My name is Midio, Lead Artist on Wargroove 2! I had the pleasure of crafting the visual development and design of the Faahri Commanders and Units. Today, I’m going to dig into the process of creating the Faahri faction and characters you’ve all come to know and love since the release of Wargroove 2!
When I joined the team, Simon, our art director, already had in mind a “cave dwelling folk” faction, and flirted with the idea of them being dwarves and even monks at some point! As the conceptual exercise dove deeper, he suggested them being rodents and the team was completely in love with the idea of introducing a cute little mouse faction to the Wargroove universe. The essence of the Faahri Republic’s early lore from pre-production stayed almost intact throughout the development of Wargroove 2: a nation of mouse-folk from another land, who reside in sprawling underground networks.
I went to work on developing the visual identity of the mice, blending Simon’s designs and Wargroove’s distinctive style. Wargroove's armies often draw inspiration from a tapestry of global cultures, and the Faahri faction finds some of its inspiration in the Golden Age of Islam and the influence of the Abbasid Caliphate and the Arab world on the West. This period is well known for the discovery, assimilation and flourishing of complex math, science, cartography, new technologies, culture and education that would be carried onto western societies. One of the main themes around the Faahri are their geometric designs, a theme commonly seen in the islamic’s architecture and art, symbolizing the clarity and order these little mice pursue in their society.
Once the general aesthetic and colour scheme were defined, we moved along to developing the Commanders. The beginning of this process was also through geometry: Pistil was thought as a cylinder, Lytra as a small circle and Rhomb as a big square. Pistil was born almost as we see her in the final design. I thought we could build in some of her historical experiments into her visuals with the prosthetic limb and a robotic eye (both super ornate, of course). Rhomb firstly wielded a huge axe, but ended up with two forms once we started exploring the depths of crystal technology and how the Faahri use it and its more sinister uses…
Lytra became the Commander who went through the most iterations. We loved each of her designs at every step, with some of her earliest designs making their way to other units and characters! Early on, Lytra wielded a fierce flamethrower, which eventually ended up being part of Nadia’s design! Our plan for Lytra had always been that she would be the misfit of the whole Faahri outfit. Our initial approach was to make her differences clear using her visuals by giving her a punk look with spiky, colourful hair - now used for the Faahri merfolk! Eventually, we decided that Lytra’s feelings of distance from her peers should be less outward to create nuance and make her character not so easy to define. We knew we wanted her to have a deeper connection with the magic of the world she inhabits and so we decided to give her oversized mage clothes and turned to music and experimented with instruments as a weapon.(Fun fact: Lytra once had a trombone!)
There it is, I hope you’ve enjoyed this journey down development-memory lane with me! I’ve really enjoyed seeing all the love you’ve had for the Faahri faction - I’m going to also leave you with a bit of an art-dump full of mine, Simon’s and Marion’s development sketches. We’ve loved bringing something completely new to Wargroove 2 and we’re happy to know you’ve all enjoyed getting to know Rhomb, Pisil, Lytra and their friends!
As of 22nd the Budget Run contest closed! It was a great event with many participants and fights for the best times with your lowest budget cars.
While DocOld dominated the race, he is one of who already won our respects, helped many times to us and already has his character in the game as Revhead. We have decided to give records for others as well, since he is with us so long and his professional background and expertise also showed up on this contest and let little chances for others. Another proof that our game has real stuff underneath. If you know the real thing, you can use it in Revhead.
Congratulates for the winners! (some special prices will be announced later)
Thank you for everyone how participated and posted his or her times!
Thanks to everyone for Botsu’s first Multiplayer Madness event and giving lots of feedback!! You’re awesome!
This update includes fixes for the main issues people found, and I’ll be working through the rest of it for new updates soon. Thanks again!
Match Generation
Balloons are much more likely to be included in matches now (25% -> 66%)
Stockpile can have boosters now (0% -> 50%)
Initial match list for new players improved to include more variation
Match Introduction UI
Instructions for game modes are much more prominent now, with larger font size and animations for emphasis
Online Multiplayer
If finding or joining a match takes too long (usually caused by host quitting as you join), a button will appear to host your own instead
Commentary text for “RCKT PETUNIA ballooned you!”, “WOBBLY MACNABB threw you!” and others working in online multiplayer matches now
Controls Settings
Enabling Gamepad 1 as Player 2 split-screen controls setting (Player 1 keyboard only) now requires changing the setting with keyboard/mouse, to prevent being locked out of Player 1’s split-screen on devices without keyboard/mouse e.g. Steam Deck.
Bug fixes
Fixed incorrect FoV tooltip
Fixed music staying muted when joining a match via steam invite
We have just released the minor Update 21.5 for Steam, Windows PC, Xbox series X | S, Xbox One and PlayStation 4 | 5.
With Update 21.5, we have fixed several uncommon issues that could lead to corrupted savegames, several “Going Viral” DLC specific issues, and an issue that led to very large savegames. Among other fixes we have also included some balance changes, like the reduced pollution cleansing effect of Inspiring Billboard "Recycle!".
For more details, please check out the full changelog below.
Viva Tropico!
Balancing:
The pollution cleansing effect of Inspiring Billboard "Recycle!" has been greatly reduced.
The Opera House efficiency is now affected by surrounding beauty as intended and stated in its efficiency tab. Updated the building description accordingly.
[Going Viral]: In campaign mission 4 “Tropico’s Healing Hands”, completing the side quest “Infection Clean-up” now rewards the delays of Wyndham’s attacks for the current chemtrail interval.
[Going Viral]: Greatly reduced the time until an active disease ends when only a few infected are left in the world and on Tropico.
Fixes:
Fixed rare savegame corruptions related to the “Sea Disposal” edict.
Fixed rare savegame corruptions related to destroyed buildings.
Fixed rare savegame corruptions related to El Presidente Club.
An issue in the calculation of the efficiency bonus of the Immigration Office has been fixed. On the highest efficiency setting, the immigration office no longer stops immigration completely when several bonuses are combined.
Fixed an issue where savegames would become large in size when relocating the Drone to Home Delivery while the Zeppelin is moving.
Fixed an issue where citizens could get stuck or corrupt the savegame when inside Drone Taxis
Fixed an issue where the player was able to build roads through the Fourth Dungeon Entrance.
Fixed an issue where the wrong voice line was played when borrowing The Eternal Flame.
Fixed an issue where Coconut Harvesters and Mines could not be relocated when their resource was depleted.
Fixed an issue where Random Map Generation would generate slightly different terrains when loading a game on Mac, Linux, and PlayStation.
Fixed an issue where the selection arrow clipped into the Inspiring Statue
Fixed an issue where Inspiring Statue did not show its effect during placement. A tooltip was added.
Increased resolution of blurry building overhead icons for the Reclaimer, Fresh Water Well, and Fresh Water Tower
Fixed overlay display of The Great Wall.
Mod compatibility is now also checked when using "Continue" from the main menu.
[Multiplayer]: Fixed an issue where players sometimes had the wrong quests or constitution options assigned.
[Going Viral]: Fixed an issue where citizens in a coma (Lethargic Plague) got permanently stuck when getting immunized through a quest reward.
[Going Viral]: Added description of the effect of a pandemic on the Martial Law edict.
[Going Viral]: Fixed some issues with the text layout on the Disease UI.
[Going Viral]: Fixed an issue where the yellow '!' marker in the Disease UI button did not show up when testing the cure multiple times in a row.
[Going Viral]: Disease UI no longer closes when selecting Tropicans from the Disease Overview
[Going Viral]: "Testing" of any different ingredients is instant when the cure is already known.
[Going Viral]: Fixed money awarded through the “Tri-Monthly Booster” edict not showing up in Almanac statistics.
[Going Viral] [Multiplayer]: In multiplayer, fixed display of Swiss Money prices when "Closed Borders" edict is running.
Update 5 - Badwater is live, and today, we've got the first round of tweaks, ready for testing on the experimental branch.
Thank you for the massive feedback on the new features - please keep it coming! To help us understand your voice better, please make your feedback as specific as possible.
Misc.
Made several minor performance optimizations.
Added tooltips to the Discord and Merch Store buttons in the main menu so that you know better where they take you.
Bugs
Fixed a bug with the settlement list displayed on the Load game screen losing its chronological order. This should also fix the "Continue" button loading an incorrect save.
Fixed a bug with icons displayed in incorrect quality on flipped buildings.
Fixed a bug with map thumbnail overlays’ quality affected by the graphical settings.
Fixed a bug with drought/badtide warnings and pop-ups appearing and scaring you for no reason when the season’s duration was set to zero (either randomly or on purpose, via the custom mode settings).
The development of Bloody Ink is progressing relentlessly. I can't wait to see you dive into this new horror adventure that unfolds within the narrative universe of Lost Alone.
While anticipating the mysteries related to Bloody Ink, a free demo is now available: "Bloody Ink - The Hour Of Fear." Enjoy this short story detached from the main game. Don't be afraid of spoilers for the main game: what you see in the demo won't be found in the full game! Except for some preview mechanics and certain game environments that will begin to introduce you to the world of Bloody Ink!
A microphone is not required to play, but... If you have one: be careful about what you say.