one day, the amount of happiness will decrease before people want to leave. You have way more security. It is easier to manage now and we don't really want happiness to be too reliant on management because the true management aspects are around food and wages. If you are able to pay, feed and fight well, your happiness will never be a problem.

Nevertheless, in the future, we will add camp events that will contribute towards happiness. Your companions will also develop relationships (friendship can bring happiness but may also cause grief). We’ll have more news on that once this system is closer to release!

Tutorials/Tooltips

  • We have added a series of in-game pop-ups that will explain some mechanics such as activities or special encounters.

Customization


  • You can now customize your starting group, choosing their name, hair, hair color, face and even starting skills.

Saves

You can now choose among three save modes :

  1. Free : You can save at any time and make multiple saves of the same game
  2. Normal (as it is actually in the game) : Only one save per game, but you can go back at any time to certain checkpoints, like the last village you visited, the beginning of a battle, etc.
  3. Ironmen : One save, one chance! You cannot go back and any Game Over is irreversible.

Recruits

  • Recruits that have not been recruited should now rotate after 24 hours (In-world time).

World


  • You can now evade generic fights you don’t want to take part in by spending resources.
  • The Forge and the Inn in Cortia have been visually upgraded.
  • Castles are now small villages : There includes the castle and another building.
  • In Gosenberg, an end has been added if Corene has been brought to Alazar
  • Septelle’s quest is now easier : Septelle is more powerful, you must kill only 2 guards and there is a notification when interacting with the bandit in the borderpost, informing the player that they have conditions to fill before bringing back Septelle. Notice the delay between guard attacks and lieutenant appearance has been reduced.
  • In Tiltrën, the reward provided by executing Torus has been updated.
  • Vertruse Setting : the reward received at the end of the Vertruse scenario if you chose to help Brunhilde now corresponds to the one she promises
  • Hair growth peddler can now be beaten after being hurt by the potion

Level scaling

  • Level scaling has received a first balancing round. You should not immediately face huge groups when you recruit a new person or level up. Note : we are still working on the no-level scaling system and we will deliver it in January.

Bugfixes


  • Corene’s event bugs have been fixed.
  • Delivering prisoners to prison should now drop your suspicion down.
  • Leader Bonus are now removed when the leader dies without being engaged
  • Layers providing +0 movement should now provide +1 movement.
  • Trade missions from the mission board without items have been fixed.
  • Companions’ starting traits are now generated according to equipped weapon
  • Localisations problems have been fixed.
  • If you kill a captured unit, it should now be removed from your troop.
  • And more fixes.

SFX

  • New sounds have been added.

Animations

  • New animations have been added.

Camp

  • You can now assign a Cook to the Cooking Pot to reduce daily food consumption.
  • You can now assign a Tinkerer to the Workshop to produce Raw Materials each rest.

QOL


  • The base price of an item is now displayed when a discount is applied to it.
  • A knowledge has been added to allow you to mark objectives on the map.

Skills


  • Bugs relative to Sprint have been fixed.
  • Volley of arrows can now attack one more time max if you land a critical hit.
  • Knife Throw does not engage an adjacent enemy anymore.
  • Small Explosion now deals damage.

Items

  • Hand bomblet now has no level restriction.

Balancing


  • Food values have been updated to allow more variety.
  • Wages are initially lower but now scale higher.

[Quote]Please don’t hesitate to let us know what you think of the update and thank you all for your feedback since launch!

And as a final note, a second community update is in the works as we speak, addressing even more of your feedback and suggestions and bringing even more requested features to the game, stay tuned for news on this...

Shiro Games

Wartales Hotfix #1 & #2 now live!



We have today released a hotfix addressing some of the more prominent issues reported since yesterdays launch, check out the contents of this update below.

Update version 1.11896:


  • Fixed some sound issues that could cause the game to crash or sound to stop
  • The first time you launch the game, it will be in borderless, this will avoid resolution issues. (If you have already started the game, you can delete the file "prefs.sav" in the game folder.)
  • Fixed a crash when you use a movement skill outside the limits of the battle
  • Fixed a battle lock with "Terror" status
  • Fixed a crash during fishing

Thank you all for your feedback and help in identifying these issues. We're hard at work ploughing through your feedback and putting together fixes for anything we've missed in this update, stay tuned for more!

EDIT: Hotfix #2 has also been released

Update version 1.11912:


  • Fixed an issue with sound cause the game to lag and crash
  • Fixed a crash when an unit move on a trap and dies
  • AI : Allies will avoid attacking the player with zone skills as much as possible
  • Tiredness : During an attack during sleet, tiredness is restored to planned value
  • FIx : Removed french text in some descriptions

(if you experience "game no loading" or "game crashing at launch", please try to repair the game via the file verification process...)

- Shiro Games

Wartales is out now!



Attention Mercenaries!

We are proud to announce that Wartales has now entered into Early Access and is available to buy now on Steam!





Well, what a whirlwind of a few months it has been!

From the announcement of Wartales earlier this year, to the mad dash to pull together a demo for the Steam festival, to the recent closed beta and final stretch of develoment before release, to right here, right now, orchestrating the release of our FIFTH game as a company...




First off, we'd like to thank everyone who joined us on our journey from the very start with the demo earlier this year, to have had such a positive reception and to see a community of dedicated and helpful players begin to form around the game at such an early stage was incredibly ecouraging for all of us here at Shiro.

Secondly, a massive thank you to everyone who took part in the recent closed Beta, your feedback and suggestions have been incredible and it is largely down to you that we are now able to release Wartales into Early Access with pride.




A lot of content and features have been added since the demo and the beta, and throughtout Early Access we will continue to develop, expand, iterate and improve every aspect of the game, alongside all of you with your help and support.

New regions, units, items, quests, features, functions, mini games and much more are well underway internally, and will be making their way to the game over time, and we can't wait to hear what all of you think! And we are all ears for any ideas and suggestions you might have that will help us realise the best possible version of Wartales.




The Wartales stage 1 roadmap has been revealed, covering the first 2/3 months of development plan, check it out below:



[previewyoutube="8lLyziem3KA;full"]



Now it's time for you to write your story in the Wartales, and we hope you'll enjoy your journey throughout the Edoran Empire!

Shiro Games.


https://store.steampowered.com/app/1527950/Wartales/