It's been a week since our Caporetto Expansion went live! Many of you have joined the Battle of Caporetto already and fight in (or against) the German Empire army! We hope you’ve been enjoying the new map and faction so far.
In case you’ve missed the latest devblog, we provided some information about the new map in this Isonzo Intel. Be sure to read it if you haven’t already.
https://store.steampowered.com/news/app/1556790/view/3632745751430993795?l=english Since Caporetto's release, we've also released a patch addressing some issues that occcurred with the game and the Caporetto map in general. You can find the patchnotes here. We continue to work on the game, so please make sure that your game is always updated o7
Look back at release
It’s been almost 4 months already since you all enlisted for the Italian Front ! The hype and excitement for the release date is still fresh in our memory and a lot of fun memories have been made since !
We’ve made a little compilation video of the content creators/streamers who joined the Italian Front during its release!
WW1 Dev AMA
Last week, we held an AMA here on steam ! You were able to send in your questions through our Discord and founder Jos & producer Thomas provided you with answers ! These questions related to the Caporetto update, the gameseries in general or just some personal questions. Missed the AMA? You can watch it on our YouTube channel !
Isonzo fanart
We’ve received some amazing fanart again ! Twitter user Hetaira has made several art pieces, inspired by the different factions in Isonzo. Thank you so much, they look amazing !
Bring home the trophy for Isonzo
Thank you for your votes! Isonzo has made it to the Top 100! Now it’s time to vote again so Isonzo can bring home the award for Indie of the Year 2022 in the category FPS ! Last year we won the award for Most Anticipated Game, so it would be amazing if we can complete this set. There’s not much time left, so be sure to vote (again) here
Celebration Sale
In celebration of the Caporetto Expansion release, the WW1 Game Series is on sale ! Besides Isonzo, you can now also get the DLC with 10% off (besides the new Royal Units).
Furthermore, both Verdun & Tannenberg are available with a 70% discount ! In case you need a break for the Italian Front, both the Western- & Eastern Front await your arrival as well soldier!
General - You can now rename characters, star systems, houses, factions, and leagues in the dev console - Added VSynch option - Replaced hair color palette with more realistic choices - Random portrait generator avoids genetically unlikely skin / hair combinations - The game now better highlights when you cannot ask any more rulers to join your attack because you ran out of AP - Added "Remove Trait" effect in Creator - Minor tweaks to text, story events
Fixes - Flags that provide an effectiveness bonus to a character now work correctly - Inheriting another house no longer reduces your maximum house size - Fixed bug where you couldn't add your home system's forces to an attack when you ran out of AP, despite that action being free - Characters will no longer end affairs irrationally - Fixed issue where a duke would refuse a system if its baron didn't like them - Fixed soft-lock when you attempt to train a character who cannot be trained further - A Rebuild Colony assignment is now stopped if another faction rebuilds the colony first - Fixed issues with some expeditions when your house is inherited by another ruler - The upstart duke starting option now works correctly - It is no longer possible to start the game as an upstart duke unless you select it as a game customization option - Fixed bug where enough damage reduction effects would heal the defender - Fixed rare crash issue when AI ruler inherits a faction - Fixed errors in shown reasoning when a ruler refuses an offer that would have made them indebted to you - Fixed bug where random character generation in family designer was always using the default hair color - Fixed story event with exploding viridium mine so that it does not repeatedly explode - Fixed story event where your children ask you to pick a favourite, so that it no longer triggers for dead children - Fixed "submerged library" expedition so that your companion cannot be a child, ill, or under arrest
We hope you are having a wonderful winter time! We saw the snowfall this week so we are fully immersed in the Christmas atmosphere - as you may have guessed from the setting of the second planet available on Roboplant, we love snow!
December release went out nicely, it highlighted some deep problems we need to work on but we made a great improvement on the general gameplay experience and we are really happy you liked it so far. And of course, thanks for all the feedback you are sending us, they’re much appreciated.
In every release, we want to give you something new but we also want to improve what is already there and January fits the idea perfectly.
Here’s what we are working on:
Planetary events
We won’t spoil the surprise for you and write about this new feature with too many details but let’s just say that the ride is getting bumpy and you need to keep an eye out and be ready for new challenges. So roll up your sleeves and be ready, environmental events are coming to Roboplant!
Building a factory with fewer constraints
We noticed from the saved files you sent us that many of you are working around the limitation of having all the rooms connected by corridors. This made us think: what if we are forcing something that isn’t necessary? That’s why from the next update you will be able to build rooms wherever you want even if you still need either a corridor or a ramp to give them access to the outside.
Performances are important
We know some of you had performance issues and this is not going to be the final solution but we hope that with the new release we will be able to provide you with a nice boost in terms of performance.
Workers should move better
Workers getting stuck was another thing that is bothering you. So we are working on improving the navigation system so that they will get less stuck. Meanwhile please be patient. If your worker gets stuck you will need to free a passage to the spaceship so that can move around again. Having workers stuck can mess your base up.
This is all for now but will keep you constantly updated with the latest news. Have fun and please let us know what you think about the new features and improvements!
There have been requests for the game to show more of the lore. The previous update with the discoverable places was already part of the lore-building.
I have wanted to show the characters in the game for a long time in some way. I have previously internally experimented with different ways to show characters and dialogue, but the previous methods didn't feel good so I didn't release them. This way of showing characters is finally the one that I feel good about.
It is a bit more work to do the dialogue and lore this way, compared to for example just showing a static character portrait and text on top of the normal gameplay UI (which is also a good way to do it), but I feel this way adds more to the atmosphere of the game.
I hope that this feature makes the town feel like actual people are living in it. And I hope it's a nice feeling to know that you can visit someone in the town.
There is also a new "song" playing when visiting Juhani's house.
I don't want to make the game text-heavy, but I think occasionally showing characters and giving bits of information or building the lore is nice.
There is also a button to skip all the dialogue if you want to skip it.
Another small patch rolling in, this time focusing on text-changes in the main game, as well as some fixes, including an achievement fix for the Roadwarden demo!
Without further ado, here we go:
Core game:
Once again, a big chunk of text adjustments.
Demo (new version: 1.6.1)
Some players who’ve played Roadwarden's demo encountered issues with Steam achievements in the full version of the game, as the achievements they should receive were not noticed by Steam. The new version of the demo should avoid this issue, but the players who have already stumbled upon this bug can try the following solution:
Load your game that has at least a single achievement visible on the borders of the screen
Press Shift+O
In the console, write or paste the following: $achievement.clear_all()
Hit Enter, and escape to close the console again.
This should remove all the achievements that are attached to your Steam account, but then it should start reassigning them right away, as intended.
Once again, huge shoutout and a big thank you to all Roadwardens! We really appreciate your ongoing support and continuous feedback to help us continuously improve Roadwarden! Please keep it up!
-Your teams of Moral Anxiety Studio & Assemble Entertainment-
Fixed the bug that makes the running sounds always sound like stepping on the wooden floor
Fixed the bug that makes Pathfinder Elixir doesn’t work
Fixed the bug making the protagonist disappear or move in a strange way after the protagonist is beaten when riding the sword
Fixed the description for some personal quests
Optimization
Major update on English Localization
Need help? Please find our latest added Immortal life FAQ for helping you with the problems like Game Save and other bugs you might meet. https://steamcommunity.com/sharedfiles/filedetails/?id=2900840549 If you find any bugs during the Alpha testing, please feel free to join our Discord Community for submitting the bugs you meet <3
Now you can pass creep sectors in the expedition. However, depending on the enemy's power, a forced battle can begin, and the more times you pass the enemy, the more likely you are to be ambushed by the enemy.
I was going to update this together during the Might And Magic update, but I decided to update it this time according to the feedback about the expedition fatigue.
I hope it will reduce the time required for expedition and reduce combat fatigue. I'd like to know your opinion about this new feature.
Show help settings have been added to the options.
Revised the card description of Regeneration, Bleed Fire.
Help has been added for the troop's waiting and expedition.
The problem that AI does not use some skills has been fixed.
<BALANCING>
Forest Elf - Patrol : Physical Defense increased by 10 and Magic Defense increased by 30.
Forest Elf - Patrol : The damage of the Fast Shot was reduced by 1, but the attack range became the same as the normal attack range.
Forest Elf - Patrol : The employment price has increased by 1.
Forest Elf - Forest Dweller : Maximum damage increased by 1.
Forest Elf - Forest Dweller : The cost of dust Gust decreased by 1, and the cooldown decreased from 5 to 3.
Forest Elf - Forest Dweller : The employment price has increased by 3.
Forest Elf - Regeneration : The duration has decreased 1 turn, but additionally, it immediately restores some HP.
Progenies of Shadow - Shadow Archer : Minimum damage decreased by 1.
Progenies of Shadow - Werewolf : Primal Rage effect was reduced by 1.
Progenies of Shadow - Werewolf : Maximum damage decreased by 1.
Progenies of Shadow - Gorgon : HP decreased by 38 and maximum damage decreased by 3, but minimum damage increased by 5 instead.
Progenies of Shadow - Shade, Chimera : The overall figures have been readjusted.
The troops experience available in the Sanctum has increased by 50%.
Initially, the number of cards held by the enemy was reduced by up to 70%. As the expedition progresses, it slowly returns to its original possession count.
This is our first post-release patch, introducing some slight quality-of-life changes as well as more comprehensive changes to enemy behavior and values. The update size is rather large due to changes taking place across multiple levels. You can find the exact changes listed below:
Quality-Of-Life Changes
Mouse sensitivity now goes down all the way to 0.1 instead of 1
You can now set vertical mouse movement to inverted in the options menu
General Changes
Pulled the enemy gun position a bit closer to the body
Potential fix for enemies being able to shoot after dying
Level-Specific Changes
Training Level:
Potential fix for boss getting stuck on the door.
Moved green room enemies a bit closer to the door
Adjusted the position of blue room enemies to further apart from one another
Increased blue room enemy aggro range
Red District:
Increased roaming enemies vision range from 22 -> 30
Increased roaming enemies aggro range from 15 -> 25