1.0.7.3 WIN | STEAM (Language update) 8.08 G total size | 53 Meg patch update size
LANGUAGE:
* Added Brazilian Portuguese Localization (Care Of Mundo Nasher (www.mundonasher.com.br) * Added Italian Localization
LANGUAGES NOT INCLUDED BUT COMING SOON
* Korean Localization - 한글 (Korean) * Japanese Localization - 日本語 (Japanese)
LANGUAGES CURRENTLY INCLUDED:
English (US/UK) Français (French) Русский (Russian) German (Deutsch) Türkçe (Turkish) Español (Spanish) 简体中文 (Simplified Chinese) 繁體中文 (Traditional Chinese) Bulgarian Polski (Polish) Portuguese (Brazilian) Italian
ENGINE
*Added support for a unique Japanese Character Set in the font system (Applies to ‘jp’ only).
*Fixed .mp4 to be used in both AVPRO * Unity native video (removed .webm support on WIN) (reduced size of entire build by 3 gigs.)
GAMEPLAY *Fixed rare bug that causes a sopecific hint to miss-fire on leaving BAAS
We will launch a giveaway to win Tower Princess upon release, and everyone will be able to participate :)
Terms of the contest: you'll need to play the game for 20 minutes, then a pop-up window shows up with a 4 digits number. Enter this code on the giveaway page to participate :) There will be another option to maximize your chance to win by submitting once again! Defeat the Boss to find yet another 4 digits code, and once again enter it to the same giveaway page! It will increase your chance to win the full game :)
But act quickly, 30 winners will be chosen on June 24!
Cohorts are NPC-controlled Houses designed for players who want to enjoy Territory Wars and all the fun that comes with them at their own pace, without having to worry about organising with other players.
To get a closer look at all things Cohorts (past, present, and future) we spoke to Yifei Li, the Virtual World Creative Designer at Booming Tech.
What was the inspiration behind Cohorts?
We want to provide a free, low-pressure environment to help players participate in Territory Wars and give everyone the opportunity to experience the gameplay. This is why Cohorts are more unrestricted than the more organised [Player-Controlled] Free Houses or Alliances, and this results in a different way of playing Territory Wars for players from different camps—-the Houses will have more freedom to command and launch attacks, while the Cohorts will have clearer NPC leadership and a lower threshold for participation.
What challenges did you face when designing an AI-based House System that players could join?
The biggest challenge was how to attract players to it, and how it could co-exist with the traditional House system. The counter we found to this was to enhance the sense of immersion while differentiating the gameplay. The core of the special gameplay design focuses on 'convenience', making it easier to declare war and easier to join, thus offsetting some of the natural lack of organisation.
How would you say the Cohort experience differs from joining a House?
Beyond the gameplay, it's more about the sense of immersion. When you take part in a battle and fight for a long time for a particular place, you develop a special sense of belonging; the sense of honour that comes with victory also makes a difference.
Did you encounter any obstacles when Cohorts interacted with the Open-World?
The biggest problem arose with the War Declaration mechanism, which we initially tried in a direction similar to that of the Houses, except that the targets were randomly selected by the system. Such a mechanism showed obvious problems after running for a while, with the uncertain outcome both infuriating the Houses and adding to the already difficult organisation of the Cohorts. So, to coincide with the storyline of Season IX: Tyranny, we introduced a system of assembling NPC armies at the same time, in keeping with the identity of the Cohorts and to give a more visible reminder of the two types of experiences. We are still working on optimising the gameplay details and interactive experience of the rally system, and players in the already live Conqueror’s Blade: Helheim season will also be hit by [NPC] Viking warriors in battles.
With how the Cohort system works (AI Targeting of Houses and allowing Cohort members to quickly rally to ongoing battles), what advice would you give to Houses that are under attack from Imperial Restorationists?
With the help of the new reinforcements mechanism, Cohorts players will keep pouring into the battle line, but they are more likely to fight separately and sporadically in the battle, which gives the House players the opportunity to combine their forces and attack each other in one place. So, once you observe the Cohorts players extending their battle line, make sure you take advantage of the opportunity.
What do you envision for future iterations of the Cohorts system?
We hope that in the future, Cohorts will help more players to experience the fun of Territory Wars. We are committed to enhancing the participation of Cohorts players and optimising the interactive experience so that all players who put in the effort will be rewarded accordingly and enjoy the exclusive glory. Check out more behind-the-scenes peeks at all things Conqueror’s Blade, with our glimpse at Territory Wars and making a Sequel Season. Stay tuned for more!
Great news: the super novelty is in Early access already this Friday!
Meet the new turret — «Scorpion».
We have already talked about Scorpion in the separate announcement, and many of you have already tried it in the «Arms race» mode battles.
How to get it?
Do you want to be the first to check out the new turret?
During the Early Access period, which will last for the whole summer, Scorpion will only be obtainable from Ultra Containers. Complete special missions or check out the Shop offers to get the updated Ultra Containers.
Module
Once the turret is in the Early access stage, we will also add the corresponding «Vulture» protection module. You will be able to buy this protection against the new turret with crystals in the Garage.
Augments
Do you want to have alternative ways of launching rockets (e.g. horizontally)? Soon we will add augments for the new turret that change the way it works, and you can find the best setup for yourself.
We will let you know about the augments which will be released and the ways to get them in the patch notes.
Lucky owners of the Scorpion turret, share your screenshots in the comments!
We have a small hotfix ready for you today that fixes a few issues with XP, speeds up how quickly the Malacosm turns towards a Prisoner during Clairvoyance, and of course adds the brand new Season 4 content!
Check out the patch notes:
Season 4 Content
Season 4 content has been added to the Season 4 Progress Track
Season 3 Progress Track content has been moved to the Store
Gameplay Updates
Malacosm
Time that Clairvoyance turns to face a Prisoner before seeing through their eyes has been reduced to 1 second (Previously 2 seconds):
Addressed issues where the Sentinel being alerted would be inconsistent
Alerted sound will only play for the Malacosm once the Sentinel went from Idle to Alerted
Fixed issues where the Sentinel would not be alerted if it was moved to a position where the Prisoner was already inside the detection range
Fixed issues where Prisoners would enter the detection range but not trigger the Sentinel
Time before a Sentinel would reset after a Prisoner has left the detection range has been reduced to 0.5s (Previously 5s)
Bhagra
Fixed issue where the Bhagra would walk on its front legs only on the top floor of the Helipad
General
Fixed issue where the Code Memorization Accessibility options would not change from their default values
Fixed an issue where the mouse and keyboard code accessibility option didn’t work in game
Fixed issue where -1MC would show up in a XP notification
Fixed issue where Buzz Kill XP award would overwrite a Prey Eliminated XP award instead of being an additional XP award
Fixed issue where MC values would not update in store
Fixed issue where the Out Of Nowhere XP Reward would be granted incorrectly
Thanks for reading
Thanks very much for all your feedback on the June update so far, we already have quite a list ready for the next one! Keep your eyes peeled for more information soon, and as usual if you have any more feedback for us, the Discord is the place to be: https://discord.gg/jy6qDT7E
Hi everyone! It's been a while since TFC appeared in Early Access. Our beloved community has had a tournament organized, and we have released a bigger update based on your feedback! So thank you for being there, and we assure you that it will be worth staying with us for a longer time. In order not to be groundless, we would like to share our plans for the future!
Roadmap - what to expect in the near future
TFC is constantly evolving, and we want you to know what to expect from our game. That is why we have prepared a roadmap divided into individual quarters. Each of them will have a big update full of new features (e.g. new civilizations, naval warfare) that will extend the TFC even more. You yourselves have asked for some of these things, and we read all the comments carefully and aren’t blind to them.
Besides our ideas, we will add any tweaks TFC needs. Just take into account that the roadmap has no final form, and some elements may shift in time. This is what you can expect in the coming year of time, and even more! What next? You'll find out later - we can't reveal everything right away, right?
It’s time for… STEAM SUMMER SALE!
On the occasion of showing the roadmap, we also wanted to invite you to the Steam Summer Sale. The sale starts on June 23, and what can we add - we will also be there! TFC will be 35% OFF, so this is a unique opportunity to grab the game and join our community.
On Discord, you will always find people willing to play together, and with the Horde Mode co-op coming soon, you will be able to compete in PvP and PvE! Therefore, we happily invite everyone to join The Fertile Crescent!
Find inspirations from Slavic folk culture and let yourself be swept away by the mysterious, enchanting nature in the Summer Solstice background from Wingspan.🌼
Available from 21 June to 5 July or unlimited with Seasonal Decorative Pack.🐦
As you all know, our goal is to deliver one of the very best City Builder Games that you’ve ever played! Whole game world will be ready for you to rule and conquer as you immerse yourself in being a Viking.
Every day we work towards fulfilling our ambitious plan and to meet your great expectations. A few months ago, we announced the change from solo dev to a full team of dedicated individuals for whom VCB is more than a game.
Now it’s time for the next, big step!
Our team has merged with our long-time friends and industry veterans - Viking City Builder will now be developed under the wings of Titan GameZ Studio. Right now we’re excited and motivated as never before, knowing that together we’ll fulfill our goals of delivering the greatest city builder.
Last but not least, Vikings' headquarters will be in Cracow, the old capital city of Poland.
Hello, Total War: WARHAMMER fans. In last week's blog, we not only offered our first look at Immortal Empires, but noted that the new game mode “represents the world-spanning vision that we’ve been driving towards” since first beginning our work on the trilogy nearly a decade ago. Nowhere is that better represented than the campaign map: the massive battlefield where your armies will be fighting, raiding, sacking, and conquering in search of immortal glory.
This is the quintessential sandbox experience of the Total War: WARHAMMER campaign; and today, we’re excited to not only offer a sneak peek at the beta version of the map, but provide a first look at the new Sea Lanes feature being introduced along with Immortal Empires!
THE IMMORTAL BATTLEFIELD
The Immortal Empires map is MASSIVE: the biggest map any Total War game has featured to date, and nearly twice as large as the Mortal Empires map first introduced in 2017 to Total War: WARHAMMER II. For perspective, the number of settlements has not only increased from 401 to 554*, but the number of starting factions has also increased from 183 to 278*.
MORTAL EMPIRES
IMMORTAL EMPIRES
SETTLEMENTS
401
554*
STARTING FACTIONS
183
278*
LEGENDARY LORDS
74
86
* Note: These figures may change as we receive beta feedback
We’ve long said that the release of Total War: WARHAMMER III is only the beginning of the journey; to that end, you can expect the number of playable Legendary Lords and Races to continue growing as we release new DLC and free content to the game. This means that there will always be fresh new ways to approach Immortal Empires in the months and years to come as new forces join the battlefield.
While we won’t dive into the intricacies of start positions quite yet (...look for those soon...), you can also expect a variety of nifty changes which make the experience fresher, more challenging, and even more reverent to the Warhammer lore. You may just find a certain Krakenlord pillaging Grand Cathay...or a stealthy Skink taking the fight right to Chaos’ front door...
INTRODUCING: SEA LANES!
With the scale of the Immortal Empires map in mind, Sea Lanes have been introduced to add flexibility to your globe-trotting adventures. Interacting with them will provide the option to travel from the East of the map to the West and vice versa (with the exception of the Underworld Sea, which connects the Sea of Malice to the Boiling Sea), allowing for more exotic confrontations to be had, new allegiances to be formed, and unique roleplaying opportunities when once-distant factions meet for the first time. Any Lord or Hero will be able to move into the Sea Lane markers, allowing them to set sail and reach their destination after being at sea for a few turns.
BORDERS OF THE KNOWN WORLD
Though included within the map, not all landmasses and oceans will be traversable at the launch of Immortal Empires, such as Khuresh and Ind. Our focus for the Total War: WARHAMMER trilogy has always been on the races of Eighth Edition (with some exceptions such as Grand Cathay, Norsca, and Kislev), and the areas where these races reside remain our immediate design priority.
It’s also worth remembering that the Immortal Empires campaign map isn’t a simple ‘stitch and fit’ job. The Old World, Eye of the Vortex, and Realms of Chaos campaign maps are designed to be unique, standalone experiences. Simply put: they’re different shapes and sizes that don’t ‘fit together’ like a jigsaw puzzle. This is a sandbox mode first and foremost, so mechanics such as the Eye of the Vortex and Realms of Chaos invasion also won’t be present here.
UP NEXT
That’s all for today’s post, but as a teaser for our next news drop:
Now that the map of the world has been revealed, it seems like the perfect time to start pinning where each Legendary Lord begins their journey for conquest and glory. That's right: we're talking starting positions in the next blog, so stay tuned for more!