for the past weeks we've done a good progress on new features and this is what you can expect in the following weeks to come:
The Forsaken
All graphical assets for the new faction are finished. Once the last 2 characters are animated, we'll be ready to set them loose in the world of Urtuk! These formidable warriors will pose a significant threat to your party. The Forsaken have special traits not accessible to other factions. They also use advanced tactics and will attack in formation, so don't underestimate them!
New biome and 4th zone - The Chasm
We have a new zone in the works - The Chasm This biome will be used for the new 4th zone where the Forsaken make their dismal home. There are still a few outstanding mechanics and hazardous environmental features to implement before the battle maps are 100% ready.
Unit banners
In response to a frequent player request, you can now customize the appearance of your units on the battlefield. If you field multiple units from the same class, the ability to add banners will give you a clear overview of who’s who. On the party screen, you’ll have the option to equip every character with a banner, or just leave him without one if you prefer. We're also preparing editing tools so you can craft your own banners and import them into Urtuk!
Conquest mode
Conquest mode is still in active development while we refine the core mechanics and make sure everything’s balanced for a challenging player experience (which takes time of course). But we’re getting there. Anyone interested in playtesting Conquest mode can opt-in to our beta branch and play it right now! Your feedback is highly appreciated and will help us shape the best possible game for public release. If interested, head to our steam forum to find out how to play it: https://steamcommunity.com/app/1181830/discussions/1/
We’ve been very busy the last two weeks with the new Conquest campaign map, and Urtuk’s new faction – the Forsaken.
We’re still working on the final design, and the Conquest campaign will likely go through many iterations until we can offer the best possible experience for the player.
This new mode features vastly different gameplay from the default campaign. The biggest changes are that you can field up to 12(!) units on the battlefield; capture and exploit sites like camps and fortresses; hire new mercs; manage more resources; and defend your holdings against other hostile factions with the same goal as the player – to seize every site on the world map. Furthermore, you’ll be able to build new structures on the world map like barricades and strongholds. You can also acquire metal from mines and craft gear for your conscripts, villagers who’ve enlisted to serve you.
Medicine will be a very scarce resource in this mode, so be prepared for men under your command to die. You will have a tough (and fun) time in this War of The Realms.
New battle mechanics
We listened to player feedback regarding ranged enemies, and decided to introduce a new counter to ranged attacks: a new trait, Deflection, that nullifies incoming projectiles! Use any unit with this trait to shield your weaker characters, and arrows fired their way will vanish into oblivion! Of course, certain parameters must be met for a successful deflection, like elevation, range, necessary stamina, and projectile trajectory. Some enemies will also enjoy this advantage, so be wary!
Furthermore, we created a new hex tile, High Grass. Enemies firing at units in High Grass will suffer a -50% hit chance.
Forsaken
This hostile faction lives deep underground, and consists of warriors long dead and forgotten. Many ages ago during the Giant Wars, they were fearless, elite fighters. But after the war ended, the commoners feared their great strength and murderous rage in combat. So it was decided they would be cast out into the Deep Abyss. There they lived in darkness for centuries, and eventually died out altogether. But thanks to an unknown Mutation these ancients rose again, as undead but still intelligent warriors. Now they turn their rage on any who aren’t their own kin!
Visuals for 4 of the 6 Forsaken classes are already done, but class details (abilities, traits, strengths, weaknesses) are still being fleshed out.
We also want the Forsaken to be a bit more challenging than other factions, so hopefully we’ll be able to finish their formation AI in time for release. Programming AI is always one of the most difficult tasks in a strategy game.
That’s it for this update! Stay well and stay tuned for more!
Since the beginning of March, we’ve been working on a completely new faction – the Forsaken. These ancient creatures have been cast out and now skulk alone in the darkness beyond the margins of civilization. No man would have the courage to visit the cursed lands they normally inhabit, but now they’ve begun to invade the territories of men!
Their special abilities and traits will pose a great challenge in battle, forcing the player to try new and very different tactics to overcome them.
The second big task for us has been the design, implementation and testing of a new campaign mode: Conquest. The Conquest campaign will play completely differently from the default Adventure campaign. Your goal will be to attack and capture sites in one huge world map comprised of fortresses, camps, mines, villages and so on. You’ll be able to field up to 12 combatants in battle, as opposed to only 6 in the default mode.
Tactical decisions will grow more complex as the battlefields are larger and you’ll face many more enemies. Formations, frontline soldiers, archers and possibly even siege weapons will have to be considered! Furthermore, you’ll have the option to garrison some of your units in world map nodes to secure different areas against roving hostiles.
Your enemies will have the same goal – they will try to capture nodes, increase their income, and hire new soldiers to fight for them. There will be more factions in the world map, and each faction can declare war on its neighbours, just like the player!
There will also be a new resource to gather, metal, which will be used to craft new weapons and armour. You’ll be able to free oppressed villagers and enlist them to fight for you (in which case you can choose their class and gear), or to become a blacksmith or miner. Or you can assign them to manage a fortress and raise its income.
As you can see, Conquest is much more focused on the strategic layer; you’ll have to plan long term to succeed in this much more complex campaign. We plan to publish a playable build of this new mode in our beta branch soon, hopefully by the end of next week. From there we will gather feedback and suggestions from our beta testers to finish the work as soon as possible, maybe even before final release!
Another week has passed and we are here with lots of improvements, balancing, tweaks and additions. Also we've added a new Vampire class which will wreck you if not handled in time!
The changelog what has been done for the last week:
v.0.85.24+12 Vampires - updates on traits, added Vampire Vanquisher and Lord to starting Vampire chars. added Vampire Vanquisher; added new ability: "Uplift", AI improv. (flip) slightly reduced elites spawns (all diffs.) UI overlapping buttons fix: primary abilities (big buttons) have higher priority over secondary (small buttons) when overlapping AI combat - now the battle outcome is based on Faction type for any given member in party werebeasst & vampire virus wont apply through Delirium Easy diff. - slightly increased difficulty reduced spawn rate for Bounty Hunters (-25%) BATTLEFIELD_AGILITY_THRESHOLD_TO_2TIMES 75->85 (more Agi/speed bonus needed to get next turn) Vampire Lord - Repose has unlocks at lvl 25 Repose - lifesteal reduced 200% -> 100%
v.0.85.24+14 added 2 new siege maps added new Hex tile: "Oil geyser" charge: damage applied is 135% (was 100%). Valdorian armour - also increases armour protection by 25% battle UI - improved buttons positions for resolutions < 4:3 charge abil. - if the landing hex is lethal, don't allow to jump & show an icon above such hex. Werebeast campaign: get 100 flesh at the beginning Vampires campaign: get 100 blood at the beginning Boiling oil: cannot grow to higher ground (ie. +1 of elev.level) anymore.
v.0.85.24+15 added 2 new music tracks to world map
v.0.85.24+16 In the 1st zone no Valdor fortress is spawn anymore. Party button disabled if all party members are dead (worldmap screen) balances, minor fixes gx updates (oil geyser additions) Hammering won't apply negative effects when hit was blocked by Aegis, Shield-ally, Delirium or anything which nullifies damage.
v.0.85.24+17 internal build
v.0.85.24+18 maintanance build
Additionally we are working hard on a completely new faction and new battlefield biome graphics! Stay tuned!
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For the last week we have done quite a lot of improvements, balancing, tweaks and additions. Also added new Vampire class which will wreck you if not handled in time!
The changelog what has been done for the last week:
v.0.85.24+4 fixed a bug for Angel's pact, Immortal and Last Stand when in Desolaiton diff. it would kil the character (b/f of reduced healing) Major refactor: attempt to make the timeline absolute accurate. Elites - elite traits count fixed by given count, ie. not (1..count); scavenger spearman: first strike only for elite volcano calamity - slightly slowed down the erruption barrel throwers won't fire if there is an melee enemy adjacent desolation diff. - melee enemies +25% dmg, ranged +15% (was 25%) Acid trait/mutator - now acid is applied on any normal hit (ie. must not be blocked or critical). villagers - added foc.abilities starting werebeasts made elites RAM ability - now showing also target's new position if pushed away. improved virtual turn-order for the left graphics + above-head-numbers (ALT) lifesteal effects now stacks
v.0.85.24+6 starting werebeasts are elite (thus their start lvl is 8) Flagrant change: On taking normal damage, get bonus damage calculated based on the percentage of your HP lost, multiplied by the damage modifier (100%-150% based on mutator lvl) and your original attack, for your next hit. Long weapon reach - now takes into account also height differences bonefisher 3/9/2020 11:51 AM added new trait "Repose" (similar to last stand foc.ability), new base char.: Vampire Lord added new ability "Hammering", small fix
v.0.85.24+8 gx updates hard/des. diff. slight balances (at zone2+ enemy lvl increased slightly) Lyncher - on max-focus increase damage by 10% (was 5%) Overdose - curr.HP is reduced only when above 50% MAX HP; spearwall - first 3 hits have 100% hit chance, then it decreases by 25%. On new turn, hit chance resets again. added spine2d assets for Vampire Lord balance, added new trait 'Blood Frenzy' (Vampire Lord) Projectile blocker and shield wielder are now shown as traits for corresponding classes. start initial speed reduced (0,10) -> (0,1) Toxic calamity Pneumonia - stamina reduction 33% -> 25%
v.0.85.24+9 Angel's pact - now also showing 'depletion' status; GlobalStore clear() on battle-screen spearwall - all hits are 100%, but stamina cost raised 20->25 Fortress - valdor mercs now have wage increased by 100%
v.0.85.24+10 internal build
v.0.85.24+11 Ally shield now costs 60 stamina (was 50) Last Stand - after triggered, MAX HP is reduced by 25% for the duration of battle.
For the last weeks, we have done quite some work and added tons of new content and updates into the game!
So let's summarize the main points:
- Ironmode - New difficulty setting: Desolation - 2 new beast classes - Mutators absorptions - New quests and battle objectives - 3rd zone removed (we want to make the game more compact for now, and will add a new zone when we add new faction)
Changelog:
0.85.21 added new feature: Mutators absorption - after x battles, a equipped mutator might get absorbed into character and become a permanent part of him. in villages, when player attacking, sort the player spawns to be near the enemy removed boiling oil from villages Poison resistance - now makes progress only when poison appl. duration > 1 (ignores poison.torns) small fix (scav.spearman had 'fire xbow' overfocus) Discord - now sending crash logs only at 1 file at a rate of 30s. leg.items - trait levels now range 4-10.
0.85.21+1 Bounty hunters - the spawn rate now is based on days elapsed and battles fought. balance - cultis archer wont snipe by default, only on max-focus fix: we cant merge leg. mutators (aka relics)
0.85.22 Hard diff. scaling overhaul
0.85.23 set Max Mutators absorptions count for each class. Most human classes have 3. Revenants have 0. The others range 1-2. Blood Strength - bonus damage is now calculated based on current attack instead of MAX HP. Flesh eater - bonus damage is now calculated based on current attack instead of MAX HP. mutator absorptions - added tracking and limiting abs. to max 2 mutators. balance diff, for diff. at hard.: no level is shown in the unit info UI. Instead just "???". balance diff, villages threshold next zone is now 50% (66%) bounty hunters count reduced globally "StrongVS Armour" is replacing "StongVS below" barrel thrower: min range 6->3
Mutators absorption - now you get a proper UI prompt asking if you want to accept or reject given mutator.
0.85.23+4 bounty hunters - slightly increased the spawn timer calamities - tuned down enemy numbers (relic, plague, escaped creatures) hard/norml diff. scale updates/fixes for zone2+
0.85.23+5 Ram now ignores Stalwart
0.85.23+6 Introducing new game mechanics - "projectiles blocking". it's a kind of 'ranged counter'.
1 .when a enemy character with shield (or a special trait) stands between your archer and target, the hit-chance is reduced by 90% and the blocking (guardian) enemy is most likely hit (90% as you can see) 2. any character wielding shield reduces damage of projectiles by 33%. with this mechanic we can use the guardian, spearman and footman (who also acts as 'projectiles blocker') as a wall for blocking incoming projectiles.
0.85.23+7 small fix crashing the game when battle starts
v.0.85.23+8 integrated ironman UI into start game screen;
v.0.85.23+9 added 'stunlock' preventer: if a characters gets pushed back in timeline too much (with slow/stun/..) within short time, it gets a 'stun recovery' for 1 turn which prevents him to be further slowed (thus prevents stunlock).
v.0.85.23+10 worshippers bugfix - now the numbers are normalized around 13 (before 20+)
v.0.85.23+11 added new 'Scout' mission
0.85.23+12 Vampire transf. - add only traits which fullfill gear requirements (i.e. 'stunning blow' trait won't transfer to a billhook vamp) barrel thrower not firing at neutral obj. balancing (hard diff.), levelup XP increased for later levels + aprx. 50% increased BATTLEFIELD_AGILITY_THRESHOLD_TO_2TIMES 50 -> 75. I.e. you need more speed bonus to act sooner. added new fortress map hard diff. - reduced the diff. scaling maybe a bugfix for crashing game in ironman on closing rewards UI added new siege map, small fixes balance, 2 new siege maps
v.0.85.23+13 bugfix
v.0.85.23+14 increased armour value scaling at higher tier levels Drafting prisoner calamity - prisoner's lvl scaled to player's lvl
v.0.85.23+15 new Battle Quest added, minor bugfix char. initial speed is now (0,10) random chosen when ent.gets created for its class. The drawn turn-order in deploy phase should reflect more accurate. Also added 'display turn-order' when holding ALT key in battles.
v.0.85.23+17 added new Game Difficulty - "The Desolation". It's the hardest. 'Desolation' difficulty: . healing -40% . stamina -20% . enemy dmg +25% . focus gain -25% . no last stand from beginning . injury recovery duration x1.5 . medicine cost +100%
v.0.85.23+18 village map generation updates (slightly more variety), beast won't have catapult. min stamina is now 40 (was 50) added the possibility to manage party members (equip gear, ..) while in deployment phase. balances; new BattleQuest in works
v.0.85.23+19 small fixes, gx updates added new beast class - "Rhino", AI now can use 'flip'
v.0.85.23+20 battlefield camera - allowed to scroll more to left final battle - no terramorph calam.allowed
v.0.85.23+21 added strongVS traits to unlockable start chars (vampires, werebeasts, ???) minor bugfix (missions)
v.0.85.23+22 added more variety to village battles added new battle quest - Traders on boiling oil when you bring into battle underleveled character (at least 2 levels below party lvl) - he will gain massive extra XP to cach up with others injured: -33% max hp on desol.diff. xp gain slightly reduced armour protection raised at later levels hard diff. balances
v.0.85.24 removed third zone from game. Now we have a total of 3 zones. XP numbers showing in battles are now disabled by default. Will add a setting option to turn it on.
v.0.85.24+1 villagers in villages should not be attacked by enemy too often werebeast axeman is projectile blocker minor updates, tweaks and balancing
v.0.85.24+2 desolation diff. - foc gain -25% -> -30% desolation diff. - removed the stamina penalty (-20%).
v.0.85.24+3 reduced villages count by 25% per zone. added new beast class "porcupine" Improved spawns for parties respecting the melee ratio Grab - you can grab target on a landing with death pit; Flip - added better info about not being able to flip villagers in villages: have low dmg
thank you for supporting us and giving your feedback and suggestions! With that, we were able to improve the game. So, for the last 2 weeks we've done quite some work, so let's summarize it in the changelog:
v.0.85.18 Infested creat. calamity - reduced the count disabled terrain changing from calamities(volcano, moles, earthquake) for Fortress & Stronghold builders Diff. global: AI count progress slowed down accross all diff.settings. AI optimization (partial route disabled when normal routes found) better(fair) upkeep wages for mercs & revenant Refactor or RNG - now we use RandomXS128 for the pseudo-RNG generation - is better balancing: nerfing some updradable mutators added audio for 'barrel throwing', small gx updates AI beh. fix (spearwall casted infinitely) Added new trait: "Veteran" (+35% armour protection) and added it to the adv/spearman class added spine2d 'Barrel thrower' Spearman - spearwall is not 'toggable' ability - you can activate/deactivate it. Doesn't end turn. increased stamina cost for normal attacks 35 -> 40 "Siege attack" quest balance - reduced ranged ratio from 0.75 -> 0.30 Angel's pact - removed the extended title(didn't work well) small fix (focus void st.eff.) Height bonus/penaly damage balancing: now per one level of difference apply +15% / -15% dmg. Max bonus: apx.75%, max penalty: apx. -50%. Moles intensity reduced OnMaxFocus -> Mansplitter bugfix: I didnt enabled the nullify focus when max focus was reached -> thus it generated extreme Focus -> even more bonus dmg.. Fortress battlefield builder now persists its rolled map. Stronghold AI improv. Battle in arms: progress max: 8 -> 20, reduced the assist chance slightly. Valdor classes have now immunity against acid effects Angel's pact - reduced charges 3->2. balance (Light weapon), Immortal doesn't stun anymore and grants 200% HP regen over 2 turns (so effectivelly a bit less with Healing rate). Siphon life fix (225% -> 75%) boiling oil gx updates/additions
0.85.19 refactored Settings screen, also added more options. changed wording "Healing rate" to "Mending" and showing the mending amount also in ext.tooltip. Poison Immunity achie.trait now progresses if char. gets poisoned 2x within single turn (previous there was a % chance to progress) earthquake calamity now morphs terrain at steady turn(s) instead of random rate captured & unsealed villages now have label "Unsealed". added new mutator: "life stone" - it's mergable with any normal mutator and upgrades its level by 3. Also added it as reward after fortress battle added 'surviving villagers' to Stronghold builder, some damage types from environment or ability cost wont grant XP snipe ability enabled for AI (scavenger marksman) added delirium st.eff. icon Rend armour st.eff. - now stacks in duration hard diff. world level scales slightly faster decreased boiling oil damage 20% -> 15% added boiling oil to StrongholdBuilder (villages) balance: siege: enabled boiling oil but as much slower grow pace, small AI improv. in siege spike trap - reduced damage 60% -> 45% Calamities in villages - now reduced chance to spawn 'sealed tunnels' to 60%. oil thrower immune to panic Angel's pact now progresses only when target received some damage (ie. not blocked/nullified) David Kaleta02/16/2020 steam current version: 0.85.20+4 will add notes here shortly :wink: David Kaleta02/16/2020 the changes 0.85.19 up to 0.85.20+4 were mostly bugfixes and internal stuff. So from the next update onwards, I'll write down changelog.
v.0.85.20+9 village map-generation: made more spaces/doors into pallisades/walls bonefisher 2/18/2020 12:24 AM ranged allies with 'ranged support' won't fire if the hit-chance is not 100% (to avoid shooting into players units) bonefisher 2/18/2020 12:19 AM Bounty hunters - reduced spawn rate 32->50 days. bonefisher 2/17/2020 10:04 PM balance - cultis archer wont snipe by default, only on max-focus bonefisher 2/17/2020 7:39 PM fix: we cant merge leg. mutators (aka relics) bonefisher 2/17/2020 6:07 PM in villages, when player attacking, sort the player spawns to be near the enemy bonefisher 2/17/2020 1:13 PM removed boiling oil from villages bonefisher 2/17/2020 1:03 PM Poison resistance - now makes progress only when poison appl. duration > 1 (ignores poison.torns) bonefisher 2/17/2020 11:13 AM small fix (scav.spearman had 'fire xbow' overfocus) bonefisher 2/16/2020 8:39 PM Discord - now sending crash logs only at 1 file at a rate of 30s. bonefisher 2/16/2020 7:27 PM leg.items - trait levels now range 4-10. bonefisher 2/16/2020 5:59 PM
v.0.85.20+11 added some validations/fixes for player spawns for few quest types Two brothers quest - the brothers now will assist the player in battle small fix with removing items when accessing Party screen when rewards UI is open
v.0.85.20+12 the 'show elev.levels' feature in battles now also makes the high-profile objects and units transparent AI will now "wait" if it has an action available, but is out of breath
0.85.20+13 added setting for toggling on/off the battlefield lightshards and battle log bonefisher 2/19/2020 12:06 AM
v.0.85.20+16 fix for 'merge mutators UI container' being too small (text overlapped buttons -> can't click on button) Discord updates - only connects to server if pending crash log files; v.0.85.20+15 bugfix: kaleta.hex3.utils.HexGameException: The given entity (Priest - Urtuk): getIPBar() returns null (IpBar removed from timeline). bugfix: kaleta.hex3.utils.HexGameException: Target destination is not passable by walk bugfix: kaleta.hex3.utils.HexGameException: Cannot equip item: it is not in the equipablesCollection! removed strongVs for elites bonefisher 2/19/2020 12:50 AM
v.0.85.20+17 I re-worked the arrow trajectory math when hit-chance<100%: Now if there is a impassable object (like wall/rock) - it will hit it. And not what's behind it.
0.85.20+18 small bugfix with scavenge mission - you could send a char. 2x to mission from open scavenge UI & party UI Ironman basecode introd. battle advisor new entry: ALT + map navigation
0.85.20+19 villages - added barrel thrower, but - it will fire only when terrain gets raised. Otherwise he won't bother you and stays inactive. (FilthyRobot counter).
0.85.20+22 GlobalSettings - if battle advisor saved file data < current battle adv. entries, fix it. bugfix: quest VillagerCornered bugfix: mutators at max level cannot be merged fixed the UI bug with not clickable buttons in Battlemap & Campaign (was using mouseNormal instead of mouseStatic)
v.0.85.20+25 small fix (not unlocking final party after won game) limiting foc. gain on damage taken (now: max is 50% of base-attack) bugfix (drafting prisoners dups)
Furthermore, we have a 'beta-branch' with more features already implemented (like the Ironman) but it needs further testing and balancing. If you're interested in the beta, please opt-in. How to opt-in into beta? Link here:
Only 3 more days to go until Urtuk’s Early Access release!
Right now, we’re going to answer some of your most frequently asked questions, as well as report on the current status of the game and our plans for EA and beyond.
Early Access is just the beginning of a long and exciting road we’re going to travel with your support. Though the game is fully playable in its current state, there’s still lots of new mechanics, features and content to look forward to. We anticipate needing approximately one year to implement everything we’ve planned.
Let’s start with the most important part – what’s available in this version.
All core game mechanics and content is already implemented and ready to play.
The main story is playable beginning to end – you can finish the game and complete the final quest, and afterwards continue to roam the world if you wish.
There’s a total of 4 zones within the world, populated by 11 factions (Humans, Scavengers, Swampers, Necroreavers, Valdor, Revenants, Occultists, Beasts, Vampires, Werebeasts, Karwla), with 50+ classes, 200+ traits & abilities, 100+ items (common, rare, legendary), 40+ quests and missions, and procedurally generated battlefields, strongholds, fortresses and zones.
Furthermore, the player’s actions and exploration can trigger 15 different world events, calamities and infections.
The mutators system is now complete and mutators can evolve.
In summary, we’re planning a ton of new content, interesting mechanics and world-building, and we hope you’ll be there to offer your feedback every step of the way! The above points only highlight high priority features. We will update and add more content per one or two weeks cycle!
Frequently Asked Questions
- How many gameplay hours can I expect to get out of the game? A single run could last up to hundreds of hours based on your gameplay style (do you want to rush through to the finale, or clear all the objectives and kill every enemy?) Since Urtuk is designed for replay value, you can play for hundreds and hundreds of hours and still not see it all!
- Difficulty There are 3 difficulty levels: Easy - players with some tactical RPG experience will do well here. Normal - quite challenging even for hardcore players. Hard - very challenging! You should know all game mechanics, be ready to optimize your character builds and teams, and have strategies to beat specific enemy types.
- What other turn-based strategy games does Urtuk compare to? Battle Brothers, Battle For Wesnoth, Final Fantasy Tactics, Fire Emblem.
- What about multiplayer? Urtuk is currently singleplayer only. We might add multiplayer functionality in future, depending on player feedback and demand.
- Does the game have a definitive end or is it an open world without restrictions? The game has a final quest, but after completing it the player is free to continue roaming the world and exploring. The world evolves while you play, so new quests and enemies continue to be revealed!
- What kind of replay value does the game have? One of the core goals of Urtuk’s design is huge replay value. There are tons of classes you can play with –you’re able to recruit from enemy factions in addition to the 9 different starting units – as well as a procedurally generated world map and combat environments, and a huge variety of enemies, loot, quests and objectives. The customization of each of your units through both equipment and the mutators system also allows for many different builds. Additionally, there are several new game modes (unlockable after some progress in the regular campaign) which allow you to start a run with a whole different faction! And more new modes are planned for the near future!
- Does the game have timers or time restrictions? No, your run isn’t timed in any way! Your main character's mutation will evolve over time, but it won't kill him and so won't end your run.
- Localization? Urtuk may be localized to more languages depending on sales and demand.
- How do I heal outside combat? Characters who’ve suffered some health loss in battle automatically regenerate to 100% health upon returning to the world map. But if a character falls in battle (when his life is reduced to zero and he disappears in a spatter of blood), he suffers an “injury”. Healing an injury requires Medicine. (Your current Medicine is listed in the top left of the screen. In party screen with the injured character selected, click Heal to use one Medicine and restore him to health.)
- Does the game have permadeath? Yes, player units in Urtuk can die permanently, but not the first time you fall in battle. Characters who have fallen in battle get an “injury”. An injury can be healed in the party screen with medicine – a very rare resource in game. Injuries also progress with time. You will receive warning prompts from time to time as your character grows more ill, until death if he’s not treated. An injured character can still participate in combat, but if he falls in battle while already injured, he’s gone for good!
- Controller? Not right now. We'll plan based on player's feedback.
Mac and Linux The game will be available for Linux and Mac OS on the launch.
GOG release? It’s planned, but not for the first few weeks.
Steam achievements? It's planned, but this might come after full release.
If you have any questions, you can ask them in our forum. Thank you for all your support and see you on February 14!
- added elite visuals for valdor and necroreavers - added new trait - "Shatterproof" grants stun immunity. Added this trait to most of beasts, valdor and bosses. - Long weapon reach is now 'special' damage. - Delirium now negates also special damages (bash, billhook, spearwall, grab). - Battle Help screen - added more explanations about types of attacks, and damage types. - you can now cure Werebeastism & Vampirism without the priest-healer, any time. - balance: poison now reduces Healing rate down to 0%, effectively reducing all incoming healing by 66%! - New feature: mergable mutators - can be merged and some mutators will be upgraded in the process. The 'merging' is done in party screen via dragging same mutator over other mutator in inventory space. - balance, spearwall hit stamina reduced 30->20 - spear & billhook dmg increased by 10% - balance (boosting a bit poor spearman) - when armour's protection reduces to <=0, it's 'broken' and won't regenerate anymore in battle - AI improv. (ai won't grab/bash an stalwart ent.) - Moles calamity intensity nerfed (33% slower now) - added new trait - "Bleeding Immunity". Added it to all necroreavers & revenants - Move & Jump icons won't allow to move/jump into lethal tiles (like death-hex) - added new Ability - "Throw barrel"; added new class - "Barrel thrower" - added into Fortress attacking battles the 'Barrel thrower' - balancing - most Valdor classes are now Stalwart (bash immune). - balance (speeder -> gain 3x AGI speed instead of 2x) - balance: Soldier perk: when progressed, increase armour protecion 2% -> 3% - necroreaver javelinier has stalwart now - balance: valdor are 100% resistant to panic - stunned unit does not generate Focus on taking damage -"Fast Thinker" - now gives 2x foc.ability at the start of battle, and +10% CONC. - reduced Mansplitter bonus damage 200% -> 150% - balance: slightly increased 'treatment period' - stronghold & fortress mercs now demand weekly wage from you - increased the cost of Medicine for buying at Black Market and for producing (party screen or by the priest-healer); for Hard diff. the increase is doubled. - added Global game progress tracker (class, disk logic) - for tracking your total game's progress to unlock things - added new start options (unlockable factions) - you can now play as Vampires, Werebeasts or <secret!> after you made specific progress in game - flagrant - bonus dmg reduced 75% to 60% on being hit. The dmg is now netto (after all reductions). - increased levelup XP by %20 (after lvl11) - balance (Siphon Life II): now gives +75% max-hp, at +3%/kill and life-regen - Moles Calamity - now changes terrain also on hexes with char.standing on it. - ability "snipe" - reduced a little bit of his high accuracy - Major difficutly parameters overhaul - now the world-level scales faster, enemy count is reduced, and ai Lvl is based on world-level (so enemy will be stronger) - Worshippers party to send per zone is now limited to max 3. - Prisoner Guards party to send per zone is now limited to max 3. - mutators - added missing gx assets (icons) - about 95% done! - Removed Stronghold node-type, keeping just fortress & village (which has now stronghold battle builder) - reduced default cost of mutators by 25% because of new upgradable/mergable mutators - AI improvements - lots of bugfixes, UI improv., text/descriptions, tweaks and small udpates
- Stunned characters will get their next turn about twice as fast as in previous version. - Last stand - 200% Lifesteal kept, but it now doesn't refresh Healing rate like it did before. So if your Healing rate from previous 'last stand' is now 0% the lifesteal heals only for a fraction! - Bleeding damage per hit per stack reduced 15%->10% - added new calamity - "Volcano" - balance (start traps 5->3) - added 'recovering' avatar UI icon (party screen) - added 'fixed UI icons' for some traits, but not all of them (mostly omitted non-extractable & internal) - retreat cost increased to 12 trilium + 10% of player's current trilium. - Moles doesn't set death-hexes anymore - added new QoL buttons to party screen - reworked the 'Siphon' traits - now they persist increased attack damage and increase in MAX HP instead of STR/VIT. Also the persistance is tied to trait and not to char. - Focus gain rebalanced, now the reduction value is based on char.level down to 0% (y = 1/(1.03^(lvl-1))), and is not that 'punishing' - Infestation Calamity - increased count of inf.creatures 3x - Berserker now has foc.ability "Rend Armour" - Euphoria (bonus dmg) calamity balancing (bonus dmg is now not stacking) - balance: increased Foc.gain for casting spells (Aegis,..) - added new sounds - added into Fortress map building "boiling oil" to make attacking much more difficult for the player (or easier when defending against AI!) - Revenants - added new trait 'Revenant': upon falling in battle, they die (ie. no injury!) - added new UI feature - while holding ALT, show full path to mouse cursor hex from current entity - Now works also during deploy phase, minor fixes - lots of bugfixes, small updates, additions and improvements