Let’s not kid ourselves; war is one of the major interests of players, and Kingdoms tries to represent it with the right balance of complexity, realism, and fun (never forget that the project is a game; making concessions in this regard when there are decisions to be made would be a mistake). AGEOD has a long tradition of wargames and strategy games, having started 20 years ago with American independence and then followed with a large number (over 15) of turn-based games on different conflicts (all WEGOs). Early on, we decided to show that a war is won not by sheer numbers but by qualitative superiority. This ranges from the training and logistics of the basic soldier to the competence of your generals and even your ruler, and by extension, the player. This means that with the right approach, it should be possible to win even when significantly outnumbered. Everything is, of course, based on military history in general and thus well-grounded on a concrete basis.
However, this can be frustrating for new players or those used to more casual games where accumulation leads to victory. On numerous occasions, we’ve seen rage on forums where, for example, in Empires, the valiant Roman legions struggled against the nations of the Apennines or later in Dacia or Germania (Varus, give me back my legions!). The same goes for Kingdoms, where players might believe that their very (very) costly knights are the ultimate answer to everything. Or, more moderately, that piling up a large number of heavy infantries will suffice. This is, of course, false (unless your nation is so powerful that you can field a knight for every opposing peasant, perhaps), and this is where the game becomes an intellectual exercise, trying to find the right combination of troops to fight the enemy at the least cost. This creates a game with multiple levels and thus replayability, even in solo play. Initially, unfamiliar with the system, you might choose an easier nation and win in a relaxed, pressure-free way. Later, instead of increasing the difficulty level, you might choose a more challenging nation (for example, Wales, often up against England, or even the Abbasids, a small decaying entity facing the powerful Seljuqs), requiring you to play all your cards cleverly.
Blood on the snow … the integrated battle system
To talk more practically about what we’ve done to favor quality and strategy over brute force, the integrated combat system, a kind of automated chessboard, deserves some explanation. We needed to achieve a completely hands-off battle module where very different parameters resulted in very different ‘flavors.’ The worst would have been to combine unit power, experience, fatigue, and commander competence arithmetically into a single number to determine an outcome. So, we developed a three-dimensional system, where pushing the slider on one aspect does not increase more than that aspect without affecting the other two. This is what we called the triangle rule, which deserves attention. First, the unit has a base combat value, easily imagining that a knight is worth much more than a quick levy. This value is, however, modified by the terrain, where the optimizer player can already act by choosing battle locations, for example, luring the enemy into a swamp or forest.
Italo-Normans knights will stay put in this city assault, while their spearmen lead the charge
Secondly, troop experience and fatigue are very determining factors in the outcome of a battle. These values do not increase combat value but will generate better dice rolls. This is the second dimension of this triangle rule. Lastly, the commanders are also crucial. How do they impact without improving unit power or dice outcome? By allowing a general to roll multiple dice (and you take the best, knowing that the best is already improved by the unit itself!). Thus, we create rather realistic battles where inexperienced but numerous troops can be defeated by a tactical genius with a few seasoned troops on chosen terrain.
Standing army units will need a backup of levies to perform optimally
Moving away from the battlefield level and discussing how armies were raised and demobilized during the medieval period, we also wanted to introduce a marked difference between medieval levies, drawn from the population with very rudimentary combat training, and permanent units always ready for combat and regularly trained (mercenary corps, nobles, nomadic warriors). One difficulty was to make players accept that the game's tempo was not that of reality, as military campaigns often stopped in winter and population levies could last only a few months. Therefore, one of the things players must accept is that your units are levies but can be present on the map for the equivalent of several years. The same goes for the famous movement speeds, which are heavily abstracted. Some players point out that an army doesn’t take two years to cross France and that one should be able to embark in Venice and arrive in Jerusalem in a few weeks, not six months. These are compromises necessary for this turn-based strategy game to work, as we cannot stress enough; it’s not a simulation but an abstraction and simplification of reality. Again, the main point is not to evaluate each subsystem in isolation but to see if, when combined, they most often yield a plausible result in line with historical accuracy. For the more skeptical, it’s possible to rationalize some rules. For example, saying that the ability to disband a levy unit and recover most of its initial cost simulates a constant flow of new soldiers while the older ones return home. It’s also interesting to note that some concepts are never questioned, although completely impossible, such as having an immediate view of the map (at a time when most people had no idea of Europe’s shape) with instant communication between armies (radio technology was not very widespread <g>). In a way, players have blind spots; they accept what has become a game convention (and a sacrifice to playability) over the years but still struggle with the rest.
Castles and Fortresses are built progressively thanks to the Fortifications system, with temporary buildings enabling more permanent structures
The last point to address is the construction of castles and fortresses. This was a major element defining the medieval period, with the creation of hundreds of fortified sites. We had to solve the problem of making these tasks both titanic and progressive. We didn’t want to ask players to invest hundreds of infrastructure points without seeing any result and then suddenly have their castle appear. On the other hand, the system had to integrate naturally with Kingdoms' existing system of buildings classified by category and tier. This is where we introduced the concept of fortification points in each region, a value from 0 to 100. Based on this value, a more or less powerful fortified site is offered, but with a relatively modest cost compared to all the advantages it provides. The system’s beauty lies in the prerequisite of these fortification points, which you can increase via temporary pseudo-buildings representing castle elements. Indeed, it would be rather anecdotal (and would clutter the military buildings line too much) to ask the player to build and maintain elements as modest as a guard post, a drawbridge, or machicolations. However, defining them as temporary modules that improve the region’s fortification points allows you to propose and illustrate them appropriately and immersively.
- Fixed an issue where the farming efficiency provided by certain cards and traits was not working correctly. - Fixed an issue where Hero Bart 's ability did not deal damage on the battlefield.
Cluckmech Oasis is a strategy Roguelike game that combines tower defense with top-down shooter, You'll be in the guise of Warcluck and his pals, Challenge the thousands of mutant plants with creative Cluckmech
Japanese is now supported! Animal VS Plants Tower defense Roguelike Game! Join the Animal Crusaders!
We wholeheartedly thank each one of you for your passion and support for our game. It is your active participation and attention that allows us to continuously improve the gaming experience. However, we have recently noticed that some players have been exploiting bugs for unfair advantages, which not only undermines the fairness of the game but also detracts from the overall player experience.
we will take action against those involved in such behaviors. If you encounter any behaviors that compromise the fairness of the game, please report them using the in-game reporting feature, or join our official Discord community at https://discord.gg/oncehuman and report through the Anti-cheat Bot. We will verify the reports. Once a violation is verified, additional penalties will be applied.
We have fixed a bug that allowed players to access and occupy Engagement Zones in restricted areas. Penalties have been applied to those who exploited this bug, and relevant items have been confiscated. Along with penalties for using third-party software. To view the complete list, please check this post on the Once Human official site:
Welcome to the celebration of Life is Feudal: MMO anniversary!
For this occasion, we've prepared a special 2 weeks of surprise birthday gifts for you all! How do you claim these gifts? Simply log into the game every day from July 16 to July 30 to claim your gift! That's not all, we'll be giving out a lot of goodies via our Discord server, so make sure to join!
Finally, don't forget our birthday greeting competition on our Social Media channels, simply reply with a post, share some art, or a video, while using the hashtag #LiFMMO1Year and you'll be entered into the prize draw! Let's celebrate LiF:MMO's birthday together!
We've got to end this post with a real thank you to everyone for the support that you've shown us over the year, it's really thanks to you that we've been able to get this far. We are here with Life is Feudal: MMO for the long run and we're going to keep on improving this great game!
Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
Hello everyone! VAGUE Playtest is now LIVE and available to registered playtesters. If you previously registered via the Playtest Form, you should be able to get an email containing the key and instructions.
For this playtest build, the game contains two playable demo level: Prologue and The Abyss. Currently this build is only for Windows 64-bit and in English.
You asked for a status update, and we're here to serve. Please enjoy the read!
Version 0.7 Progress Report
The last month has been pretty hectic so far, as we're in the process of moving our office to another building (more space, ho!), but we're still hard focused on developing our beloved Bullet Heaven ːheart_meː.
Work is progressing steadily. The amount of changes and improvements in this release is staggering, and as such it takes time, but we hope it will be worth it in the end and make YAZS a much more interesting game than before!
Most of what we're doing right now is code and numbers, but there are a few things we can show you to give you an idea of where we're headed. Keep in mind that everything we discuss here is not final and subject to change. So your feedback is more than welcome!
Per-Survivor stats and removal of stat caps
All capped stats are now scaled with diminishing returns in mind. This allows them to scale indefinitely, so you no longer have to worry about crossing the line and picking a less-than-optimal upgrade. All stats will have a breakthrough threshold, after which further investment in them will result in lower bonuses, but bonuses nonetheless.
Weapon and ability stats are now tied to each survivor. Our goal with this change is to both allow for a much larger stat boost for the squad member of your choice, as well as introduce an additional tactical element to the game where players are incentivized to mix and match stats across their teams depending on other factors within the current run.
With this change, the Military Training panel will now focus on selecting a bonus to a specific Survivor's stats, while other upgrade sources will focus on boosting team-wide stats and buffing all survivors at once. However, we're still discussing what to do with infinite upgrades after you're done with the leveling options.
ㅤㅤㅤㅤㅤㅤ
New damage types and type tag stacking
To further increase the variety, we're adding new damage types to the game, which are
Kinetic
Slashing
Explosive
Kinetic damage type will be dealt by all bullet and piercing attacks, such as from: Pistol, Bow, Shotgun, etc. This damage type will be the most common, so we're still thinking about a fun effect to tie into it. For now, we're just scaling its numbers higher than others.
Slashing damage type comes from all the cutting tools in the Survivor's arsenal, such as the Katana, Axe, and Saw Drones. Our current plan is to have these attacks place an Injured debuff on enemies, increasing the damage they take from all sources.
Explosive damage is self-explanatory, as it includes all the regular explosions currently in the game. The common effect of all #Explosive damage is that it is dealt in a circular area of effect, and as such, adding this type to the game will allow us to add modifiers to the range and damage of explosions separately. This will certainly make the game... a blast to play ; )
Damage types will now sometimes overlap. For example, Pyro's Fireaxe will be both #Slashing and #Fire, while Hunter's Exploding Arrows will be both #Kinetic and #Explosive. The whole "tag" damage type system will allow us to introduce more mechanics that benefit from accumulating multiple damage options of the same type, as well as specializing in "rainbow" teams armed with many different damage tags.
Item reworks and item slots
While we've previously teased item upgrades/evolutions, we're currently putting those on hold for the 0.8+ update and focusing instead on the basic rework of the items themselves.
As mentioned in the previous development update, we're reworking virtually every item in the game, making them (hopefully) much more powerful and game-changing. Gone will be the days of boring "just +1% to stat" boosts, because even if an item does provide a stat boost, it should now be much more impactful and tied to additional scaling or game mechanics.
Having said that, we'll still want some items, especially the basic ones, to be easy to understand and universal. The more advanced ones will offer more in terms of synergy or specific play styles, many of which will work well in tandem with others. The first iteration of items will not be the final, as we hope to tweak them further and introduce many more interesting and advanced options in the future.
Since items are a big gameplay modifier, each item will have only one stack (you can't take the same item multiple times), and their maximum number will be limited by a certain number of slots. However, we're trying to balance things so that the number of items will scale nicely with each game mode, and the limit should only be a real factor in the endless modes, where you'll have to strategize about which powerups to pick up and hold on to.
Ability reworks and evolution
Abilities will be stronger and more powerful with the introduction of brand new evolutions for each of them, as well as synergies between different Survivors (added to their respective skill trees). We're also reworking some abilities that were boring and didn't fit well with the new & improved game systems.
To make set Survivors more interesting, all simple passive stat bonus abilities - such as "Eagle Eye" and "Protocol: Critical" - will be reworked into brand new ones. The passive stat boosting effects will still be tied to the Survivor's kits, as we'll be adding them as skill tree nodes, synergies, and starting perks (v0.8+).
We've already teased two of these new abilities on our social media profiles (be sure to follow us there!). Medic, for example, will be getting a Medical Drone ability, which is a defensive and offensive tool in her kit. When stationary, it'll heal survivors, but when in motion, it'll switch to attacking nearby targets, giving Medic a new support ability that doubles as a damage-dealing ability.
Every single ability in the game will now receive two evolutions, which (once unlocked) will allow you to choose between two ultimate modifiers for each of them as a rank 5 level-up upgrade. Some of these modifiers will make the damage-dealing ability deal even more damage or change its type entirely. In contrast, others will modify the ability to work differently, some even completely reversing its effects or triggers.
ㅤㅤㅤ
Adressing other common points of criticism
The game will continue to evolve and improve in all areas, so you can be confident in its overall quality. With update 0.7, we're working to add more QoL improvements, which include, to name a few
New leveling system that brings meta progression rewards to Extermination mode.
Improved lockdown system, making the option both more useful and infinitely usable.
Controller vibrations, background pause/mute audio options, survival guide, and a music player!
Game difficulty will be further optimized to allow more room for simple, casual fun. The first implementation of difficulty levels will be added, which will also introduce greater challenges to the game, as we plan to make it much harder (and more rewarding) for players who consciously seek out difficulty spikes.
More maps and Survivors coming in upcoming updates. Once we're done with all the big changes we're currently working on, we'll resume our work to add at least two new maps and two more Survivors to the base game before its full release. While we would love to add more, we want to keep our scope realistic (we're a tiny indie studio, remember?), so the above will be our goal for version 1.0.
Game performance and readability will be further improved with additional code magic, as well as new options to customize the amount of ground clutter (e.g. grass) and the graphics quality setting. The latter will both make the game look better than ever before and allow it to run at the lowest settings available, lowering the game's minimum requirements. We're also working on smoothing out the crashes that some players have reported (thank you for your patience!).
ㅤㅤLOW GRAPHICS: ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤULTRA GRAPHICS:
See you in the open beta!
As mentioned before, please understand that all of the above is a work in progress, and things are subject to change from today, through the upcoming open beta tests, and even until the end of the Early Access period. If something works worse than intended, don't worry, it will be improved and polished over time.
Depending on how long it takes us to implement the rest of the planned features, we're still aiming for the end of July or the first half of August to launch the Open Beta and hopefully get all the feedback we can. Remember, our goal is to make the game as fun as possible, and we won't rest until that goal is achieved.
Thank you for your continued support!
If you'd like to, be sure to check out one of our social media profiles and/or our Discord server:
Upcoming Bonanit Demo in October: Dive into the Terror and Add it to Your Steam Wishlist!
Discover the Horrors of Bonanit with Our Free Demo in October
Get ready to live a unique experience with the demo of "Bonanit" that will be available in October. Immerse yourself in a night of sleep paralysis, where every shadow hides a danger and every blink could be your last. Explore the oppressive atmosphere and discover how each game offers a different experience thanks to our random events.
Coming in October: The Bonanit Demo Will Be Available!
We are excited to announce that the demo of "Bonanit" will be available in October on Steam. This demo will allow you to experience the first moments of the game, face sleep paralysis, and the horrors that lurk in the dark. Add "Bonanit" to your wishlist to be the first to know when the demo is available.
Experience the Terror of Bonanit: Playable Demo in October
Are you ready to face your worst nightmares? The "Bonanit" demo will let you delve into the mind of someone trapped by sleep paralysis. Discover how random events and the oppressive atmosphere create a unique horror experience in each game. Add "Bonanit" to your wishlist and get ready for the demo release in October.
We are thrilled to announce the release of Update 1.4 for Achilles: Legends Untold! This update brings exciting new content and significant improvements to enhance your epic journey through ancient Greece. On this occasion, the game is going on a -45% sale for the next week!
As we said before, the roadmap for this year is packed! For the record, let's look again at it.
And now, without further ado, let's go over the changes and see what's new:
✨ New Features: ✨
Four New Co-op Maps: Gather your allies and embark on thrilling adventures across four brand-new co-op maps. Each map offers unique challenges and opportunities for teamwork and strategy.
New Quest: Dive into a fresh quest that will test your skills and expand the rich lore of Achilles: Legends Untold. Uncover hidden secrets and face formidable foes as you progress through this captivating new storyline.
Combat System Enhancements: Experience refined and improved combat mechanics. We've made various adjustments to ensure smoother, more responsive, and more satisfying battles. Sharpen your blades and master your fighting style!
FULL CHANGELOG
NEW:
4 new COOP maps
4 new items to get in COOP mode
New side quest with new basement to explore
UPDATED:
Achilles attacks animations slightly improved to make combat more responsive and dynamic
FIXES:
Small fixes of collision and navmesh on maps
Some performance upgrades
Some quality of life improvements
Some text mistakes
Join the Battle Explore the mythical world of ancient Greece with friends or solo, and take on countless challenges that await you. Remember, every fall is a chance to rise stronger. Enhance your hero’s skills, try new tactics, and continue your quest to save the mortal world from impending doom.
Stay Connected Join our Discord community to share your experiences, get the latest updates, and connect with fellow warriors. Your feedback has been instrumental in shaping the game, and we can't wait to hear what you think about Update 1.4.
Heroes For Hire - Guild Micromanagement Simulator - Untouch
The Heroes For Hire Demo is now live, with a massive overhaul to a lot of the game's functions compared to the playtest. Thanks everyone who tested. Keep in mind, the game is still in active development and I still plan on pushing out patches, just not at the rate that the playtest went through.
Post any feedback and error reports in the steam forums, and I'll try to get to them. Thanks.
0.2.0.0
Additions: - Training Halls are now called Gymnasiums and can now be upgraded! At 1.25 training rating, they're now upgraded to Intermediate and at 4.0, Advanced. - Level 2 and 3 skills now must be unlocked by training at an Intermediate and Advanced Gymnasium respectively. If already unlocked, skills can now be rerolled by retraining. (Always found that there was little reason to unlock and upgrade training halls, hopefully this remedies that.) - Added a couple more tips. - Dragging a shortcut pin to the hero list or item storage will now filter out heroes/items for what's on the shortcut. - Added some tooltips to show some of the things that can be clicked to open other stuff up. - Added a shortcut to the merchant requirements guide on the shop list. - When wages and rent are changed, an alert now notifies the player. - Happier heroes will now try and share potions with the rest of the team. - Added some visual indicators for when heroes are happy and unhappy.
Balance: - Adjusted the amount of items asked for by orders. - Changed the way that the Helmbreaker skill reduces defence. - The game now starts at 10AM instead of Noon. Also tweaked some starting values so that hero sleep schedules line up better. - During tournament and skirmish battles, hero weapons no longer have unique attributes. - The guild rating can no longer drop below 0. - Pharaoh Tensis will now wait longer after trying to summon locusts. - Raid Boss HP now scales more with more heroes in the raid. - Orders now unlock after 3 raids, rather than after 5. - Heroes will now get madder when they aren't allowed to take a break. - Reduced the amount of extra orders you get from having extra notice boards. You'll get more unique orders, though. - Merging potions no longer requires the workshop level to make them in the first place. - Heroes will now try to run away from raids more often if they don't have a potion in their inventory. - Starting a raid before letting heroes relax now only impacts mood rather than happiness.
Other Changes: - Tweaked the items you start with in the tutorial. - It's now actually possible to unlock Advanced training halls. They unlock at 4.0 training rating as well. - Changed how gathered materials work, the gathered materials will be what is shown on the popup all the time. - Added keyboard controls to the pause menu. - Heroes can no longer catch illness from other heroes and be cured at the same time. The chance of being cured has been made higher to compensate. - Players are now warned when heroes about to start a raid don't have full health. - Players will no longer be left without at least one slime and cave raid on the first day. - Modified the starting tutorial even further. - Added a preview to the initial setup. - Changed how the hero raid auto setup picks heroes. - Ventura's text bubble at the bottom of the screen has been made bigger. - Popup size is now consistent between new popups. - An indicator for boss enemies has been added.
Bug Fixes: - Fixed an issue where hero thoughts would display out of order. - Rival guilds with crossbows no longer have the javelin skill and visa versa. - Fixed some visual issues with a couple furniture models. - Fixed the behaviour of pins if popups were overlapping them. - Dragging objects and heroes into rooms while the guild hall popup is open no longer makes rooms. - The "Get The Ball Rolling" popup no longer needs to be open to finish it. - Fixed a bug where chairs near tables were still losing stats. - (Hopefully) Fixed a bug where popups would randomly lock up after playing long enough. - Fixed a potential overflow issue caused by some popups not clearing properly. - Recruited heroes will no longer have one more stat than they should have. - It is no longer possible to build outside of the guild hall popup. - Fixed a couple misaligned pieces of text. - Fixed the "Are You Sure?" warning for changing settings not doing anything ingame. - Starting a raid wasn't impacting sleeping and off shift heroes, and now it does. - Fixed an issue with the item storage during the tutorial. - Raider's Digest medals are no longer called Basic Bed ingames. - Hero wage wasn't impacting happiness in a way that it should have been, and now does. - Fixed an issue related to saving hero shortcut pins. - Fixed an issue with loading related to hero health, and the bodyguard's health. - Fixed slime nodes giving weapons in an extremely rare scenario.