Wargroove - Superconsole


Author: krakauer, Chucklefish Programmer

Hello everyone! Today we’re doing a public beta of a long awaited PC feature, modding! We’ve been testing it ourselves, but as you are all much more creative than us, we’d really like your help to break it as much as possible while creating cool mods!

How do I access the beta?

Good question! First of all – back up your save files!

Next, you’ll find the beta is available on Steam by using a beta branch. In your Steam library, right-click on the Wargroove entry and select “Properties”. In the “Betas” tab, you should see a drop down and a textbox. In the textbox, enter the password ‘caesarisagoodboy’ and click “Check Code”.



If the code has worked, you should be able to select the ‘public-beta’ option from the drop down box. Once you’ve done that, Steam should install the beta and you’re ready to go!

How do I make a mod?

I have written a document to help you get started, which you can find on the Wargroove wiki! (Is this document just a thinly veiled attempt to get my dog more Instagram followers? Answer: yes). In addition, we’ve created a few little examples that you can find by following the file path C:\Program Files (x86)\Steam\steamapps\common\Wargroove\modpacker_bin

How do I share a mod?

Once you’ve created your mod, it should have put itself in your Wargroove appdata folder. You can probably find this at %appdata%/Chucklefish/Wargroove/mods. Copy the folder with your mod name on it and send it to a friend! They just put the folder in the same spot in their appdata folder.

How do I use a mod?

Custom Maps
If you want to create a modded map, go into a custom map and open the main menu. Hit the branch new “Mods” button, and you should see a list of your installed mods.



Just flip the switch for the ones you want to use and change the ordering if you need to. Hit “Save and Reload Map”. This should reload your map with the mods on. The “Add to Mod” button is for packaging maps within a mod, and you can read about it in the document linked in the “How do I make a mod?” section.

Local Multiplayer
If you want to use a mod in a map that already exists, go to local multiplayer and select the map. In the “Match Settings” window, hit the “Mods” button, and you should see a list of your installed mods. Flip the switches for the mods you want to use and change the ordering if you need to.



Hit close when you’re done and you should be using your mods!



Online Multiplayer

The only modded maps that can be used in online multiplayer are maps that have been packaged within a mod. All players must have the same version of the mod installed. If you do, when you go to host a game you should see the modded map available. Anyone with the same version of the mod installed can join the game like normal.

Will console versions receive modding tools?

Unfortunately not – this is a platform restriction we don’t have control over, so modding tools are a PC only feature. Console players will not be able to access any custom content or join any online matches which use PC mods, and instead will see an error message.

I have more questions!

I’ll be on the Wargroove discord today to answer questions, and I’ll be available as long as I’m near my computer!

Something is broken! How can I report it?

First of all, thank you! We’ve set up a forum post to collect feedback HERE. You can also post on discord, but please post on the forum as well so that it doesn’t get lost!

Happy modding!
Wargroove - Superconsole
안녕!

Today we're launching patch v1.3.0 which will primarily introduce Korean as a playable language. Thanks to our friends at Shloc for working on the Korean localisation!



This patch also contains a few new features and lays the foundation for PC mod support. Also included are some bugfixes, which you can find details of in the Version History section of the wiki - warning, version history includes some spoilers.

Here's the full breakdown of the new features added in the latest patch:

  • Add 'delete progress' option to the campaign menu for downloaded Campaigns
  • Add hotkey to change Players in Map Editor; users can now use Spacebar to toggle between players when placing units.
  • Add ‘Duplicate’ to Triggers, Flags, Counters, Conditions and Actions in Event Editor
  • Removed Weather from Quick Play
  • Added Korean support

You may also be excited to hear that we're planning to start the PC mod beta next week. We'll let you know more information and how you can gain access the beta once we have a specific date set, so keep those eyes peeled!

Lastly, don't forget to submit your map designs via the Wargroove subreddit for the chance to claim the next Community Choice Award winner! If mapmaking isn't your thing, you can also show your support to fellow community members by voting for your favourite by upvoting their post on the thread.

감사드리며 재미있게 즐기시길 바랍니다! Chucklefish 개발진 올림.
Jul 23, 2019
Wargroove - Superconsole
Hi everyone!

The Wargroove Discord members among you may have seen that last week Chucklefish CEO Tiy divulged some information on what the development team are currently working on, and details on what you can expect in upcoming minor and major patches across all versions. Today we wanted to go into a little more detail!

An official caveat though, the below isn’t a finalised list of content, nor can we 100% confirm that all of these features will make it into the upcoming updates, as some are still in development / testing stages, so keep that in mind! Updates also still need to go through various approval processes, so we can’t estimate exact release dates just yet.

So what’s next for Wargroove?

While we’ve been keeping our heads-down in development since the last major QoL patch, we’re constantly reading and listening to feedback from all around the player-base – be that from the online competitive scene, map-making fans as well as casual players who are keen to see more content to get stuck into. As such we have 3 updates in the works:

v1.3.0 ‘Minor’ Patch
  • Korean Language will be added! 이제 워그루브를 한국어로 만나보실 수 있습니다!
  • Bug fixes
  • Some technical stuff laying the foundation for PC Mod support

PC Mod Support Patch
  • Adds mod support via Steam Workshop – check out this Commander mod preview where we recruited one of our office dogs!
  • This patch will follow closely behind v1.3.0 and will be in open beta to get player feedback

v2.0 ‘Major’ Update
  • BIG brand new content – full details to be revealed at a later date…
  • Lobby listings, so that players can find publicly hosted games
  • Unit balance adjustments to a number of units and Commanders
  • Quickplay map rotation – New maps will be chosen and weather will also be turned off in Quickplay mode.



This update will also include new Map Editor options – there’s quite a lot of ideas we’re testing at the moment, so here we go…

  • Gizmos – New place-able entities with an on and off state such as levers and chests. Using gizmos you can override terrain (e.g. draw bridges) and will also be able to enter new actions to set and toggle the gizmo state, as well as new conditions to check it.
  • Counters – We’re adding new actions to perform arithmetic between counters as well as setting the counter to random value, and load/storing counter values to some other variables (HP, Groove etc.). There’s also a new condition to compare counters.
  • Actions can now play sounds
  • Metalocations – We’re adding support for ‘metalocations’ which indicate where things last happened on the map, for example the last attacker, last defender, last recruit, last unit used, last movement path, last death etc. There will also be new actions for locations, such as copying a location area, moving location by (x,y) and boolean operations between locations.
  • Unit Modifiers – We’re also enabling players to modify the damage that any unit/structure receives as a percentage, including making them invulnerable. We’re also looking into a teleport unit action for the editor.
  • Map upload slots will also be increased so users can upload more maps at once.

As we mentioned earlier, we want to keep you updated on what we’re working on, but be aware that not all of the above may make it into the final update list as we continue implementing and testing new features, so do wait for the final patch notes which will be revealed when each patch is ready to deploy!

There’s still even more announcements on the way for Wargroove, so plenty still to look forward to in 2019! For now, come join us on the Wargroove Discord where we’ll be chatting about some of the changes we’re making, and don’t forget to submit your maps ahead of the next Community Maps Spotlight this Friday. You can also vote for your favourite map to receive the Community Choice Award in the Wargroove subreddit.

Bye for now!
Wargroove

The 'Red Hot Sale' continues to burn at Fanatical and this week has introduced a few new titles to spice up the mix of digital gaming deals.

Right away, you can get an absolute scorcher of a deal with Wargroove for just 9.59/$11.99 for the next 48 hours.

Seen as a spiritual successor to the likes of Advance Wars, the strategy RPG from Chucklefish was generously and carefully created according to Donlan, but he's still saving his love for the real thing. Even if Wargroove allows you to play as a canine commander called Caesar!

Read more

Wargroove - contact@rockpapershotgun.com (Alice O'Connor)

Life has become a little friendlier in Wargroove, as Chucklefish’s Advance Wars-y strategy game today launched its keenly-awaited “quality of life patch.” Handy features include checkpoints in missions, difficulty setting changes, getting to add AI-controller players to multiplayer matches, and lots of little tweaks and fixes. War may be hell, but that doesn’t mean we should accept it being inconvenient.

(more…)

Wargroove - Superconsole
Hi all,

Shortly after launch we announced that we were working on a quality of life patch, combining some community feedback we received and adjustments we wanted to make. Well good news –Wargroove Patch 1.2.0 is available now!

A quick PSA, you may also find yourself needing to update to the latest version in order to access the game’s online features after the patch, so do make sure you’re up to date if you have any issues.

If you do by chance find any bugs please do report them to the support section in the Wargroove Forums. If you’d like to chat to the developers and share your thoughts, you can also find us lurking in the Wargroove Discord server!

Full Patch Notes:

Checkpoint system:

  • While playing in campaign mode, you can set a checkpoint in a mission
  • If you are defeated, you can retry from the checkpoint
  • You can set a checkpoint whenever you want, but you can only have one active at a time (the previous gets overwritten)



Difficulty system overhaul:

  • Five difficulty presets, Story, Easy, Medium, Hard (Default) and Custom
  • Hard difficulty is the default, and is the standard rules of the game. It’s the only mode where you can obtain S-ranks
  • Medium difficulty is a bit easier and still lets you obtain up to 3 stars
  • Easy limits you at 2 stars
  • Story limits you at 1 star, and is VERY easy



Multiplayer:

  • You can now add CPU players to online games
  • There’s now a message clarifying that you must join a match if you don’t have any in progress
  • A number of fixes to Quick Play timers
  • You can no longer suspend Quick Play matches and play other games in the meanwhile, since they’re supposed to be realtime
  • 9 maps designed specifically for co-op have been added
  • Fix issue where user’s couldn’t get into Online multiplayer
  • Fix issue were main menu could not be invoked during opponent’s/AI turn



General Quality of Life

  • The effectiveness chart on unit info and recruit screens has been reworked to be far more readable and informative
  • Skipping battles, captures and cutscenes is now much faster
  • Display the S rank requirements on the overview screen for a mission
  • “Exit” has been renamed to “Suspend” to avoid confusion
  • You can now see teams on the Overview screen
  • Fix international text input on Switch
  • Display the Controller Select Applet on Switch less often
  • Add Korean font
  • Resigning will now destroy all units simultaneously instead of one at a time



New options:

  • Add “Movement Speed” option that allow you to set all units to move faster
  • Add “Confirm End Turn” option to avoid accidental end of turn
  • Add “Damage Range” option to display minimum and maximum damage on previews, instead of average damage



Fog of War:
  • Allies now share vision
  • Eliminated players can still see their team vision; eliminated teams become spectators
  • Spectators can view the current team’s vision
  • Hide enemy income and funds
  • Don’t spawn effects or show building colours inside fog of war
  • Don’t show battle and capture animations unless at least one of the units is visible to the current player
  • Fog of War now updates faster
  • Fix “sonar” bug that allowed you to obtain extra information within fog of war
  • Fix allies being able to move units into each other and becoming stuck



Fixes and tweaks:

  • Fix Tenri’s groove charge rate to the intended value
  • Change Ryota’s groove to allow him to dash through his own units
  • Fix team options; all teams should display correctly in 2v2 matches
  • Fixes for Vines and Crystals acting as Units
  • Fix for 7-2; commanders no longer change team after suspending
  • Fix sound effects in Cutscene editor causing crash
  • Fix Cutscene Attack animations causing crash
  • Fix Empty dialogue event boxes causing crash
  • Layering of actors and props in Cutscene editor should now work as expected
  • Fix crash when entering non-numeric text into Counter events
  • Fix issue with Tutorial 1.3 where user could get stuck when asked to select a barrack
  • Misc language fixes
  • Misc minor fixes
Wargroove

Wargroove should be quite a bit more welcoming when an update hits the cheery but tough turn-based romp today. It's not easy to save the kingdom of Cherrystone, but difficulty presets and a new, flexible checkpoint system should make the journey a bit less perilous if you choose. 

The default difficulty has been giving people problems, and changing the sliders to give you even a tiny bit more damage or income knocks the game into 'easier mode', immediately limiting you to a maximum of one star per mission. It's a tad harsh. The update, thankfully, introduces a bunch of presets and reduces penalties. 

Wargroove's default difficulty is Hard and the only way to achieve S-ranks (aside from making it even harder, if you're bold), Medium is a bit easier and lets you get three-star ranks, Easy knocks it down to two, and Story is the easiest of them all, limiting you to one star.

The checkpoint system essentially gives you a single battle save. Instead of having to start all over again because you messed up—maybe you lost a unit you were ordered to protect—you can set a checkpoint anywhere. You only get one in every battle, but it can be overwritten. 

There are plenty of other changes, too, including a CPU player option in multiplayer, shared vision among allies, better unit information and S-rank requirements clearly displayed. The game's pace, which can be rather slow, has also been cranked up a bit. A movement speed option will allow you make battles brisk, and skipping animations should be faster. 

Wargroove's update will be live from 1 pm GMT/8 am EST today. 

Wargroove

Wargroove has its differences from Advance Wars, the Nintendo series that inspired it, but that isn't stopping some players from immediately turning Wargroove into Advance Wars. Thanks to its built-in mapmaking and campaign-building tools, Wargroove already has a bunch of player-created maps to play, including recreations of Advance Wars missions. Here are the coolest Wargroove mods and maps we've found so far. 

How to download Wargroove custom maps 

Wargroove doesn't use the Steam Workshop for sharing maps and mods, because it actually has its own built-in map sharing tools that work across the PC and consoles. To browse and download maps, choose Custom Content from the main menu, then Share. From the Share menu you can browse for maps, see what's currently popular, or click Enter Code to download a particular map. Copy/paste the codes from the maps listed below to download them. 

The best Wargroove custom maps and campaigns 

There are already hundreds of custom maps in the Wargroove community, but these are interesting, polished maps we've tried out ourselves. For more good stuff, check out Chucklefish's community map spotlight.

Indiana Bones and the Angel Statue - 9TBXTXRY

A cute little "adventure" with light puzzle solving as you venture into a ~spooky~ tomb. Nice use of scripting in a simple map.

Triple Trouble - WUJTWQ48

A super cool map concept. It's a 1v1 map but split across three separate lanes, with barracks and strongholds and buildings to capture in each one. Take a single enemy stronghold to win by figuring out how to most efficiently divide your forces.

Yorthendon Citadel - YEGW2QKD

A big symmetrical map for four player versus, with a guarded treasury of valuable buildings locked in the center. Whoever controls that portion of the map will likely have the resources to win.

Capture the Flag - FCC6ZECY

The game's in the name. You lose if the enemy takes over your stronghold or kills your commander, but the real goal here is to grab the flag from your enemy's base and bring it home. The unit who grabs it turns into a defenseless villager, so you'll need to protect them.

2v2v2v2 (pintade) - DQ6DJEWN

A huge map designed for co-op play. You and a partner start in one corner of the map and gradually spread out, while three AI teams move around in the fog of war. If you're hunting for a co-op map you can play for weeks, this is it.

Japan A.I. Large - LCB6RCTG

That's Japan! Neat. It's a large one, so expect some long multiplayer campaigns.

The Defense of Strahnbrad - W6WVJHL2

A Warcraft-themed map that feels like a proper campaign mission, with fog of war and a city to protect.

Advance Wars Alpha - 6FK77AS6

The first four maps from the Advance Wars campaign, remade in Wargroove. The entire campaign is in development, and will eventually contain all the maps from the original game.

There are only a few Wargroove mods (so far) 

Most of Wargroove's community efforts are focused around its built-in editing tools, so there's not much of a mod scene yet. But there are a couple to check out:

Modpacker - A tool for installing and creating mods that will likely become the go-to for modders.

Advance Wars 1 in Wargroove - Don't get too excited—this mod doesn't reskin the game with Advance Wars sprites. But it does rebalance it and globalize the leader powers, bringing combat more in line with Advance Wars' gameplay. You'll need the Modpacker to install.

Wargroove

The CEO of Chucklefish has responded to Sony's claims that Playstation 4 crossplay is available to any devs and publishers that request it.

In an interview earlier this week, Sony chairman Shawn Layden told Game Informer that "we’re open for business on this one. All it takes is for publishers and developers who wish to permission it. As ever, just work with your PlayStation account manager, and they will walk you through the steps that we’ve learned through our partnership with Epic on how this works."

Tiy, Chucklefish's CEO responded to the claim on Resetera,  "We made many requests for crossplay (both through our account manager and directly with higher ups) all the way up until release month. We were told in no uncertain terms that it was not going to happen."

Chucklefish's own game Wargroove has crossplay enabled between PC, Xbox One, and Switch and were keen to include PlayStation 4 players but as Tiy reports, "We were told no." 

PC, Xbox One, and Switch increasingly share multiplayer space (and shared progress in some cases), . Fortnite and Rocket League both have crossplay enabled on PlayStation, but the platform seems closed to others. Sony really isn't doing itself any favours, as Steven pointed out last year:

It makes sense why Sony wouldn't see the need to play ball with its competitors and allow cross-play. But the issue is about more than just protecting a bottom line: Sony's backwards stance on cross-play harms the games industry and players as a whole, including PC gamers.

Wargroove - Katzeus

First of all, I want to say how humbled and thankful we all are here at Chucklefish for an incredible launch week. It’s truly been amazing, we’ve already covered the cost of development and are throwing ourselves into improving the game further.

So what’s next for Wargroove?

Short Term

We’re working on a number of quality of life fixes and hope to get them to you asap. We’ll try to get things done as quickly as possible.

Some of those quality of life improvements will include:
  • The ability to skip battle scenes more quickly. With various options on how this will work.
  • The ability to force fast map movement to ‘always on’.
  • Tooltips and more info for the effective/vulnerable charts.
  • In multiplayer, the host will be able to fill open spots with CPU players.
  • Display S rank requirements. (Tip for now, it’s always based on number of turns.)
  • Improved icons/mouseover for effective/vulnerable unit listing
  • Make it more difficult to accidentally end a turn.
  • Multiplayer Lobby improvements
  • Various bug fixes

Modding is also coming soon and of course a PS4 version of the game is in the works.

Long Term

As we continue to update the game and address user feedback, we’re also looking into a larger content update, DLC and more. More info on this at a later date. But I think you’ll be pleasantly surprised.

One more thing

We love feedback and we’re constantly checking Reddit, Discord, the Community Forums, Twitter etc. So keep it coming.

We’d like to know how you feel about the difficulty of the game, and should you be able to earn 3 stars at lower difficulty settings?

Here's a preview of some changes coming to the unit effectiveness list.



Let us know what you think!

Thanks again for the amazing launch support and we hope you enjoy the game!
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