New rank system, now the role of the rank has a substantial role!
In the first edition I made the usual Infantry (blue), Cavalry (yellow), Artillery (red), and in the second edition I added Sharpshooters, Mounted Infantry (green), Dragoons (orange), and a full set of staff officer epaulets (black).
At present, it has included most of the ranks from corporal to general, and some uncommon ranks. As medic, engineer, signal soldier, chaplain, etc., will be filled after the corresponding role.
As mentioned in the previous announcement, there will be British, French, Prussians, Russian, shogunate, and even Qing armies in the Campaign Mode that are not in the Story Mode, so what is their set of ranks and symbols, which is yet to be further studied by me.
For non-commissioned officers, lieutenants, and colonels, the rank can only be influence to their own troops, and starting with Brigadier General, additional bonuses will be awarded to our surrounding troops.
Although the general only has the size of the guard, but the bonus effect is still very powerful. Having a general will effectively increase the combat power of our troops around, and the bonus can be stacked, so collecting more general units is not a bad thing.
Due to the low HP, it is of course very dangerous for the general to be Concentrated attack by the enemy, but due to the relatively large command area (Brigadier command area of 3, major-General command area of 5), you can choose to keep your general away from the crossfire area and command the battle in the rear.
If the General Guard is armed with Henry Rifles, and then upgraded to a higher level, with high fire output and high mobility, the General itself is a good fighting unit.
The next patch will probably release Grant and Sherman, and we will see the General and General of the Army have an incredible advantage in this regard.
In this update teams now play both attacking and defending sides of each map, before advancing to the next map. Over time we will be improving this feature based on your feedback and updating the user interface to show which team has won the map overall after both rounds are complete. This change also reduces time between rounds as there is no need to reload the level.
Summary of Changes:
New: Match rounds experimental feature
Fixed: Settings save button is no longer off screen if resolution above monitor resolution
Fixed: Delay to images being displayed during level loading
Known Issues
Cursor sometimes get stuck on screen. ALT+ENTER can fix this issue for some users.
Steam overlay opens when Alt+Tab back into the game. (Workaround: Change game window mode to full screen window or windowed in Graphics settings)
Cursor and icons can "ghost" over the screen after playing for a long time. We are actively investigating this bug. Please let us know if it happens with as much detail as possible
You can give us feedback by commenting on the discussion thread or in the feedback thread in our growing discord community at https://discord.gg/vanguardww2
Each historical character in Time Survivors: Chapter 0 possesses a unique Ability, which turns every playthrough into a fresh adventure. Starting today, I'm thrilled to introduce you to our characters and their Abilities through daily posts, leading up to the release day on September 18th!
Let's start with Claire (is she an historical hero? Just not yet... play the game to uncover her story)
With her Doppelganger Ability, she can create a temporary hologram to deceive most enemies, leading them on a wild goose chase while she deals some serious damage.
You'll even have the option to upgrade this Ability, making it last longer or boosting your critical hit chances (which pairs wonderfully with the many critical-hit-related perks in the game, by the way).
Wishlist the game now to be among the first to experience the adventure!
It's just become a lot more dangerous to build settlements on the coastline. You can start a tsunami from any sea cell, and send it off in one of six directions. The longer the tsunami travels across water before hitting land, the taller it will grow. Once it crashes into land it prompty starts flooding homes and generally ruins the day of everyone in the immediate vicinity. This was the top suggested god power from feedback over on Reddit, so I'd say they're responsible for the damages.
Commands
The waypoint mechanic for commanding your followers has been replaced by the command god power, which offers a bit more control, and allows you to have multiple commands at once. With commands you can order available followers to go to an objective, with you in control of how many followers to send. The closest followers to the command location will be picked. On arrival they'll act - capturing settlements, garrisoning, attacking other units or settling, and become free for further commands.
Garrisons, pop caps and UI changes
Settlements are garrisoned by a number of your followers, which defend the settlement should it come under attack. Bigger settlements can contain bigger garrisons. To make it clear how many followers each settlement can contain, I've added a garrison indicator that floats above each settlement. The garrison indicator shows the number of followers currently garrisoned in the building, with the outer ring filling up as it reaches its garrison capacity. Once a garrison is full, followers produced from the building will start exploring away from the settlement. You can disturb the settlement using the raise/lower land god power to force the garrison out, should you disapprove of their idleness.
I've also introduced global population caps, each building adds to your global pop cap with bigger settlements adding more pop cap. This has been added to the UI on the top left, which now shows your current full population and your total pop cap. When you hit your pop cap buildings will stop producing followers.
What's next
At last, I'm getting to the campaign! God Brawl will see you go from small god to big god as you and your followers conquer your way across the worlds, blasting away the competition. I'll be working on putting together the story and levels, and building out my tools for creating them. I'd love to include a custom map editor in the release, so players can create and share their own levels, so that's something I'll be keeping in mind as I build out my toolset.
If you have any feedback on what you'd like to see in the campaign, or on the game revealed so far, I'd love to hear from you! You can find me on the game's Discord, Reddit or right here. And if you haven't already, give it a wishlist!
Hi everyone, We wanted to thank all the people that bought the game and supported us! We have now reached a symbolic milestone of 500 sales! For us, it is a huge step that we thought impossible to reach! So, to thank you all for this, the next update will not be the last big update of the game!
In the very next days, we will announce the theme and the features of this big update! Moreover, we heard your feedbacks about the difficulty at the start of a game, the difficulty of getting money when you have few people, the end game etc!
Thank you again for the support, Have a great day, Audran