https://www.youtube.com/watch?v=6VyRFVrUq7A Today we reveal footage of our ‘shared base’ co-op mode for Stronghold: Warlords, including our first ever multiplayer gameplay! Allowing players to share control of a single castle when playing together online, Warlords' co-op mode is different from regular team-based multiplayer. In addition to being able to party up and build separate castles in team deathmatch, Stronghold: Warlords will also allow players to share control over a large shared army, peasant population, castle defences and network of warlords under their command.
Our new warlords system, which allows players to command a network of unique AI warlords across the battlefield, also benefits from co-op mode. Co-op play means advanced players can share the ‘grand strategy’ gameplay of the warlords between them, optimising their use of each one for economic or militaristic purposes.
Early on in a match one player can manage their castle estate, while the other forms alliances with warlords to bring in valuable resources and secure strategic positions across the map. Then in the endgame, while one commander lays siege to the enemy, their co-op partner can divert resources and direct pincer attacks from nearby captured warlords!
Co-op mode will be available as a multiplayer feature in Stronghold: Warlords at launch on March 9th 2021.
https://www.youtube.com/watch?v=4l8jV5RnS-k As our latest 'castle sim' in what is now a nearly 20 year history (!), Stronghold: Warlords has invited hundreds of questions during the course of development from series fans. In the past we've covered everything from basic questions about game content to returning units and advanced multiplayer features. As we approach release however it seems there are still about 100 questions remaining that we could answer before launch on March 9th. Enter our new 'Pre-Launch' Q&A series, created in the hopes of answering every single major pre-release question we have from fans about our upcoming RTS.
So pull up a chair, pour yourself a tankard of mead and join Natasha as she quizzes Nick for one last time, in a series of three in-depth Q&A videos. Answering questions against the backdrop of fresh gameplay, captured from a recent build of the game, Nick and Natasha blast through nearly 100 questions collated from social media, forums and fan sites for these three videos: https://www.youtube.com/watch?v=y4zqkb1GccQ https://www.youtube.com/watch?v=163myxnh5X4 While we have attempted to answer every question raised since the game's reveal at E3 2019, some will inevitably have slipped through the cracks. So if you don't hear your question answered in part one of the series be sure to check out parts two and three (above) or join the Stronghold Discord to ask our developers directly. We've really enjoyed having an open dialogue with fans during Warlords' development and whether its a feature suggestion for this game or something for future titles in the series we want to hear it!
Last week we announced that we had come to the difficult decision to delay the release of Stronghold: Warlords for a second and final time. The release date will no longer be January 26th 2021. We will instead be launching Stronghold: Warlords six weeks later on March 9th 2021.
The reason behind this is that the game’s multiplayer mode is simply not ready to be released yet. We have run into some unexpected issues with it and - while we have worked very hard to resolve these with our current deadlines - we need more time to iron them out. We want to be as transparent as possible with you about this and we did consider releasing as planned, delaying Multiplayer to go live in a future update. However as we have promised Multiplayer functionality for Stronghold: Warlords at launch for over a year now, releasing without it wouldn’t be fair to players.
We want to thank you for your continued support and patience. Delays are never desired by any studio - especially this close to the announced release date - and we can only apologise for the disappointment it causes. It is however necessary if we want everyone to have an excellent, full experience with Stronghold: Warlords when it launches on March 9th, 2021.
In the meantime we have reactivated our old Warlords demo on Steam for anyone who missed it last year. Please bear in mind this build is from August 2020 and thus does not feature the polish, final feature set or roster of playable units you can expect from the game at launch.
To play the demo version please follow this link for full details on how to download it on Steam.
If you'd like to discuss the demo with fellow fans and developers at Firefly you can do that by joining the Official Stronghold Discord.
https://www.youtube.com/watch?v=lEmuZGaWZX0 As you know Stronghold: Warlords will be the first game in our 'castle sim' strategy series to introduce gunpowder siege weapons. Coming in the form of thunder crash bombs, the fearsome mortar, hwacha fire arrow cart and more, each can be used in different ways to cripple and eventually conquer rival players. Spread fire across enemy farmlands by catapulting bombs over their walls, blow apart defences with massive cannonballs or breach their castle walls with ancient rocket launchers. Castle defences even benefit from the addition of gunpowder, with mounted hwacha able to mow down lightly armoured enemy infantry before they can approach your walls.
What you probably aren't aware of is that rocks and Chinese thunder crash bombs won't be the only thing you're launching over 300 meters come January 26th... That's right, diseased animal ammunition is returning to the series in Stronghold: Warlords! While the humble Pig featured early in our design documents as an intended option in siege warfare we weren't always sure about what other animals would be lucky enough to make the cut. Enter the Stronghold Discord community, who voted overwhelmingly for Water Buffalo over hot contenders like the 'Large Bactrian Camel' and 'A Horse With a Sore Throat'.
Whatever you decide to launch over the walls of your enemies next year Stronghold: Warlords should have your covered with 10 siege weapons, 16 units and a plethora of siege defences for those turtle players out there. These will all be playable at launch in multiplayer, free build, skirmish and also unlocked over the course of the game's 30 mission single player campaign. We can't wait for players to get their hands on Warlords as we approach launch on January 26th, 2021.
https://www.youtube.com/watch?v=KMvLtj3lhLc In our final Stronghold: Warlords campaign preview to be released before launch we bring you over 45 minutes of unedited, uninterrupted and commentary-less gameplay! In response to community requests we've emphasised the new music, sound effects and raw gameplay in today's playthrough, which shows off the first mission from our Japanese campaign segment. Chronicling the exploits of key characters and events from 16th Century Japan, our single player campaign was always planned to take players across to the Land of the Rising Sun as of their building and besieging campaign.
Beginning at Inabayama Castle (now known as Gifu castle) in 1567, in Stronghold: Warlords we have Toyotomi Hideyoshi as our chosen Japanese AI Lord. Hideyoshi lived during the Sengoku period in Japan, in which the feudal states constantly fought each other for territorial control. Beginning his military career in the Oda clan as an army recruit to the Ashigaru, Hideyoshi's impressive service earned him a place as a retainer to the now somewhat famous clan leader Oda Nobunaga.
Featuring our latest beta build and a raft of player driven improvements and tweaks, made possible with the Stronghold Discord and some excellent player feedback from our recent demo, we really feel like Warlords is going from strength to strength as we make our way toward launch on January 26th 2021. If you have feedback on playable builds or what you've seen here today be sure to join the Discord and let us know!
To ring in All Hallows the deranged programmers and producers at Firefly Studios have once again cursed your cows, pigs, peasants, jesters and yes - even the poor chickens - of Stronghold Crusader 2!
Reduced to little more than bones, dust and spooky procedurally generated names like ‘Reginald the Ripper’, your lifeless peasants now wander decrepit castles as skeletal subjects. Tomb stones, rotting pumpkins, cobwebs and more also now adorn your once magnificent castle structures, along with unholy flames in the workshops of your medieval minions.
So what’s a Lord to do? Well you can remain terrified of Reginald or purge him from your castle with new green wildfire! Whatever floats your boat. Just keep them working, fight back against the curse and perhaps the horror will pass...
Our Stronghold Halloween update is now available on Steam for players with the latest version of Stronghold Crusader 2. This event will last for five days, with the above spooky cosmetic changes in place until November 3rd at 10am GMT. After this the curse will fall, your peasants and livestock returning to normal, fire to its natural non-demonic colour and castles to their former splendour.
https://www.youtube.com/watch?v=t8tZEYgdzp0 Firefly Studios’ Designer Stephen Richards and series creator Simon Bradbury have revealed four major improvements to AI behaviour found in their upcoming ‘castle sim’ sequel Stronghold: Warlords. This new entry in the historical real-time strategy series will usher in major improvements and refinements in how computer controlled opponents interact with the player, each other and any warlords present on the map.
AI behaviours related to castle management, skirmish combat and city building have been completely revamped for Stronghold: Warlords, in addition to being able to work with the new warlords system. Much like the archetypes of the warlords themselves - such as the Ox, Tiger and Crane - each enemy AI will adhere to a distinct style of play over a set of predetermined behaviours. The decisions made by computer opponents will now be made according to map layout, tactical positioning of warlords, available resources, current army composition and their priorities at different stages of gameplay.
In practical terms this means less hard coded, predictable behaviours and more flexibility in how AI opponents can outmanoeuvre the player, but also how it deals with the evolving situation within its own castle. Independent of the player, AI will build, sell resources and train their army according to changing priorities over the course of a skirmish match. Just as a human player would, the AI will adjust its focus between city building and RTS combat while also battling it out with the player for control over each map’s selection of warlords.
https://www.youtube.com/watch?v=8uYTtEUgUEA Available on Steam during the weeklong the Autumn Steam Game Fest, our new beta Stronghold: Warlords demo can be downloaded right now. That's right! Between October 7th and 13th players will be able to try out our latest build, a brand new mission from Warlords' Vietnam campaign starring the warlord Thuc Phan. After October 13th the demo will no longer be available, so move fast if you want this chance to play our upcoming 'castle sim' before launch and let us know what you think on Discord.
What better way is there to pass the time waiting for that demo to download, than by watching one of our handsome developers play through it for you? Follow our resident Videographer Aaron Hayden as he walks players through some of the new features, visuals and challenges offered by our latest Stronghold: Warlords demo. Expect new info, laughter and perhaps a few tears as Aaron attempts that precarious balance between achieving a perfect run and voicing a full mission walkthrough for the uninitiated.
Players can expect today's new footage and dev commentary to be followed by additional Feature Spotlight videos in the coming weeks and months. Addressing the most common questions about Warlords' gameplay on Discord and YouTube, such as planned A.I. improvements and the titular warlords system, these new videos will also feature more map sizes and community driven features.
https://www.youtube.com/watch?v=oQQ3lk3enKM We have released new gameplay footage revealing four brand new units coming to our upcoming ‘castle sim’ RTS Stronghold: Warlords. Each with their own special abilities, counters and tactics, the Ninja, Warrior Monk and mounted cavalry all make their Stronghold series debut in this new video.
The Ninja, Warrior Monk, Imperial and Auxiliary Cavalry join the game’s roster of 16 units and 10 siege weapons accessible to all players in skirmish mode and multiplayer. With more special and mounted units than ever before, Stronghold: Warlords’ new units aim to mix up the core series gameplay for long-time fans and newcomers alike.
Ninja
Heavily reliant on remaining undetected, the Ninja is all about espionage. Able to deal high damage at range using her shuriken attack, in addition to classic invisibility and wall scaling abilities, Ninjas are more ‘hit and run’ than Assassins from previous Strongholds. When micromanaged or used in small squads, Ninjas are a force to be reckoned with. More than capable of taking out several high priority enemy units in quick succession, players will need to remain vigilant to avoid death by ninjitsu.
Warrior Monk
A well-rounded soldier with specific battlefield applications, the Warrior Monk is a finely honed living weapon. Lightly armoured and fast on his feet, this unit is capable of dealing high damage quickly and is purpose made for surprise attacks. When surrounded by three or more enemy units the Warrior Monk’s spin attack will be triggered, knocking nearby enemies out of range while also dealing damage. Built for rushing enemy forces and repelling rival special units like the Imperial Guardsman, the Warrior Monk is excellent for quickly changing the ebb and flow of a battle.
Imperial Cavalry
The Imperial Cavalry’s high damage output and heavy armour makes them likely candidates for last horses standing. As such they are more suited to breaking enemy lines than their Auxiliary counterpart and serve a different function on the battlefield. Their charge ability can also be used to catch enemies off balance, quickly flank them or simply charge formations head on to weaken and displace their front line.
Auxiliary Cavalry
Faster moving than their heavily armoured Imperial counterparts, Auxiliary Cavalry are the bread and butter of a mounted attack. These faster mounted units are equipped with light armour, a shield and lance. Able to quickly react and change course, Auxiliary Cavalry are designed to take the worst of the enemy’s defences and allow your more powerful units to plough through.
https://www.youtube.com/watch?v=-BviS6ns_8k We're spotlighting Stronghold: Warlords' economic campaign segment with 20 minutes of fresh gameplay footage! Featuring new developer commentary and insight from Senior Programmer Matt Smith and marketing lead Nick Tannahill, this new developer diary features plenty of classic Stronghold gameplay in our new setting.
From medieval events and the distinct possibility of fire... To new changing weather conditions and map hazards, Stronghold: Warlords' 'Path of Peace' campaign will give you plenty to think about while growing your castle economy.
Following The Scribe, Warlords' economic-centric missions will test your city builder and sim skills as you're tasked with gathering resources, growing your population and fulfilling unique objectives as you fight against the clock (or in this case - tiger attacks).
Today's dev diary also features new community driven improvements such as UI scaling, wandering priests and other examples of that ever important 'wuselfaktor'. This new beta build should be taken as a sign of more improvements to come before Stronghold: Warlords launches on January 26th 2021.
We value your feedback hugely, so please keep it coming as we endeavour to make as many improvements as possible between now and launch!