I won’t write too much on the above subject, as frankly, this video will do a much better job of it. In short, we need to get to know the island and its people. It’ll help us blend in with the crowd better, which in turn will let us gain their trust and reveal vital information to the case.
Observe it all in action below Sherlock.
We’ll be arriving at Cordona soon, Sherry. I cannot wait to see what mischief we will get up to on that island.
MINE UNIT: Deploys floating air mines that explode, when enemy hits them
BAZOOKA UNIT: Shoots heavy rockets
SNIPER UNIT: Sniper unit that hide on the edges of the level
Other updates:
Added DASH active item/ability. With this active item the units can quickly dash forward.
Units move little faster by default
The minimap shows now only buildings/objects you can interact with (it won't show a shop, if you can't buy anything from it, for example)
Enemies now show "damage ring" to show the area they are going to do damage on
Enemies can now shoot "cluster bombs" that shoot other bombs when exploding
Some of the bombs will only explode, when a bullet hits them
The game now pauses, when a dialog (for example shop) is opened
Other small fixes etc
I did work on (or tested) a few other bigger features, but I felt that they were a bit "MEH!", so I decided to temporarily disable them. I might work on them later.
A massive thank you to all of you who have supported us and wishlisted Exodus Rising. This is the last contest of this type that we'll be doing for the foreseeable future, so be sure to enter it to have a chance at winning.
We have a new devlog covering June 2021 just around the corner. Be sure to keep an eye out for it!
A golden age is coming to Conqueror’s Blade when Season VIII: Dynasty launches on July 8. This new season, inspired by China’s Tang Dynasty era, will introduce four news units from the in-game Qian Dynasty faction to reinforce your armies. Today, we’re going to take a closer look at a band of spiritual warriors: Cudgel Monks (3-Star).
There are many records of holy men and women waging wars throughout history in spite of their faith. Bishop Heahmund took arms in defence of Wessex and was struck down by Halfdan Ragnarsson’s Danes at the Battle of Meretun in AD 871, monastic military orders like the Knights Templar and the Teutonic Order were initially founded to protect Christian pilgrims, and the concept of warrior monks is a common element across Asian cultures. In Sikhism, a Sant Sipahi (meaning Saint-Soldier) is a Sikh who follows the spiritual and martial teachings of Guru Hargobind. In Japan, the Buddhist sōhei were an order of warrior monks born out of and sustained by, periods of imperial rebellion.
Perhaps one of the best-known examples of warrior monks is that of the legendary Shaolin Monastery in Dengfeng, China. The Indian Buddhist monk Bodhidharma was its first abbot in the early sixth century and is credited with training the very first Shaolin monks in what would become one of the world’s most famous martial arts: Shaolin Kung Fu. Though the monks led a largely peaceful, meditative way of life, frequent incursions forced their hand and often saw them fighting invaders off from Shaolin.
In the wake of an uprising and the assassination of the Sui Dynasty’s Emperor Yang in AD 618, the general and future Emperor Li Yuan attempted to retake the city of Luoyang, but soon found himself staring down defeat when his forces were wildly outnumbered by reinforcements. In the midst of the chaos and bloodshed, it was said that 13 Shaolin monks could be seen fighting off invaders in the heart of the city and helped turn the tide to an eventual victory for Li Yuan. The monks were honoured by the new Emperor of the ascendant Tang Dynasty, who granted them the rights to train their warrior monks and dubbed Shaolin a “supreme temple”.
In Conqueror’s Blade, doctrines of harmony have long prevailed in the lands west of Hao Jing, but even a land as harmonious as this cannot enjoy peace forever. The Cudgel Monks, like their historical counterparts, are a monastic order of spiritual warriors who detest war yet fight when they must. These benevolent monks are said to be favoured by the gods and use their blessed martial arts abilities to safeguard those in need. When they come down the mountain and return to the world, they do so to eradicate evil and preserve good.
The Cudgel Monks dress in narrow-sleeved robes, are quick to act and are adept at using staves. Though not as sharp or daunting as a blade, their staves strike swiftly and deal considerable levels of continuous damage. Following a momentum-building charge towards enemies, the Monks can unleash a powerful flying kick to hit hard and break ranks.
Cudgel Monks function as a highly effective defensive unit. Though they lack armour, they have formations designed to avoid taking ranged damage and to make themselves into a tighter, compact unit; a smaller target that can hit harder when charging for a deadly strike. Their assorted traits are highly effective in hindering the enemy, too: while under attack, Cudgel Monks will gain defence points and refill their health every second; they can also deal additional damage to cavalry units while slowing said unit’s movement speed, and reduce all enemies’ movement speed with every strike.
Stay tuned to the official website and our social channels for more news on Season VIII: Dynasty before its launch on July 8! For further reading on the Shaolin monks, check out Learn Religions and Nspirement.
Greetings Knights, First, we would like to thank everyone who checked out the game, gave us feedback, left a review, downloaded and played the game. We are now currently featured in the Steam Summer Sale frontpage. As a student project, this is a huge milestone for us and it would not have been possible without all of you! With this update we are bringing a lot of improvement to the game and a new shiny Game Mode for you to enjoy: Challenge Maps! Challenge Maps consist in a series of different scenarios with different characteristics: in some of them you can freely build your Castle without worrying about the Golden Horde, in other ones the Golden Horde will get even more aggressive than in Hard difficulty. Some of these maps are still experimental, let us know what you think about them and which ones are your favorite, we are all ears! We heard your feedback about Endless. We smoothened the difficulty curve along the entire experience.
Talking about Mongolian business, here is the patch notes with all the major changes that this patch brings to the table. I’ll see the bravest Knights at the end:
PATCH NOTES 1.1.5:
New Features:
New Game Mode: Challenge Maps are now available to play! You will be offered 13 different new maps, from relaxing scenarios where you are able to build your empire in peace to extreme difficulties where the Mongols will overwhelm you with their armies.
Added 6 new shiny achievements for you to unlock! These achievements will challenge you to reach certain conditions in a single game!
Visuals:
Reworked terrain on the Skirmish (and Challenge Maps) selection screen.
Added destruction animations to the Military Camp.
Added destruction animations to Keep level 2 and Keep level 3 upon defeat.
User Interface and User Experience:
Changed text on the timer for Skirmish and Endless.
Changed and improved text on some Védelemopedia topics.
Replaced some old video on the Védelemopedia with new ones.
Added new topic to the Védelemopedia: Rally Points.
Fixed typos on tooltips, unit descriptions, difficulty descriptions and Challenge Maps description.
Moved the game version number to the options menu.
Reworked visuals on the Options Menu.
Game Modes:
Challenge Maps:
Adjusted spawn points so that enemy units don't fall under the ground.
Renamed certain maps to better reflect their design.
Added description on all Challenge Maps.
Adjusted position of the “No Mercy” level.
Adjusted last waves in the following maps: Crossfire, Desert.
Adjusted early waves in the following map: Valley.
Adjusted overall structure of the waves in the following maps: Extreme, War.
Endless - complete overhaul:
Curated waves extended to 30 minutes (up from 20).
Adjusted and improved the entire system behind the Endless mode.
Hard difficulty:
Reduced raid frequency at the beginning of the game.
Greatly reduced units on the final wave to avoid decrease in performances.
FIXES:
Fixed a bug where going to the Main Menu from Score screen would give a black screen.
Fixed a bug where Walls weren't always blocking the NavMesh.
Fixed a bug where Elite Unit upgrade cost is multiplied when multiple barracks are selected.
Fixed a bug where you could queue up multiple Elite Unit upgrades from multiple Military Buildings.
Fixed a bug where Enemy Raid Formations stand still next to the NavMesh border.
Fixed a bug where not all entities were being removed when exiting game.
Fixed a bug where going back to the Main Menu or quitting the game was taking a lot of time.
Fixed a bug where in-game UI was still interactable when Pause Menu or Védelemopedia was still open.
Fixed a bug where drag-selection was still possible when Pause Menu or Védelemopedia was still open.
Fixed a bug where health bars of damaged buildings were not staying on after deselecting the building.
Fixed a bug where enemy archers would play their attack animation, but no arrow would be fired.
Fixed a bug where Elite archer upgrade in barracks wasn’t getting a checkmark when bought.
Fixed a bug where formation would stand still and not attack anything until they were being provoked.
Fixed a bug where Enemy Raid Formations weren’t targeting anything after they've destroyed a building.
Fixed a bug where music stops when pressing back to menu button on in pause menu, even if you cancel in the confirmation window.
Fixed the “Abrakadabra” achievement, which was previously unlocked after harvesting only 50 wood.
KNOWN ISSUES:
Cancelling units from the Military Building production queue doesn't always work.
Combat Audio is sometimes still playing when your keep is destroyed and you're looking at the stats.
Mongolian formations spinning like whirling dervishes.
Sawmill, Quarry and Iron mines sometimes like to leave the resource number on top of the buildings along the map.
Upgrade buttons on resource buildings are selecting/unselecting when hovering over it.
VFXs still stockpile gunpowder charges while game is paused.
Some unexpected typos in the Challenge Maps' descriptions.
Thanks for taking the time to read these notes! As always, this update could not have been possible without you. During the past week, we received an incredible amount of feedback, both here on Steam and on our Discord server. This is what really keeps us motivated. On behalf of the whole team, a huge thank you.
This game belongs to all of you.
I will see you all in the next update, may your Stone Keep hold against the entire Golden Horde!
Improved Performance -Thanks to the GMsched extension, the game now runs smoothly with lower CPU usage.
Bug Fixes -Fixed a rare bug with the dialogue box position in an early chapter 5 scene -Fixed the attack sound overlapping in some cases when hurt in the overworld -Fixed two rooms showing the stem when the screen is shaking -Fixed the 3rd enemy’s speed not being used correctly when setting the turn order