This week I built an altar for the birds. That's not a joke, when you launch the game, you're going to see it ːsteamhappyː
Progress:
Skirmish behaviour for archers etc.
AI faster responses. Your units also have more self-initiative.
Advance order can be used to start an offensive action. (hover over an enemy to use it, like in normal RTS games)
Bird images are easier to mod
New Tactics UI with a separate button to Switch currently selected bird. (it's a hack, but it works, just don't tell anyone)
One more weekly update and then a break to prepare a big update, probably on 28th August!
Thanks for being here! Arek
Weekly Update #20: Bugs, fixes and beyond
Hello everyone!
This week was all about bugs and small changes. I've got A LOT of unsolved problems so it's nice to finally sit down and deal with them. Also, I fixed some bugs in the game!
Progress: - AI less likely to burn down the world - Elite units are NOT stunned when hit by a charge - Food! skill adds Strength, targets a place instead of a unit. - Fire less powerful - Only 1 weapon can be used at one time. - Max morale is 4. - Centered digits in the fonts. Fonts should be nicer now.
Preparing for a big update in August! ːsteamhappyː
Thank you, Arek
hotfix "bread & bugs"
- more bread in the game - fixed bug with saved games (main menu buttons were unclickable) - fixed bug with enemy active skills (their buttons were clickable)
thanks for reporting those bugs! ːSteamhappyː
Weekly Update #19: New Mechanics
Hello everyone! This update actually changes things, which is why it took so long! ːsteamhappyː Shame I missed Steam Summer Sale, but there were so many bugs I had to fix.
It's not a big one, but it's important. Makes the game a bit heavier and more thinky.
I wanted to give more options and maybe solve a couple problems: A. Battles against armies with lots of heavily armored units or elite units were quite boring, because charging had no impact. B. Mounted units were underwhelming. C. Unit Movement Speed parameter had very little use. D. Unit Charge parameter was incredibly overpowered. (There were only 3 reasonable values: 0,1,2. Anything else was insane) E. Placement bonuses had annoying gigantic tooltips that obstructed the view. F. You can get stuck in an unwinnable battle and the entire campaign goes in the garbage bin.
Progress:
Every 5 dots you charge in a straight line will build up 1 Charge. If you make a sharp turn that bonus is lost.
You can break more than 1 enemy armor with a charge. (If you've got more Charge)
You can charge Elite units, but they will stop all charges and take only a small amount of damage. (10 damage per 1 Charge)
Placement bonus tooltips now disappear when you move the mouse cursor. They appear only when the cursor is still for a moment.
When you lose a battle you can go back to the last visited town. This is the groundwork for actual multiple save slots. Big code change for a very minor gameplay change ːsteamhappyː
I think the campaign has become easier because of these changes, so that's a bonus 👍 Thank you!
Weekly Update #18: Quality of Life
Hello everyone!
This week was focused on interface improvements. Basically - how to make the game less annoying. There were a few key issues, like people complaining about unskippable panic. But I'm still on the fence with shift-adding more units for a selection. (like in standard RTS games)
Progress: - Universal pause, stops Panic/Charge/Skill sequences. - Visible button shortcuts - Selection box is easier to draw now (ignores enemies and disabled units) - DoubleClick to select a single unit for an Advance - Fixed immortal units. You could save a unit if you pressed pause at the right time. The unit would stay alive with 1 HP.
Thank you! ːsteamhappyː Arek
Weekly Update #17: Fixes and Sauces
Hello everyone! Happy DDay!
Now that I'm done with deadlines I can take my time and work on the game properly. Without introducing bugs on daily basis. The important thing is to keep up with weekly updates! Steady progress is really good, even for me, psychologically.
I spent the last few days designing a better, more open campaign structure and deeper unit management. Good news is that it works and it should satisfy players that wanted more stuff in the world map. No, it won't be like Battle Brothers, more like tabletop RPGs. But it's actually more cohesive than the previous plan. Roadmap will need to be updated! The best part is that it's NOT a lot of work.
Progress: (small) - 2 separate AI sauces. Don't need the tutorial sauce anymore, since there will be a short tutorial campaign. - Fish sauce places a maximum limit of 3 fish, instead of 6. - Fish bugs fixed in daily arena. - slightly more difficult AI.
Thank you for staying around! ːsteamhappyː
Weekly Update #16: +125% Birds
Hello everyone!
I'm sure everyone has had enough of these game-breaking bugs. This update fixes the problems that arose recently. But also... more importantly... NEW BIRBS! ːsteamhappyː The Aviary is getting interesting with more specialized birds. Brings the total number to 9! You'll find the new birds in Daily Arena and in the campaign ( just to spice things up ).
Thank you, Arek
TactiCon 2023 is here! What's happening?
Hello everyone!
I was lucky enough to be included in this year's TactiCon. Extremely grateful! Thank you Hooded Horse & co!
There's a new demo with the first campaign fully playable. A new surge of players should make for interesting Daily Arena scores on the leaderboard. ːsteamhappyː
That's the end of the marketing announcement. Time for the real part.
I was hoping the Expedition mode would be ready for this festival. You remember the arcade roguelike mode focused on battles and systems, not text. Big failure there. A couple major mistakes on my part and when time came I couldn't release it in its current state. It's going to take ~2 more months. Seems drastic, I know. But it's going to be the main mode for 50% of the players. Can't half-arse it. Cute ideas and minor features are now put on hold. Expedition mode is now top priority, because we need CONTENT. How to introduce new content? That was a problem. Even if I add new units and mechanics, I need to create a new campaign specifically for them. Fortunately, now Expedition mode will solve this. ːsteamhappyː
Here's what's going to happen in the next couple of weeks: 1. Battle content update (Units & Birds). 2. New 2-hour campaign (using that content - almost finished now, but due to random crises never published) 3. Expedition mode. 4. Battle mechanics update. (I hear your feedback/ideas/complaints. I will organize tasks and rework the roadmap over this weekend.)
Thank you for reading and thanks for having faith in the game. I'm sorry it's not there yet. Arek
hotfix 02may
Exclusive companies available for custom campaigns. Update timer updated. Vanquished foes counter is counting vanquished foes countingly.
Weekly Update #15: Leaderboards
Hello everyone!
This week brings a few changes in the skill system. I'm mostly working on the Expedition mode, but there is progress on other areas! Biggest change is probably that "Food" skill gives Strength now. But also, leaderboards for the daily arena! ːsteamhappyː