This path adds all kinds of stuff including the much requested quick battle customization features. The need to override factions with your custom factions is now solely for the base campaigns.
If you have any bugs, crashes or suggestions feel free to let me know!
Full Changelog
Add exact army selection for quick battles
Add all available factions to quick battles (default, custom and workshop)
Add support for different faction leader cultures to faction editor
Add age option for custom lords
Add horse color selection to faction editor
Add improved color randomization for horses
Improve horse models and textures
Improve trebuchet model and textures
Improve trebuchet ground placement
Add small landscape mounds to trebuchet
Remove wooden base from trebuchet
Add better variety to ministerial unit models
Add era indicator to armor in faction editor
Add norman with crown helmet for custom factions
Add faceplate with crown helmet for custom factions
Randomize blood on shields
Fix heraldry on castle flags during quick battles
Fix officers in base campaign being created without helmets
Fix quick battle reinforcement town origin
Fix wrong era helmets turning up on default campaign officers
Fix frisian faction leader equipment
Fix ages of base campaign faction leaders
Fix formation card showing empty purple shield when formation is routed
Dance Odyssey item bundle is out now, free for all players:
Dance Odyssey Machine
Jasmine Jukebox
Jasmine Ody-Standee
The Dance Odyssey Machine is in the indoor items tab, alongside the Staff Room, Student Lounge and Student Union room items. The Jasmine Jukebox is only found in the Student Union room items, and the Jasmine Ody-Standee is found in both the indoor and outdoor items tab, as well as the Cafeteria, Student Lounge, Dormitory, and Student Union room items.
As always, please let us know if you encounter any issues.
Ancestral greetings my humanoid kin, for this Dev Diary I’d like to discuss the process of summoning this DLC to life. Be warned it is an image heavy thread!
The art team, specifically the Art Director (me) the Concept Artists along with the Creative Director, are the first to explore the DLC. Through the ideation process of moodboards, keywords and rough sketches we set out by exploring the big questions -
Are we alone in the universe, what mood do we want to convey, what are the visual gaps we want to fill, and what would our players love?
Your Culture
When it comes to Primal Fury we knew we wanted a new Wild nature affinity themed culture. We started with some early mood exploration, playing with a neolithic vibe combined with animism, spirituality and tribal motifs -
As designers join the team we start to solidify a visual identity. We knew we wanted to fill the Nature affinity culture gap, but at the same time introduce a new way to play via sub-cultures. We thought about how we might introduce these visually through animals, weapons and costume. We then start to concept potential lineups and unit types-
This changes rapidly as we hone in on a direction, we put basic 3D blockouts in game and push to introduce new weapons. Instead of a ranged unit using a bow how about we use a blowdart weapon? We explore avenues to bring in new ways to play with existing unit types. This meant having to create new poses and animation sets as it comes with it’s own unique abilities -
Wild culture weapon exploration -
After iterations we end up with a lineup we’re happy with. Each unit role and tier is communicated clearly, and differently from one another. We have clear material definition and customization options such as player and armour colour. We split up trinkets like jewelry, furs and bones so we can reuse them for leader customization -
We then take these 2D concepts and translate them into 3D by sculpting digital clay, notice in the texture of the double handed axe how the blade is really bright, this helps communicate readability in combat -
We wanted a way to show the sub-culture animal picks across your units so we made weapon variants to visualize this, for instance your support units magical staff or melee units shield swaps out depending on if you chose the path of the Storm Crow, or Dune Serpent etc. -
Additionally we create new skin decorations that fit the culture, we test to make sure that they not only look good on humanoids but also the 13 other forms we have -
An example of leaders you can create -
Your City
Your city has 4 visual tiers, it should also show what wall defenses have been built, and have room for units and a wizard tower to spawn ontop. To communicate this we have a clear breakdown and composition of how a city is made. Firstly, the main tower which acts as the focal point. When it comes to the wild city we opted for a capstone that would switch it’s visual based on the sub-culture pick. Next we use secondary and tertiary towers, playing with scale and bridges to lead the eye to the center. We then place very small houses around to really push the scale of the city. Lastly we add particle FX like smoke, torches and fireflies, again these are coloured towards your sub-culture pick -
House and Tower concepts -
Wild city sieges need unique wall and house visuals with destructible variants, the lighting and biome will change depending on city location -
Your Forms
From day 1 fans have been asking for a dog form, unfortunately we can’t make every dog breed so we decided to narrow it down to what we call the doge form, here’s the initial concept art and sculpt based off of our very own Senior Dragon Artist, Maki -
Just kidding! Instead we wanted to push for more of a beast vibe that tied well into the Primal Fury theme, so we opted for Lupine and Goatkin, more of a wolverine aesthetic and demon-goat vibe with really interesting silhouettes and horn customization, here’s some early artwork exploration and in-game shots -
We thought it would be a cool addition to add some extra life to these forms, so we added small ear twitches, secondary animation like this adds so much extra character to your creations making them the goodest of boys -
Return of the Naga
We wanted to test a new method of Major Transformations that we haven’t done before, and that's mixing in different animals into your form, being a half-something…. For instance with the Naga half snake and half form choice. What would you call a half Snake half Goatkin creature?
We achieve this by essentially scaling down the legs to 0 and animation blending the top humanoid half with a custom bottom snake half. This also opens up interesting opportunities for future transformations down the line, what other half humanoid creatures can you think of that you’d love to see come to the game?
Your Wildlife
We really wanted to push the Neolithic vibe here with Mammoths and Sabretooth Tigers. We go through the same pipeline with wildlife as we do with characters, first starting with rough concepts and blockout 3D. If we introduce a new rig and animation set we think about how we can get the most out of it, in this instance it made sense to also introduce an elephant as a variant so we could get the most out of the content being created.
Some early Elephant and Mammoth ideas-
Final in-game models-
Part of the art direction of wildlife is to capture the essence and character, much like a caricature portrait pushes proportions and expression to elicit a feeling. Below we see a small scribble from Picasso and a picture of a real pig, personally I find Picasso’s drawing of a pig more fun than the actual pig photo. We try to use this as an example to push expression through our characters to make them more interesting. Here we see the wolf’s proportion, snarl and pose bring about the essence of what a wolf is more so than what a photo would-
Here we see that same art direction principle applied to the Sabretooth, it’s snarl really showing why this animal was called a Smilodon-
We also experimented around with shader effects and scrolling glowing glyph textures to create the Primal Animal effects-
We’re also getting some cool new Tome units like the Racial Stormbringer and the cute fae Mistling creature (I won’t spoil everything here, you’ll find more wildlife surprises in-game!) -
With this DLC we focused on the forces of nature, especially with our particle FX we added powerful spells of mists, storms and lightning-
Your Mounts
We heard you! You guys love mounts, so we really made an effort to bring you some cool variations that play into the Primal theme. We can’t wait to see what empires you create with these beasts!
These mounts below are unlocked at the start and both the Elephant and Mammoth come as special race traits. You can now have reptiles riding reptiles, and cats riding cats, not yet elephants riding elephants though…hmmm-
These mounts will be available as unlockable rewards in the pantheon tree, and available to all players of the game! -
Your Icons & Interface
I’d like to take some time here to highlight iconography and interface. What I find astounding is that every icon here represents a new gameplay concept with localized descriptive tooltips, and coded gameplay. There might also be additional animation or particle FX with bespoke audio-
Tome artworks, 2 new tomes and 1 per starting Wild subculture -
We couldn’t have a Wild DLC without having a reskin of the UI frame to match, this will help immerse you in the game -
Bonus
We saw feedback on the forest visuals from the forums, and agreed with the sentiment. We decided this was the perfect time to take another stab at them by adding more variety and interest via additional meshes, particle FX and colour. Using previous Age of Wonders games as inspiration we added things like little mushrooms and cobwebs. Before everything was a drab range of greens, now have fall colours for the highlands biome, pinks for the arctic, every forest biome got a pass. We’ll continue to make an effort polishing the game, and adding variety when and where we can so please keep the feedback coming!
We’ve also spent some time polishing interfaces like adding additional parchment artwork headers and much much more! -
Finally, not everybody likes changing their units visuals, either Enchantments, Minor or Major transformations. To address this we’ve added a Toggle Visibility button to the Active Spells page of your Spellbook.The only visualizations that we can’t toggle are those that grant you wings (for gameplay purposes) -
That’s all folks! We really hope you enjoy Primal Fury and getting a sneak peak behind what goes into creating a DLC content pack. If your hungry for more art please check out Dev Diary #11: The Art of Age of Wonders 4.
It's been a while since Land of the Vikings went 1.0 last October, and now, our first post-launch update has finally arrived, with new features, bug fixes, and challenges!
New Map: Alpine Island!
Embark upon the epic journey across the shores of Alpine Island, where you’ll face brand new terrain challenges while building your way to Viking glory! Designed for thoughtful strategy and exploration, this new map provides a fresh, engaging experience, with each turn brings forth new challenges and opportunities for adventure.
New UI Management Chart System
Our latest update blows wind into the sails of innovation with a new UI management chart system – a user-friendly tool to effortlessly track your production and resources. Get a seamless overview of your settlement, simplifying how you run your in-game economy. This feature brings a new level of clarity to resource management, enhancing your strategic planning.
New Events!
We’re introducing five new events, giving you fresh experiences and tough decisions as you build your Viking settlement.
Updated Roadmap
We're now halfway through the post-launch roadmap, with the last remaining 2 updates coming in later this year. Adding things post-launch has been an exciting journey and we can’t wait to update you about the rest of the roadmap.
Bug Fixes:
The problem of villagers not being able to pass through the Wooden Wall has been fixed.
The issue where ships would go to battle and not return has been fixed.
The error preventing heroes from being redeployed to battle after returning from a previous fight has been resolved.
Fixed the issue where effects could not be deleted when buildings made in the Editor were added to the game.
The problem of performance drop as the time spent playing the game has been resolved.
For those that are coming back, please note that old save files will be compatible with the new version, but the statistics section will not show old save data.
Thank you for all your feedback and bug reports! We hope you'll enjoy this update, and stay tuned for more news coming in later this year for Land of the Vikings!
As Mohawkadour always says, "Kawamian influencers will not be silenced!"
One Night in Kawami's first major update now brings voice reactions for all four people Max interacts with during their night out in the City of Rivers - along with two neat little surprises on the game's logo and title sequence...
(Or should we say eight little surprises? This is brought to you by randomization!)
- Updated to 'Release' from 'Early Access' build - Applied 25% off sale for 14 days - Improved the title screen game title images - Player cannons now deal more damage - Pirate ships spawn more often - Reduced the delay on world level based pirate spawn multipliers - Powerup drop rates increased - Powerups now give gold instead of nothing if you reached the max buff cap - Slightly adjusted world level based score/exp multipliers - Performance improvements - All known bugs squished - Removed debug logs that are no longer required
We hope you enjoy playing and feel free to leave any feedback or bug reports on the steam discussion board.
We're super excited to share the Dance Odyssey bundle with you all, for making those Campus' pretty-in-pink! Not only are there loads to get involved in, but later today Two Point Campus will be on promotion! That means you can pick up any DLCs you may be missing at an absolute steal.
There's a whole load of cool stuff going on this month, so we thought we'd do a little noticeboard round-up:
Dance Odyssey & Free Item Bundles
Here we go! Grab the perfect combo with the Dance Odyssey item pack, with all the smash hits from Jasmine Odyssey herself, your students will be clambering to dance themselves onto the leaderboard.
So, fill your campus with musical merchandise from Two Point County's popstar-in-residence, Jasmine Odyssey.
Shake off the academic fog with the Dance Odyssey Machine, an arcade machine designed around Jasmine's iconic library of dance maneuverers. Put your favourite tracks on constant repeat with the banger-laden, skip-free Jasmine Jukebox, and use the Jasmine Ody-Standee to amuse and terrify your students, it's like she's standing right there!
If hitting those Perfects isn't your jam, there's been all sorts of new items popping up across Campus, all from your favourite Two Point County brands and personalities.
Over the past few months, some fab items bundles have found their way into your Campus Categlogue, including the Roach Burger, Zero (Frozen) Gubbins, Hog Logs and now the Dance Odyssey item pack! We'll have more awesome items coming out, so seize this as an opportunity to bring exciting student experiences to your lovely academic cohort.
Modding Competition
We’ve absolutely LOVED seeing what you as a community have been creating with these tools, so we thought, what better way to celebrate all this amazing creativity than by throwing an epic modding competition?
In partnership with mod.io, we’re thrilled to announce our very own modding competition! Flaunt your skills by making your dream campus items or decor, by entering you’ll have the chance to win part of the prize pool of over $10,000 (USD)
The promise of spring’s arrival is, well, just that, a promise! And I toadally get it, amidst all these downpours it's hard to not want to see your Campuses blooming with spring bulbs. But let's not leap ahead ourselves, this year is a very, very special year, and we must CELEBRATE! SO! We want to see your absolute most ribbiting build, to create a froggy campus in honour of the leap year.
🔶 For players who have signed up earlier - you can start playing the Playtest now.
🔶 For players who did not sign up before the start - first click the "Request Access" button and then you will automatically get access to the Playtest.
Suggestions and feedback
We encourage you to send your feedback, suggestions, and bugs you may encounter. We will be very pleased if you leave your opinion, it is very important to us to listen to the opinions of our community. You can do this by:
1. Steam Community Hub, where we have created appropriate topics. We also encourage you to create your own.