Last time we were talking about how to get more tactical possibilities with the help of card upgrades. Today we're going to tell you about one more variant— using commanders.
As a rule, commanders are located on the battlefield— you have to lower the enemy's health to zero to win the fight.
You get the first commander in the beginning of the game and he doesn't have any special abilities. But playing the game you can find some other cards of commanders— buy them from the trader or get them in sidequests.
The second commander— Milten— comes from Kleta. He is a healer. He can restore the fighters' lives which will be a very useful skill on the battlefield. There are many battles in the game, where an opportunity to heal a character so that he could stand one more round determines the outcome of the fight.
The fight against the Punisher, who you have to hold back at the cost of the units' life, is exactly like this. Another example is the duel, where the damage comes after the fighter’s death. But use this ability reasonably— Milten heals his allies at the cost of his health and only once in three turns. Besides, he can’t restore your fighter’s lives if he has to spend all of his health points to do it.
The next commander— Ainsly— prefers attack to protection, and that’s why she offers one more tactical opportunity— boost of the attack for a chosen fighter.
The attack increases till the end of the round and can help to destroy a strong enemy fighter with a high number of health poins. This is also a powerful support against the Frisian deck which fighters are famous for their strong health. It’s lucky that you can buy a new commander from a trader at the beginning of the Rigga tournament. You can use this skill as well as Milten’s healing every three turns.
After that we get commander Deming, the strategist. He becomes available during the second tournament, in one of the quests. With the help of this commander you can play one extra card every three turns during the round. It can become a good deal of help in the beginning of the fight or will help to decide a definite tactical fight in a necessary moment. The ability is active till the end of the turn and combines perfectly, for example, with a Field Equipment card. So you can get extra cards from the deck to balance them in the most effective way.
The last commander who we get in Golla is Jarlet the necromancer. He can resurrect any of your characters who have died in the fight earlier—but only once during the fight. Regretfully, the gear of the resurrected character will disappear, but the upgrade will stay. This action isn’t considered a move so you will still be able to summon one more character from the deck.
You will be able to see the commanders in action very soon, and for now add our game into the wishlist and follow us!
After the stories of Eik and King Ho, we decided to get back to gameplay—and today we’ll tell you about the change in the mechanics of card upgrade and about the opportunities it gives to players.
Upgrade—and the whole deck management—is Kleta’s responsibility. He’ll teach Finn to improve his cards when the time comes.
In the first version of the game there were a lot of levels of upgrade, but the process was totally simple and linear—with every new level a character used to get a bonus for attack or health.
It goes without saying that the growth of the characteristics comes handy, but how useful is it for the monk who, as a rule, stands behind the tank?
Such an approach didn't give any special benefits and almost didn’t widen the opportunities of the player, making the card upgrade a boring and almost useless activity. That’s why after listening to your feedback we totally changed this system and concentrated on the unique abilities of our characters.
The only thing that remained unchanged was that you still need experience points to upgrade the character cards. Every faction has its own points which you can get in the battles.
In the new system we made the number of the upgrade levels considerably less, but we added nonlinearity. The player gets the choice on the first and the third levels—depending on his needs or preferences you can teach the monk to heal the ally in front of him more effectively or improve his mass heal skill.
If the monk increases the abilities he already has, some characters can get new ones, which allows them to use these characters more effectively. For example, the battle sorcerer can get a useful counterattack skill which will make him a very serious enemy.
Don't worry about making mistakes—you can drop the upgrade of any separate card or of the whole deck any moment and get all your experience back.
The cards of support are also available for upgrade. They don't require experience points necessary for the upgrade of characters—all the improvements are paid with gold. The upgrade itself is linear, but the bonuses you get will allow you to make the deck considerably stronger. When you drop the upgrade you get all the amount of gold you’ve spent on that.
Don’t be afraid to experiment. Invent and test new strategies, change the variants of upgrade for your characters depending on your needs—and you will be able to win any fight.
We hope you’ll like the new variant of the card upgrade. Download the demo and share your impressions in the comments. And also follow us and add the game to your wishlist!
We go on talking about the destiny of Redemption’s characters. Last week we told you about Eik’s life, and today we’re going to share King Ho’s story.
The future prince had been prepared to reign since childhood. But life in the palace never seemed appealing to Ho. The future throne seemed like a heavy chain on his neck, and endless bows,receptions, shallow intrigues—all that Jerana’s aristocracy lived for—gave him only feelings of hatred and repulsion. His only consolation was lessons of martial arts that the boy was taught on the demand of his father, crown prince Trig.
Training was easy for the prince, and he became proficient in fencing and shooting. But it was dagger throwing where Ho showed his real talent. Not only did he use them perfectly in melee combat, but he also threw them with such accuracy that his teachers advised Trig to continue his son’s education in a different place.
Ho admired this idea. He was pretty tired of the special treatment he got in the palace, and he asked his father to send him to an archer’s company in Albus, in the kingdom Odala—as far as possible from Jerana where every dog knew who he was. Trig didn’t stop his headstrong son and agreed with the burgomaster of Albus about the transfer. But he insisted that young bodyguard Sop would accompany his son. At first, Ho was unhappy with his father’s decision, but he changed his opinion fast, when the young warrior became his friend.
That’s how the young prince got to Albus. Hiding his background, he changed his name and started calling himself Hoda. But it was much harder to get rid of the manners, giving out his noble roots. Even trying to keep as friendly as he could in the company of fellow fighters, joking on himself and on the others, Hoda didn’t become a close friend to anyone—apart from Sop, of course.
However, the young prince enjoyed his life as an archer and quietness far from Jerana’s palace. But this peaceful time came to an end, when the Reaping started.
Hoda joins the group of a resigned captain Thorn Brening and leaves Albus, devoured with disease. He heads to Ursus, where his grandfather, the king of Jerana lives at the moment. But the group gets caught in an ambush, and Hoda gets a bad injury. Blance, who turns out to be near, saves the young man, but at the same time the old king dies from a heart attack.
The throne passes to Trig, who finds out about the sad events in Albus and tries to look for his son. The father and the son meet in Opakum—but Sop, who is charmed by the reaper, murders the king.
Hoda is destroyed by grief. His family is dead, his only close friend is the victim of evil charms, and his duty makes him do the thing he was trying to escape so hard — to put on the crown and ascend to the throne.
When Ho buried his father and Sop, he got down to business—confidently, harshly and cleverly. Like a monarch. The previous young guy with a disdainful and impudent smile stayed in some other life.
When the war ended, Berkana was in ruins. Dozens of destroyed towns, hundreds of burnt villages, thousands of people left without home, unplanted fields were a threat of hunger and death. There were hard years ahead.
The new king started to restore Berkana. The first thing he sacrificed was the luxury of the palace. He collected all the decorations and changed them for grain in Vandilia. He ordered to give the grain to people and that’s how he gained their sincere love. The people appreciated their unpretentious, ascetic monarch who preferred simple and convenient clothes to embroidered camisoles and royal gowns.
But there were some things which the king didn’t manage to do. As Ho concentrated on restoring the country and getting common people back to normal life, he couldn’t prepare to a new threat.
In spite the king understood perfectly that the new war with Frisia was inevitable, he still hoped to get more time. But his calculations were wrong. And now he and Berkana have to face a new challenge. Luckily, there are true people like Eik near him, who are ready to give life for the country’s well-being.
The story of king Ho goes on, and it depends on the main character of The Way Finn only how it is going to end.
Download the demo-version, meet changed Eik and king Ho and share your impressions in comments. And also follow us and add our game to your wishlist.
As many of you may know, the story of The Way begins twenty years after the story of Ash of Gods: Redemption. The Great Reaping and the Last War have passed, but Frisians are planning to attack the kingdom of Berkana.
King Ho and his true subject Eik, the veteran of the Last War, remember the horrors of the past very well, and they understand how crushing the consequences of a new war can be. That's why both of them do all their best to avoid it—each in their own way.
What has happened to the characters for all those years? Have they changed since the time of Redemption? We're going to share their stories with you—and today we'll talk about Eik's way.
EIK
Finn's mentor and the foster-father started as a common soldier. Military science seemed easy to him, and being high and looking tough, Eik stood out from other recruits. He was thought to become Prince Trigg's bodyguard, but he gave Eik another honorable position—Jerana's Guard Master. As some malicious tongues say—because of fear of looking small near such a giant.
The real cause was that Trigg trusted the warrior. He understood clearly that behind the exterior of a simple and rude soldier there is a clever, loyal, attentive and scrupulous man, who trusts nobody without a reason. So even being a Guard Master he treated his subordinates as equals which helped him to be completely aware of everything that the Prince needed to know.
When the Reaping started, Trigg sent Eik to come with Hopper Rouly in search of his son Ho— because he was one of his best and most trustworthy warriors. The situation with the Harvest got worse because of the war with Frisia, and Eik almost died in the fight near Opakum, covering newly crowned King Ho, who got the power after his father's death.
When Eik recovers from his wounds, he refuses to become one of the generals of the Berkanan army. All of those people who he considered close friends died in the war, and the giant feels guilty because he wasn’t with them. Devastated, he follows the Frisian army alone. He finds and destroys the enemy's spies.
On the border of Gellia he finds a small town wiped off the face of the earth by the enemy’s retrieving army. In this town he finds a four-year boy crying over his mother’s dead body. Eik sees the same miserable and lonely soul in the child, Eik takesthe boy with him.
What does it mean to the old soldier—to get a son all of sudden, even if it’s a foster-son? Realizing all responsibility, Eik is returning to Berkana in hope to get the boy a better life.
The warrior becomes a great support for young king Ho, who gives him a position of Master of Surveillance. Eik understands that he has to learn a lot to provide enough help to the monarch and also give his foster-son good education. So he starts to learn himself, studying martial art, history, languages and even etiquette as thoroughly as he can. But even when Eik becomes more well-mannered and moderate, he still prefers to speak discreetly and act decisively. But now this decisiveness is strengthened by knowledge and a lot of experience.
And it all happened thanks to the boy who had become a new reason to live for Eik.
Download a new demo, meet new Eik and king Ho and tell us about your impressions in the comments. And also subscribe to us and add the game to your wishlist.
As you know, every Friday we talk about fights in our game, but now it seems inappropriate. Today we want to speak on the situation happening in Ukraine.
Perhaps, it should have been done last Friday. But the shock from what had happened was so great that we just went on doing the usual chores. Maybe it’s for the best—we had time to think everything over and speak consciously.
There are both Ukrainian and Russian people in our team, but we don’t divide people by their nationality or some other basis. The only thing that really matters for us is mutual respect. We always try to listen, to understand and to support each other—and we still work together as a team.
All of us have relatives, friends or fellow developers in Ukraine. We worry about everyone who is there very much. And it’s scary for us to understand that we can hardly help them. But at least we are able not to be silent.
We are young, and we know about wars only by hearsay. It’s frightening to watch the things that are happening now. But we can’t imagine how terrified are the people right in the middle of the action.
We want all of us to have future. The future where no one has to be afraid. The future where there is no place for missiles and hatred to each other. And we hope it will come as soon as possible.
Today we’d like to tell you about the fight that takes place on a narrow bridge. It’s the battlefield that makes it unique—it’s so unusual that you might want to refuse from the tactics you got used to. But let’s get to the details.
HOW DOES THE FIGHT GO?
In the beginning of the fight you find yourself on a short, narrow bridge. Opposite there is the enemy's commander. The task is basic—to destroy him.
It seems that it’s quite handy that the enemy is standing so close—but for the feature of the fight. Every fighter who appears on the battlefield is protected by Charms.
One more peculiarity of the fight is that you will have to take a fresh look at the movement along the battlefield. It’s just two cells wide, so you won’t have too much space for manoeuvres.
So the fighters of the enemy have considerable advantages just from the start. It won’t be easy to bypass them to break to the commander. So what are the options? Eik advises Finn to think about effective bundles and support. But Kleta doesn’t think this situation is worth discussing. It’s interesting whose advice is better.
DIFFICULTY
We decided to collect much more powerful units in the enemy’s deck in the challenger battles than in the qualification round. Combined with charms, it made the fight considerably harder—you can easily lose all your ally units and watch helplessly as enemies come closer and closer to your commander, yawning as they approach.
Conditions for the perfect win also have significant limitations. First of all you can’t use Shooters—no more arrows from the allies’ backs. And you will also have to refuse evident decisions. Secondly, you’re not allowed to use charms—only items. So you’d better double-check your deck!
IN SEARCH OF PERFECT BALANCE
The key feature of the fight—a narrow battlefield—already makes it pretty hard. We wanted that not only the territory would turn this fight into a severe challenge, but at the same time any extra condition could make it unpassable. Strengthening the enemy’s fighters with Charms seemed like a good decision to us.
Nevertheless, playtests showed at once that in combination with some definite fighters—like the Enforcer—Charms make the fight almost unpassable. That’s why we reconsidered the enemy characters’ deck.
We’re waiting impatiently for your feedback about the fight on the bridge. Share your impressions, follow us and add the game to the wishlist.
Hello, folks! This Friday we’re going to tell you about the fight with adjutant Mirina. This is quite an amusing fight which is considerably different from the others. Let’s look at how it works in detail.
HOW DOES THE FIGHT GO?
The first thing to mention is that there are no commanders in this battle. That’s why the one who kills all the enemy's units first is the winner. In the right upper corner there is a counter which shows how many units are still alive.
The next important condition is the central bodrer of the field. Neither your nor opponent’s characters can cross it. As soon as we summon a character and equip him, he rushes at once to the border on the other side of which enemy’s fighters line up.
The fight with Mirina can remind the duel—the fighters also stand in line and exchange blows. But you can see considerable differences.
Summoned fighters can change lines—as in a usual fight. Besides, you can organize their support if you place an archer, a spearman, a monk, a warlock or any unit you consider necessary.
Mirina’s deck consists of strong melee characters and the ones who are good at support. Cards from the second deck are also quite powerful, but if you find a proper tactic. you will win easily. But things are not so simple in challenger battles.
DIFFICULTY
To begin with, in the beginning of the challenger battle there is a guardian on the battlefield. There is a monk behind. Thus, you need to destroy not ten but twelve of the enemy's characters.
The guardian is equipped with the Veteran’s ring. It means that every turn his attack will increase in two points.
On both sides of the scene there are walls. On the one hand, it’s a limitation—now a player has considerably less space for maneuvers. On the other hand, there are a couple of interesting variants for how to turn this limitation into your advantage.
The most interesting thing in this battle, though, is the condition for the perfect victory. Your task is to win using not more than three characters. And it’s not that easy!
IN SEARCH OF PERFECT BALANCE
The first hard question we faced was the balance of the cards. As it was mentioned before, Mirina summons only melee fighters, and we were thinking if we should make the same condition for the player. But we decided that the freedom from limitations opens up a lot of variants for elegant victory.
The next question was how we can make the fight harder. We wanted to place a vivacious but not unkillable character which will be pretty dangerous for the player’s units. That’s how we came up with the bundle of the Guardian and the Monk. The Guardian has quite a big amount of health points, and has protection from the objects that are put on him. A low attack is compensated with the Veteran’s ring, step by step into a real problem. The monk behind is always ready to heal his comrade if you wound him.
We hope that you will like this fight as well. Download our demo, share your impressions in comments and press the follow button on our page. And don’t forget to add your game into your wishlist.
We’re going back to telling you about fights and mechanics we’re using there. Today we want to show you the battle against adjutant Tork. He likes fighting in a big way, so be ready for something epic.
HOW DOES THE FIGHT GO?
The first feature of the fight is that players have more freedom. Contrary to the rest of the fights, here you can play two cards of characters and two cards of support at a turn. That’s why for the fight not to end too fast we doubled all the cards in both decks.
Secondly, six of Tork’s fighters are already standing on the battlefield—he will try to protect himself from the first moments.
Thirdly, what catches the eyes at once is a gigantic battlefield with some obstacles. However, they don’t archers' shooting—and in addition they protect them from melee fighters.
DIFFICULTY
To make the challenger battles harder, we considerably increased the quantity of the obstacles on the battlefield. Barrels and boxes block most of the direct ways to the enemy’s commander, so the characters will have to move along a kind of trenches which makes them less movable.
Besides, according to His Majesty Hing Hoda, you’re forbidden to move his characters between the lines more than once at a turn. You also have to finish the fight in seven rounds.
By the way, it may be a good opportunity to try your bandit deck if you have already got one. You can use such advantages as an opportunity to fill the battlefield fast with your units and the bandits’ skill to make each other stronger.
IN SEARCH OF PERFECT BALANCE
There were some really hard moments in this battle. We spent quite a lot of time experimenting with obstacles—especially in the challenger battles. We asked ourselves a lot of questions like how many barrels and boxes should be on the battlefield, where to place them to make the player’s mission harder but not to totally block his way to the commander. And, as a main thing, not to lose the central idea of the fight—an opportunity to use many characters.
Finally we managed to come to the view of some kind of a labyrinth where players have to think properly about every move. And you should also watch the units not to block each others’ ways, use the battlefields’ advantages correctly and remember that the enemy can use his spells.
Estimating the perfect number of enemy’s units and what abilities they have became a real challenge for our team. Finally, after trying a lot of variants we decided that there should be units with quite many health points and with archers’ support. So in spite of the length, the fight feels dynamic and seizes your attention from the very beginning.
We hope you will like the fight with the adjutant Tork. Try to fight him by downloading the demo and share your opinion in the comments. So follow us on Steam and add the game to the wishlist.
Hello, friends! Today we'd like to tell you about the bandit deck, to show its strong sides and of course to share some interesting tricks that give us an advantage over the Berkana deck.
For the first sight Berkana’s advantage is obvious. Units look stronger, can wear more items, and the items themselves considerably increase your health and attack. But the bandit deck has some other advantages using which you can defeat a much stronger opponent.
The character who teaches us to use the bandit deck is Raylo — a previous but unsuccessful candidate for the mission in Frisia. What do we learn from him?
First of all, bandits are experts in teamwork.
Surprisingly, it’s the bandit deck where you can see the fighting spirit — when a definite bandit dies, others get stronger.
Secondly, what kind of bandit doesn’t use dirty tricks?
If in Berkana’s deck almost every unit is a mighty warrior, the bandits are mostly weak characters — or at least they look like that. But if you take a closer look you’ll see that things are not so simple.
Every bandit has a feature which helps to defeat even the strongest enemy — you only have to choose carefully who to fight. The slayer, for example, hides a poisonous dagger behind his back. It gives him a chance to destroy any enemy — if the slayer will manage to pierce his armour. By the way, usual bandits can also use poison if you cast a proper effect on them. Apart from the poison they can also stun the enemies to win some time and kill them.
Thirdly, bandits can easily outnumber the enemy.
There are a lot of cards in the deck that help to summon more than one unit per move. Really, what bandit will do the job alone? Besides, there are also Ambush cards in the deck. They let you add one more bandit on the battlefield in exchange for some health points of your commander.
In general, if almost all fighters in the Berkana deck prefer to act on their own, when you choose the bandit deck you can get a pretty good combination of units with a bunch of dirty but effective tricks.
Bandits can fill the battlefield practically in a flash and strengthen each other greatly. Their spearman is able to strike from his companions’ backs. This deck looks like a puzzle which can be rebuilt endlessly, and you will still find more and more variants.
Try to play with the bandit deck in the new demo, tell us about your impressions in the comments, follow us and add the game to the wishlist!
It’s the eve of the Chinese New Year, and in celebration of this event Steam has run the Lunar New Year Sale! It will last from January 27 to February 3.
We participate in the sale with the team 40 Giants Entertainment, and we’ve got a great surprise for you—Reverie Knights Tactics + Ash of Gods: Redemption Complete Your Set Bundle!
We bring you excellent news—to reward all our faithful fans, we have prepared a way to get extra 10% OFF the freshly released newcomer to the tactical RPG genre, Reverie Knights Tactics—just use this "Complete your set" bundle and get the 10% OFF on top of any other current discount on the game. And of course, if you're still waiting to get Ash of Gods: Redemption, you can just use the bundle to get the games together, the extra discount will apply to both!
So participate in the Lunar Sale, follow us on Steam and be sure to add our game to the wishlist!