Apr 20, 2023
Age of Wonders 4 - fangirlcrazily


Greetings again future Conquerors! Welcome to another Development Journal! I’m Bas, who also wrote the Development Journal on Ancient Wonders. This time, we’re not looking at cracking open Ancient Wonders for treasure, but rather, we’ll be looking at cracking open Cities! I’ll be talking about the new Siege System in Age of Wonders 4!



Cities in Age of Wonders are the core of an empire’s economy, which in turn fuels their war machine. Having one of your cities taken is therefore a huge blow and in the case of someone’s capital, could even result in a player losing or winning the game.

In Age of Wonders 3 players had to make sure they always had armies close to vulnerable cities as they were not defended by default. In Planetfall, we had garrisons to make sure cities and sector bases were defended at all times. However, it added a lot of extra units to already huge fights with exactly the same layout, making players tired of fighting these kinds of battles and auto-resolving them. It also couldn’t stop a player from launching surprise attacks and overwhelming the garrison in a single turn.

Age of Wonders 4 offered us an opportunity to sit down to tackle and improve upon these points. Our aim was to give defenders time to respond, to add more variety to City battles, and to not use the Garrison system to cut down on the amount of units involved in battle.

In the end, we came up with the Siege system, where defending players can invest in structures that help to delay attackers and affect the battle map. Attackers in turn have to lay siege to the cities for multiple turns in the world map where they can invest in Siege Projects to bring siege engines to the battle, or otherwise counter some of the defenses the city has, before they can launch a final decisive battle!



Let’s go back to those defensive structures for a minute, we’ll get into the siege itself later:

Some of the coolest and most appreciated parts of Age of Wonders 3 and Planetfall’s City battles were that certain structures such as turrets would be represented in battle. In Age of Wonders 4, we tried to go a step further! We now have several categories of Defense Structures that will be represented in the Siege battle:

  • Wall Defense Structures will contribute the most to Fortification Health (more on that later), and at least one wall must be built in a city to add the requirement for attackers to siege it. Furthermore, they are represented as different obstacles in combat! Palisade walls are wooden obstacles with low health, but Stone walls are Fortified obstacles with a lot of health that are tricky to take down. The latter also will have less breaches at the start of combat. Making it easier to funnel the attacker down killzones!



  • Tower Defense Structures are the turrets of Planetfall. They spawn units during combat alongside the walls with incredible range and will automatically fire upon attacking units. There are even some more special Towers that instead cast magical buffs or even heal nearby defending units.



  • Battlement Defense Structures create special obstacles on the positions just behind the wall that benefit the Defender in some way. They often buff Ranged attacks, and can specialize further in buffing Magical or Physical ranged attacks. Such as units gaining extra range, more accuracy, or straight up setting target locations on fire with their attacks!



  • Support Defense Structures add special modifiers to the combat, often in the form of Combat Enchantments! They can do things like spawn Caltrop obstacles in front of the walls. Forcing attackers to go through Slowing and Sharp terrain which inflicts bleeding on them as they try to pile through the breaches!

All defensive structures also add Fortification Health, which is displayed beneath city banners and determines the rough amount of time attackers will need to spend sieging the city before they can launch their attack.

This is visible to everyone as long as you’ve discovered the city, so it’s handy to scout out enemy cities before moving in to know what kind of time investment you’ll need to make! If you have a good eye, you can even spot the kind of walls they have by looking at the city model.



Alright, enough about the defender preparing. Let’s look at the attacking side!

You can start a siege simply by initiating an attack or move order on a hostile walled city! You must do this with at least one hero available in the army who will be leading the siege (Marauders are exempt from this rule, yep, that’s right, infestation stacks can and will siege you!).

A prompt will ask you if you wish to start a siege, and a time estimation in turns is given. Pressing Start will begin your siege!



In the first turn of sieging, you have a nice overview of the Fortification Health of the city and its defense structures. Every turn during a siege, the Fortification Health (wall icon) will be diminished by the amount of Fortification Damage (broken wall icon) you deal. Until Fortification Health reaches 0 at which point you can initiate an attack!

Fortification Damage per turn is determined by:
  • A base value of 10 damage per turn
  • Units with Siege Breaker in besieging armies, such as Giants and Iron Golems
  • Siege Projects active during the siege
Siege Projects are specific actions the attacker wants to undertake to take out certain defenses of the attacker, speed up the siege, construct siege engines or employ something else like stealing population from the besieged city, they often come at a cost and take up a Siege Project slots, which you can get more of through empire skills.

As the attacker you can select which Siege Projects you wish to undertake only in the first turn of the siege, at which point they will be locked as your armies are executing your plans. In the case of Siege Projects that speed up a siege, they will contribute extra Fortification Damage done per turn.

This was set up in a way to have siege projects be more effective when a city is heavily fortified, creating a different balance between cost and effect per siege.

Headlong Assault for example, which contributes +5 Fortification Damage on top of the base 10 Fortification Damage, will reduce siege time with a city of 30 Fortification Health by 1 turn. But in a city with 120 Fortification Health, it can reduce it by 4 turns!

All empires have access to a multitude of standard Siege Projects, but more can be obtained through tomes or even Ancient Wonders. Such as a displacing effect from the Tome of Mayhem’s Sow Confusion siege project, or the Soul Siphon siege project from Tome of the Reaper to gain extra souls upon completion of the siege and gain Zombie units in combat.



While a siege is progressing, if the attacker has brought multiple armies, they don’t have to simply wait around the walls for the timer to run out. Reserve armies can simply run around the domain, scouting for hidden relief forces on the way or pillaging province improvements, especially Special Province Improvements like Teleporters and Spell Jammers you may want to take out while besieging to make sure no nasty surprises will await you once in battle.

Be aware though that this leaves the defender with opportunities for counter attacks by catching you outside of reinforcement range! This lets sieges be more dynamic.



Let’s quickly go back to the Defender, while their city is under siege, it suffers a hefty -50% penalty on all resource incomes except Draft, and cannot produce any City Structures during a siege either! This incentivizes defenders to take action instead of just waiting for the very last moment. Luckily, there are ways for defenders to prepare while a siege is going on.

A defender can see what Siege Projects are being taken against the city and how long the siege lasts. They can still recruit units in the city, rallying a quick militia to hold out against defenders to discourage the attacker from splitting up or even counter attack.

While this is going on, Defenders can also rally defenders from other places, Rally of the Lieges and Empire Rites can often prove handy in these situations to raise a quick army. Defenders can still freely move defenders in and out of the city.

We’ve tried restricting movement for defenders in besieged cities but found it too restrictive for the defenders to raise a proper defense. This allows defenders to actually undertake successful relief efforts and keeps attackers more on their toes.



Once the timer has run out, the Fortification Health depleted to 0, the attacker can initiate the battle! The battle map is a lot more grim and ridden with destruction than previous city battle maps. After all, a siege has now taken place and breaches have appeared in the walls! These breaches form perfect funnels for the defender to exploit. But the attacker can, if they brought the right units, spells or siege engines, create their own additional breaches by attacking the walls!

Next to that, City Defense Structures and Siege Projects can also affect the battle map as described! Siege battles can now really look different depending on what has been undertaken by both defender and attacker.



As for the battlemap. It’s always challenging to create a city map that is balanced yet not samey, look grimey yet not unreadable. What me and Sara have done primarily is realize a vision of a battered city wall, a last bastion of defense, by littering the battlefield with broken remnants of the city, with plenty of muddy puddles and the occasional corpse fallen from previous attempts at breaching.

Most of these are decorative to create enough space for the players’ massive armies. And we’ve created custom lighting to contrast the units and line of wall obstacles from the background decoration!

Speaking off, Wall obstacles count as cover, making targets count as Obscured when they shoot over them. However, if defending units stand on the intact battlement hexes, they get to ignore Obscured as they have the high ground!



Next to this, breaches will already appear at the start of battle, unlike in previous Age of Wonders games, as you’ve been besieging these cities for a while. These are generated in a controlled way to create killzones for defenders, but with the occasional unfortunate breach that allows fast units to break through quickly!

If you’ve brought siege engines or units with Demolisher, you can also easily create new breaches in the walls that are still intact, or destroy enemy towers or battlements if they have any.



So, there you have it! Sieges do away with the micro-intense cat and mouse movements of the old games. Instead creating more trust for players to venture out with their armies. Giving them enough time to come back to, or raise new armies in defense. While attackers can employ tools to counter defenses or instead aim for more economic damage than outright city conquest. I hope to see and hear of many epic siege battles deciding the fate of empires on the brink of destruction or victory. Don’t forget to lock your gates when you get to play Age of Wonders 4!


We're less than 2 weeks to launch! Stay updated on every bit of news:

https://store.steampowered.com/app/1669000/Age_of_Wonders_4/
Apr 20, 2023
The Panic Room. House of secrets - dianavoloshanova


The Celts believed that the arrival of summer should be celebrated with a big holiday - Beltane!☀️

The inhabitants of the mansion could not miss it, because even the smallest particle of happiness and sun will help them endure all the tests of the Puppeteer! Join the festivities and build the biggest fire!🔥
NosTale - Anime MMORPG - [CM] Daveius GF


Between 21st April (11:00 CEST) and 24th April (11:00 CEST) you have a 50% greater chance of picking up TWO raid boxes instead of one in all raids in NosTale!

Slip into your armour, grab your weapon, call your NosMates and charge into the fray to make sure don’t miss out on any great and rare rewards.

Best of luck!
The NosTale Team
Community Announcements - Laura_GOP


The majestic Samurai Statue is officially OPEN for everyone!⛩️🎉 Come play in this mystical 3-player Spin & Play for a chance to win up to 2B chips and get FREE Entry Keys to the Balloon!🎈💰🗝️

Show your skills in the Samurai Statue TODAY!⛩️

The Governor of Poker 3 Team
Lakeburg Legacies - ZeddOTak
Hello Rulers,

The demo of Lakeburg Legacies has been out for a few months now, and we are blown away by your enthusiasm, comments and excitement. Each day, we are more and more surprised by the love you have for our game and we cannot thank you enough for your support, feedback and ideas shared on our socials and Discord.

From Spring to Summer 2023

Lakeburg Legacies was planned to be released in Spring 2023 on PC, and if the past tense is being used here, it is because something has changed: we need a little bit more time to polish and make the best possible version of Lakeburg Legacies.

The demo taught us that you ARE loving the game, even though it is a small part of Lakeburg Legacies and you are slowly but surely building its success with us. We've seen it a few weeks ago: we passed the important threshold of 100 000 wishlists!

We want to release the Lakeburg Legacies that will captivate you and let you pour dozens or even hundreds of hours into, just like some of you did with the demo (yes, we've seen your screenshots!).

To accomplish this, we are slightly shifting the release date of Lakeburg Legacies from Spring 2023 to Summer 2023. In the coming months, we will have a lot of things to show you and we cannot wait to see your reactions!



Localization of Lakeburg Legacies

Today, we also have one more important thing to share with you: the languages officially supported by Lakeburg Legacies!

You will get to play in:
  • French
  • English
  • German
  • Simplified Chinese
New artwork

Also you may have missed it but Lakeburg Legacies got a brand new artwork, made by Johanna Forster:



Thank you for reading, join us on Discord, Twitter & Instagram to discuss with the team and other players!

https://store.steampowered.com/app/1584940/Lakeburg_Legacies/
Cave Crawler - Technomancy Studios
Fixed a few things:
  • Fixed a spelling error. (Typical Technomancy Studios)
  • Adjusted some scannable targets to make it easier to scan.
Apr 20, 2023
Hexfactory - Aquila


Balance production and consumption of your city.

Research new technologies,

Build more factories,

Build more cities (On earth and on Moon)

Men of War II - Old Gamer


Greetings, Commanders!

We are happy to share new details about the upcoming Open Beta of Men of War II, namely, its single-player content. From May 11 to May 15, you will be able to play three very different missions. We have prepared an extended gameplay video from Battle of Coisson, a mission from the game’s Falaise Pocket story campaign which takes place from the US perspective. Let's check it out:


The mission takes place near the village of Coisson, Normandy, 1944, and sees The 68th Motorized Infantry Battalion - led by Lieutenant Carl Young - on a rescue operation to make contact with artillery gunners of Company H, who recently ceased communication with command. The 68th Motorized Infantry Battalion is formed from what remained of two other battalions which took heavy losses during the Normandy landings. One used to be an infantry battalion, but the merged unit was reclassified as mechanised.



In addition to Battle of Coisson, you will also be able to try out two new additional, non-campaign, single-player missions during the open beta:



In Towards Freedom, you will command a small squad of Soviet scouts and NKVD Special Forces on a mission to destroy a German camp and liberate the POWs. The enemy has superior numbers and ample reserves in their rear. Your squad must win with superior tactics - or else perish in an unequal battle.



The last featured mission will be Ambush, which takes place in Normandy, 1944 and is played from the German perspective. The 30th Panzergrenadier Regiment is taking heavy losses, and the decision has been made to ambush fresh US reinforcements while the regiment's main force is off fighting at the front line. The new enemy units must not reach that front line and must be stopped at all costs.

During the beta Battle of Coisson, Towards Freedom, and Ambush will all be available in both single-player and cooperative multiplayer modes. If you are looking to get hands-on with these missions and additional multiplayer content, register now for the Men of War II Open Beta which will begin on May 11 and run until May 15. But please keep in mind, the open beta is not fully representative of the final game, as it is still under development.

Signing up is simple:

  • You need to head over to the Men of War II Steam store page where you will have the option to ‘Request Access’ for a ‘Men of War II Playtest’ - you can do so right now and get an e-mail notification once the beta goes live. Otherwise, clicking the button at anytime during the beta will grant you instant access.
  • If you have already taken part in the Multiplayer Tech Test, you do not need to sign up again, the ‘Men of War II Playtest’ will simply become available to install/play in your Steam Library once the beta starts.
  • Wait and jump into the action on Thursday, May 11.
The open beta will feature a varied selection of multiplayer maps and modes, and implement a number of gameplay changes based on community feedback from March’s multiplayer tech test.

Men of War II will be available in 2023. Remember to add the game to your wishlists!

https://store.steampowered.com/app/1128860/Men_of_War_II/

And if you want to stay up to date on all news about Men of War II, join the game's official Discord server, and follow Fulqrum Publishing on social media!
Backpack Hero - alex_duck_dt
Hey, Backpackers!

If you're vibing with Backpack Hero – this is for you. We're here together with 5 wonderful devs, communities, and games we're pretty sure you're going to dig.

https://store.steampowered.com/bundle/31972/New__Trending_Management_Bundle/

A super excellent complete-the-set with:
  • Havendock
  • The Wandering Village
  • Peglin
  • Traveller's Rest
  • Terraformers
  • Backpack Hero

PS. A big shoutout to our buddy YYZ – his cozy, solo-developed colony sim Havendock just hit Early Access. Be a backpack hero today and spread the good vibes!
Apr 20, 2023
Warface: Clutch - a.yafizova


Friends!

A hotfix has been installed on the game servers. In it, we've changed contracts for parts, tweaked the "Challenge" event, and fixed some critical bugs from the previous versions.

Previous Version


Content Changes
Contracts for parts
We've analysed your feedback, looked at the task completion statistic, and decided to merge the existing contracts into one while maintaining the amount of simultaneous tasks and their availability in PvE (previously, only one of the contracts could be completed in PvE), as well as make the tasks themselves easier. Here's a breakdown:

  • The tasks have changed:
    • now, the list of available stages is always the same;
    • the progress of all tasks is counted simultaneously, and you can redo it later after it's already been done;
    • there are no more gameplay related tasks (eliminations in sliding, jumping, with grenades or melee weapons, or such);
    • now, the tasks are related to regular play, meaning whatever you do during the match (dealing damage, eliminating enemies, competing sessions).
  • The overall amount of parts you get for completing the entire contract is 400: 50 parts for each task and 250 for completing them all.
  • The amount of quests for full completion has been reduced — previously, you needed to complete an average of 8 tasks, now there are only 3.


Other
  • "Challenge" event:
    • the time to connect to a started match in Team Gun Game has been reduced to 3 minutes (used to be 7);
    • the cards for weapons that have already been collected no longer show up in the showcase.
  • Log-in streak:
    • The log-in streak rewards have been updated. Now you will get resurrection coins, Crowns, an H&K MG5 121 box and a VIP-Booster for logging in daily.


Bug Fixes
Important
  • Smoke grenade (Virtue skin): fixed a bug, due to which the player could see flickering visual artefacts during the game after using the grenade.
  • Fixed a bug, due to which it was impossible to start the voting to kick a player out.
  • Heist SO: fixed a bug, due to which the effects of shots, plasma cutter, and other gameplay elements could be displayed incorrectly and cause visual artefacts.
Weapons and gear
  • Execrated H&K G36 Assault: fixed a bug, due to which the weapon would not be displayed in the 3rd person view when using a hybrid sight, the shooting sounds would also disappear.
Other
  • Fixed a bug, due to which some weapon charms had issues with visual effects.


See you in the game!

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