Dead Monarchy - Dead Monarchy Studios


Build 2.2 Patch Notes:

This is a continuation of the changes introduced in Build 2. I'd still consider it a modest update considering I was also busy working with freelancers this week.

Gameplay Tweaks:

- The cooldown timers for the monster abilities "Hurl Rock" and "Powder Bomb" have been increased from 2 to 5, this translates to 4 actual turns/phases.

- The amount of weeks it takes to upgrade the barracks has been tweaked. The end result is more gradual from 1-10 weeks per level.

- The Vampire Prince's ability, "Cursed Blood" has been tweaked. The LOS settings now use standard LOS settings instead of ignoring it completely.

- Stat boosting rings have been reverted to their old loot settings. So they no longer drop according to the level of the enemy combatant but instead they drop based on the difficulty of the mission. Since weapon drops are now scaled to the enemy level, ring drops can be an incentive to doing harder missions. For example, all level 9-10 missions now have a chance of dropping a ring that boosts X stat by +25. In Build 2.1, you wouldn't see a +25 ring until very late into the game.

- Monarchs now drop additional loot (cultural armors).

- Monarchs are now immune to "Shatter Shot" and "Aimed Shot".

- Sieges now award an additional 10k crowns and a chance of 1-5 random cultural armors.

UI Updates:

- Buying an item stack from the marketplace now prompts the player with a UI box asking how much of the stack the player wants to buy. You can increase and decrease the amount you want to buy within the stack by pressing the + or - buttons. The buttons also loop so if you want to go straight to the full stack from 1 press the - button and it will jump straight to 25. This is only for buying, you still have to sell the full stack when you are selling stacks of materials.

- Warrior profiles have been updated. Daily wage/intake has been changed to Weekly wage/intake. Has no affect on gameplay, just fixes a typo.

- Updated the desert grid tooltips to reflect that "Desert Heat" reduces -2 Stamina now instead of -5 Stamina.

Bug Fixes:

- The stalling issue related to the ability "Concussing Strike" has been fixed.
Jun 27, 2019
Dead Monarchy - Dead Monarchy Studios


Hey guys,

For those that were still curious about Dead Monarchy, you can join Nookrium as he takes a dive into the game. Thanks again for taking the time to cover Dead Monarchy!

https://www.youtube.com/watch?v=XCC8X0-w4Ps&t=1s

Cheers,
Kevin.
Dead Monarchy - Dead Monarchy Studios


Build 2.1 Patch Notes:

This is mainly just a hotfix for Build 2. Let me know if anything else funny occurs. For existing save files, if the Vault and Temple changes are not applied instantly, try waiting until the next week.

Gameplay Tweaks:

- The starting inventory size and inventory upgrades has been tweaked again to accommodate the changes to item stacks. This should eliminate most cases of an "overflowing inventory" which results in items disappearing if you swap or take off items. This is just unfortunately one of those changes that doesn't play well with current save files. The changes are listed below and should help alleviate most cases.

Level 0 = 150
Level 1 = 200
Level 2 = 250
Level 3 = 300
Level 4 = 350
Level 5 = 400
Level 6 = 450
Level 7 = 500
Level 8 = 550
Level 9 = 600
Level 10 = 750

UI Updates:

- The building description for the "Vault" has been updated to reflect the new changes.

- Updated tutorial and glossary entry to mention that you can now open the glossary/bestiary while in combat by pressing "G".

- Added a small note in the barracks (change group menu) to hopefully clarify what the purpose of the menu is.

Bug Fixes:

- The rework on stat gains from level ups has caused an unintentional bug which causes all stats to gain at least +1. This issue should have been resolved now. Basically, the two stats that each background is proficient in will always have a chance of gaining 2-3 per level, whilst the other stats will only level up by +1 with a chance for 0 rolls too. This is more aligned with what I originally had in mind.

- The temple bug that was introduced in build 2 should have been resolved. The gods truly have not been kind.
Dead Monarchy - Dead Monarchy Studios


Build 2 Patch Notes:

I haven't tested this thoroughly on existing save files. The temple changes should take place the day after, item changes should be applied after taking the item on and off or swapping in the case of armor. Monarch spawn chances and weapon drops should be applied after loading into a new mission. Please let me know how it goes.

Gameplay Tweaks:

- The multiplier for warrior purchases has been lowered. Level 1 recruits cost 200, down from 500. The multiplier for increased levels is level x 200 instead of 500.

- EXP rates have been increased by 50%. This may result in a lot of battle report "spam" since you'll be gaining quite a lot of levels now. In the future, I'll have to update the battle report UI, but UI reworks are time intensive. Balance is tricky, there may be better solutions, but let's see what happens.

- Movement in combat no longer costs "Stamina". The unique effect of the desert biome still remains though. Movement in the desert biome still has a 50% chance of applying "Desert Heat" when moving to or across tiles. That said, the effect has been reduced from -5 Stamina to -2 Stamina.

- Temple has been reworked. You now start with 5 charges for healing and repairing at level 0. Each subsequent level grants +2 charges for a total of 25 charges. The line at the temple that has been building up for the past weeks can finally dissipate.

- Reworked how the Monarchs (bosses) are spawned. Monarchs no longer spawn during the first 90 weeks. Then, starting from week 91, the chance for Monarchs to spawn gradually increases up to the maximum spawn chance at week 300+. The lead up to the 300th week around week 240 will result in a sharp increase in spawn chance. I am interested in seeing whether the EXP increase is enough. With enough planning, it is possible to take down a Monarch at around level 50 though.

- Monarchs now have 0 (excluding minor bonus) Focus, making them effectively unable to counter attack. Should make melee engagements slightly more viable. Attack is now capped at 100 (excluding minor bonus), bringing in a shield should be more viable for tanking Monarchs.

- In addition to the changes to the Monarchs listed above, Monarchs can never spawn on a level 1 mission in any biome and will never spawn if the player has 3 or less warriors in the active party.

- Weapon tiers up to tier 5 have no level requirement. Weapon drops will now drop in accordance to the levels of the monsters. Rusty and Sturdy will drop as soon as the game starts. Complex (old req 20) will start dropping when the monsters are level 11+. So even if the level requirements have been removed, you can't normally get access to higher tier weapons early on. Since weapon drops are scaled to monster levels it essentially means that weapon drops are scaled over time, as monster levels increase every 30 weeks in line with sieges. However, if you upgrade your workshop you can still access higher tier weapons at least up to tier 5 but that would require a significant investment. Either that, or you buy from the marketplace. It also means that as you progress further into the game, losing a high level character isn't as debilitating as you can at least equip low level characters with weapons up to tier 5 if you have access to them. This should hopefully resolve the issue of doing a level 7 mission early on and getting a high level weapon that you have no real use for.

- Workshop upgrade costs have been increased to offset the removal of level restrictions from tier 2-5 weapons. The Workshop should have a lot more value now (reason to defend it) as well as the Vault, since drops have been increased.

- Rings have been buffed, +5, 10, 15, 20, 25 for primary stats. Up from +2, 4, 6, 8, 10. The power of the ring cannot be underestimated.

- A small amount of resources for crafting and upgrading buildings now has a chance of appearing on the marketplace.

- The Vampire Footman's ability, "Heart Drain" has been nerfed. No longer is it 100% hit chance. Hit chance uses standard hit chance formula. Strength drain is changed to -5 instead of -10.

- Light armor no longer gives diminishing Stamina stats. Light helmets no longer grant bonus Stamina.

- Medium/heavy armor no longer has a Stamina penalty. However in the next build I will be making it so that the abilities themselves cost more Stamina if you wear medium/heavy armor. So instead of directly reducing the Stamina stat itself, I will be increasing the amount of Stamina that that the abilities require. This can also open up new perks for the future perks system. This also opens up some very interesting effects for famed/legendary armor, IE an armor that doesn't apply extra Stamina cost for using X weapon.

- Medium/heavy helmets no longer reduce the Attack stat directly. I will look into this in the next build and I might make it so that the hit chance itself is directly affected.

- Characters will no longer gain 0 stat gains on level up. There is now also a chance that a stat can increase by +3. (Please report any instances of 0 stat gains, I should have eliminated all the instances.)

- Characters will now start with a minimum of 5 Strength, a slight breeze will no longer kill them. (Please report any instances of starting with only 1 Strength.) Characters of an existing save file may still have 1 Strength.

- The starting resources for upgrading buildings have been slightly increased. It is now possible to start up to x25 of any given material.

- The value of metal materials (used for crafting equipment) has been reduced.

- Marketplace sell value has been reworked. At level 0, you sell at 50%. At level 1 you sell at 100%, then moving up to 110, 120, 130, 140, 150, 160, 170, 185 and 200% at max level. This means you can craft items in the workshop and make a tidy profit.

- The new equipment that appears on the marketplace has been adjusted to be in line with monster level scaling.

- The amount of resources (fir) required to upgrade the Marketplace has been increased.

- There is now a 100% chance of 25 food appearing on the marketplace.

- The max item stack has been decreased to 25, previously used to be 100.

- The amount of starting inventory space has been increased and inventory space upgrades coming from the vault has been reworked. +25 per level going up to 350 at max level.

UI Updates:

- Added in a toggle called "Extended Markers". This basically toggles on and off the boxes that appear with the combat markers when selecting a tile to move, attacking a valid target or when selecting/hovering over a character. You can access this option in the game options menu while in town.

- Added in attack range radius. IE when an ability becomes valid, when selecting a target you can also see which tiles you can hit.

- Tooltips for tile descriptions have been updated since it no longer costs Stamina to move unless in the desert biome.

- Temple building description has been updated to reflect the new changes.

- Tutorials updated to mention the changes to Monarchs.

- Updated weapon tooltip descriptions to clarify which weapons couldn't attack diagonally and to clarify that ranged weapons have a minimum range of 2 tiles.

- You can now access the glossary/bestiary while in combat. Press "G" to bring it up, ESC or click the exit button to close it. You can only view it while it is your phase/turn.

- Updated character biographies to show which two stats the character is proficient in based on the character's background.

- Updated "gem" description tooltips to note that they are not affected by trade modifiers from the marketplace and are sold at full price regardless of marketplace level.

- Fixed a typo with the "Venerable Sword".

Bug Fixes:

- The above fixes to the armor should have fixed the issue of medium/heavy armors/helmets giving negative stats and glitching the stats up.

- The Beast Skinner's ability, "Flayed Alive" has been fixed. It should now only trigger once instead of spamming multiple times and locking the game up.

- All monster ranged attacks (break helmet/armor too) now cost 12 AP, instead of 6AP. Was an oversight on my behalf. Basically, ranged monsters should not be as ridiculous now.

- Rodent Soldier's "Shield Smash" sound effect (volume) has been slightly reduced.

- The issue with "Defense" not restoring after battle due to combat abilities, should have been resolved.
Dead Monarchy - Dead Monarchy Studios


Hey guys,

If you were interested in knowing more about Dead Monarchy, Sampstra Games has started a Let's Play series on it. I personally love her enthusiasm, it is a very surreal experience watching someone else play your game and finding out things that you didn't anticipate. It's like watching your child taking his/her first steps into the world.

Once again, I appreciate you taking the time to make a video and for also spreading the word. Thanks again Sampstra Games!

Link to playlist:

https://www.youtube.com/playlist?list=PLwba43MpMuUSUxeuQjpuTZJwIOre6zJEv

https://www.youtube.com/watch?v=sXwSqBBJY78&t=821s

https://www.youtube.com/watch?v=vMOw2d-rAKA

https://www.youtube.com/watch?v=SVct-PLHXpQ&t=1s

https://www.youtube.com/watch?v=5VKh-JjdomA

https://www.youtube.com/watch?v=q-SnZHm6HLU

https://www.youtube.com/watch?v=PdVyr07PjVg

https://www.youtube.com/watch?v=CFc_Mi086II&t=1s

https://www.youtube.com/watch?v=fPKQteLbnDc

https://www.youtube.com/watch?v=xxA18WveMD4

https://www.youtube.com/watch?v=15Oxk8rspJo&t=95s

Cheers,
Kevin.
Dead Monarchy - Dead Monarchy Studios


Hey guys,

Most of the information that is directly related to the release will be mentioned in this paragraph alone. Thank you to everyone for all the support I have received over the years. I really can't state enough just how important it is for developers to have a strong community. Dead Monarchy has now been officially released into Early Access. However, things have only just begun and there is a lot more work to do. There is a "roadmap" but I'd prefer to just call it a feature list as I don't have a definite date for any of these upcoming features. Check out the "Upcoming Features" thread in the general discussions. I have also made sub forums for reporting bugs and providing feedback on existing features.

The rest of this announcement is just a story so if you were interested in my development journey up to this point, stay awhile and listen. ːsteamhappyː

Three years ago, I decided to try my hand at game development. Prior to that, I had graduated from university with a Multimedia degree which was more or less useless. It taught me a few things, but in hindsight I probably could have just googled most of it.

That said, my end results were mediocre at best as I was just too preoccupied with gaming. After all, I've been gaming all my life, I was about 6 or 7 when my parents bought me a gameboy to play Pokemon, since I had traded away all my tuckshop money at school for Pokemon cards. This was only the start though, my first foray into PC gaming was Age of Empires which I fished out of a cereal box. Cereal has never quite been the same since then. I remember spending hours in the scenario editor creating "spectacular cities" which were really just a load of houses arranged on a square grid and then I remember having my childlike mind break down when my beautiful walls were destroyed by catapults.

Then when I was about 12, my parents finally bought me an Xbox and through a friend I got my hands on a little game called Morrowind. I honestly didn't know what I had gotten my hands on at the time. However, I had also been simultaneously playing Runescape, spending my days in world 2 trading rares, hoping to one day get a party hat and grinding it out on mudcrabs through the scorching Australian summers. Then one day, my account got hacked, I lost my santa hats, I cried and then I quit in a fit of rage.

I then set my sights back on the Xbox and I decided to finally delve into Morrowind. Prior to that, I had never truly played a game like Morrowind before let alone held an Xbox controller in my hand. The trip from Seyda Neen to Balmora felt like the journey from the Shire to Mount Doom as I was so uncoordinated that I couldn't even figure out how to navigate with the map. I also had a penchant for stealing from shops and then promptly getting killed by guards.

I played Morrowind alone for nearly a whole year. Morrowind left a lingering desire in me for more, so I played most of the games that Bethesda released after that and I delved into modding when Fallout 3 came out. I made a few private mods and then gave up on them and repeated this cycle for New Vegas and Skyrim.

After Skyrim, I went into a lull, I just couldn't find a game like Morrowind again. I also found myself slowing becoming detached from gaming and not finishing games anymore. I don't quite remember how but I eventually found myself playing XCOM: Enemy Unknown and when I discovered what "Ironman Mode" was, it reinvigorated me. I'm not sure what the exact connection was, but you could probably say it was the challenge that reminded me of my Morrowind days. XCOM then became the gateway that led me into digging up all the classic games and then I eventually hit Battle Brothers. To this day, I still haven't found a game that handles turn-based melee combat better than BB.

But I digress, all I really wanted to say is that I truly love gaming and it's a shame that the industry is changing too much for my own tastes. That is the main reason why I got into game development, I just want to do my part to better gaming for the future.

When the store page first went live, I mentioned that I was finally at the starting line. In hindsight, I was wrong. Only now, am I truly at the starting line, prior to that you could say I was just warming up.

Dead Monarchy is now officially in Early Access and so I wanted to celebrate a little by showing you my progress over the years.

I first started in the Unreal Engine just doing basic prototypes and trying to implement some of the ideas I had written down on paper into the prototype.



However, I switched over to the Unity Engine as the scope of my game increased and I needed the help of the Asset store. At the time, I actually had a completely different art style and the game wasn't really even "medieval". It was more post-apocalyptic mainly because I needed to find a consistent art style. I knew I had to use 3rd party assets if I wanted to come close to achieving what I was after.



After a year or so, the asset store grew and I was putting together a list on the side of potential assets I could use that were more medieval and closer to the art style and setting that I truly wanted. I had also started to do more work on the UI, prior to that every time you wanted to move a unit, you had to go into the menu and click on the move command first. So, I made the transition to a more realistic art style but in the process, I had to scrap a year's worth of work.





By now, I had a rough UI and the basic combat framework was done, but there was one major issue, "elevation". I can't really recall playing a 3D turn-based tactical game with an emphasis on melee combat that also had an elevation system. After playing so much Battle Brothers, it was just something I couldn't do without. So my initial plan was to cut up the terrain and use terrain blocks. The problem was that the elevation just looked too unnatural for me to bear.





I tried and tried but just couldn't get anything to work and so I had to make the painful decision of leaving it out. The other issue was that my natural environments just looked terrible. So I made the shift over to "man-made" structures and at that time, I settled on doing a gladiator management style game. Basically, you would hire warriors then fight in tourneys.





However, it still just wasn't the game I truly wanted to make, yet I had already used up more or less all my life savings on development. For a time, I contemplated on just releasing the "gladiator-esque" game and calling it a day. Deep down though, I just couldn't do it, despite the financial pressure I was facing, I didn't want to release hot garbage. Then one day when I was fooling around with the Unity terrain system, I made a square brush to the exact grid size I wanted and poof, somewhat natural terrain that could still conform to a grid was made.





The look of the natural environments improved drastically as the terrain was no longer just a flat surface. However, the problem was that the terrain was static and it took ages to paint. Due to the static nature, I couldn't see myself manually painting in all the terrain. I had also been playtesting a lot and playing the same map got dull especially because the AI would always do the same thing. Creating a few more maps didn't solve the issue either, it was just prolonging the inevitable. Eventually it would just be me playing the same 5 maps over and over instead of just the one map.

During this time I was also facing internal family issues and I decided to sell my house and downsize and move back in with my family as opposed to living alone. The other reason was because I wanted to raise more funds for development. At this point, game development had almost become an extremely expensive hobby. Like Warhammer, only for people who really loved to live on the edge. I remember asking myself, should I take on 3 jobs just so I can get a couple sets of exclusive and custom armor modeled.

I knew if I wanted to push onto the next level, I needed the money. I needed it to hire freelancers, there was just no other way around it. I even considered kickstarter, but I didn't think I had the right to do it and I still haven't changed my opinion on that.

So I sold my house, decided to hold off on buying a car and put aside a sizable amount of funds into the war chest for development. I didn't want to settle on just 10 armors, so I scaled up, I didn't want to settle on 3rd party weapons, so I scaled up. I also wanted to implement some form of random terrain generation and combat with more than 6 units that utilised formations so I had to put a lot of money towards that. Random map generation was my solution to the terrain issue. I basically designed the individual tiles by hand and then used an algorithm to generate the elevations. What you see below is the result of that and also what the game currently looks like.





That more or less brings things up to the present day. I know it's almost like I'm doing my victory lap before the race even started, but I do feel like I have closed one chapter. There is no doubt in my mind that there is a lot more work ahead of me, but I am looking forward to it. I am looking forward to it because I now have a community. Even if this game never gets big, knowing that a few players are actually enjoying my game is enough for me. It's enough because I would have released what I really wanted to release instead of just serving half a broken dream.

If anything, the point of this story was just to tell you that I am truly dedicated to the development of this game. I have gone through too many headaches and heartbreaks to just stop now. The beauty of being a solo developer is that there is no real ongoing costs aside from when I need the help of a freelancer, to pay the bills or to get myself nourishment so I don't collapse. I can keep working on this game, continuing to polish it. The downside is that I may take longer than a team since I can't work on this full time.

I also know what it feels like to play a game that never seems to get finished. That is why I have designed Dead Monarchy the way it is now. That is why I decided to develop the world map separately whilst getting feedback on the combat system.

Even without a world map, there is still some form of freedom. You are not completing linear missions. You are selecting which missions to go on based on what buildings you want to upgrade and balancing the risks and rewards to build up your forces to be strong enough to take down the "Monarchs". In a way, it is a contained experience.

Again, I'd like to thank each and everyone from the ENTIRE community that has formed around Dead Monarchy. Not just the Steam community either, but the members from other forums like Rpgcodex, Rpgwatch, Iron Tower Forums, MnB forums and the Banner Saga Forums. Thank you for going on this journey with me and I hope you guys stick around!

Cheers,
Kevin.
Dead Monarchy - Dead Monarchy Studios


Hey guys,

So in just a few hours Dead Monarchy will finally launch into Early Access. It has been a wild month since I first launched the store page and it's so nice to see a real community form around this game.

This video is the longest one yet and goes into detail about the base and company management side of the game. I also throw in a few tips here and there as to what I personally do when I play the game.

https://www.youtube.com/watch?v=v8vA4G5iVME

The video is up on YouTube and will be on the store page soon:

Cheers,
Kevin.
Dead Monarchy - Dead Monarchy Studios


Hey guys,

So today I can finally give an actual date for the Early Access release of Dead Monarchy. Dead Monarchy will release 18th June, 10:00AM PDT, so more or less just over a week from now. I hope you guys all enjoy the game when you get your hands on it and I truly hope I don't let you guys down. That said, there is still a long way to go, so I look forward to all the feedback.

The game will be available for $10 USD and will launch with a 10% discount for the first week. ːsteamhappyː

Cheers,
Kevin.
Dead Monarchy - Dead Monarchy Studios


Hey guys,

Again, I must thank you all for the support, the comments really help motivate me. This is the last video covering the combat side of things and I'll probably do a video or two on base management next.

Also while I don't want to string things along and make an announcement for an announcement, if everything goes well I think I'll be making a formal announcement regarding the release date for the game in about 12 hours or so.

I'm uploading the video to the store page as we speak, so should be available soon. Last video is up on YouTube:

https://www.youtube.com/watch?v=9vN0K4DrH-g&t=5s

Cheers,
Kevin.
Dead Monarchy - Dead Monarchy Studios


Hey guys,

Thanks again for the continued support and a warm welcome to all the new community members. It's great to see that we have nearly 200 members and that the wishlists are still steadily increasing.

Today's video is just a short one, it covers the condition system and also briefly mentions "company morale". If either of the two are completely depleted, abilities will be disabled. Condition affects individual characters, whereas "company morale" affects the whole company. The combat tutorials are just about finished, I think one more video will be enough to cover most aspects and then I'll move onto base management.

I've also uploaded the video to the store page itself. Ninth video is up:

https://www.youtube.com/watch?v=9jdoR_iDAmA

Cheers,
Kevin.
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