Working on strategic AI. The idea is to create dynamic enemies that would move around the map and generally make players’ lives a misery. To be able to do that, AI will need to figure out where to go. I’m currently working on implementing a threat map, here is a color-coded sample. As an AI agent, you need […]
Supper happy to bring out new splash art. Let us know what you think!
We’re proud to announce the release of a major update: “The Hammer”. If you have been following our development updates, then you know that we have been preparing a number of changes for a release for the past couple of weeks. The changes include:– major overhaul of hero warrior class (Baron and Baroness), a bunch […]
Magic attack, Healing and Buff projectile particle animations have been reworked.
We’ve been working on talent rework for a while. 1. The heroes have new delicious talents that affect all units in the squad. 2. Each talent branch, leading to “Mass Inspiration”, received one additional talent, strong and very attractive. For example, temporary protection against damage, mass regeneration or increase in lifestealing. Having learned the “Mass […]
Just a quick update. I’ve been working on getting new set of models into the game. Doing that I ran into a very common problem – models tend to have arbitrary hierarchies and transforms. For context, the game is built on a custom engine that I’ve been working on over the past 6 years or so. […]
Over the past few days, I have been working on improving visibility of “defense” state in combat. The idea is to make it clearer what is happening on the field.
Our game designer has reworked the talents and status effects based on some of the player feedback to use whole numbers for fixed bonuses to:– ability power– health– absorption These changes should make the game a little easier to understand and respective effects a bit more satisfying. Let us know what you guys think!
Fixed a bug that would sometimes cause talent levels to not update properly. You spend a talent point, but the effects of new talent level do not apply until you re-load the game. Thanks to all who have reported the bug, your info helped find the root cause.
We’re currently in the process of major overhaul of talent trees. As part of that work, we’re introducing a new combat mechanic: healing effectiveness. It’s a new stat which modifies how well healing works on a given unit. Some of the new talents will reduce that and some will increase it, to make healing more interesting.