FEATURES 🆕 AI animals redesigned by our Artist 🆕 Customizable hotkeys 🆕 New Abyss skin 🆕 Welcome windows with offline gain when offline mode is disabled 🆕 Secret achievements added 🆕 Added 1440p resolution support 🆕 Safety lock options for Eternate and Infinite 🆕 Focus unlocked achievement
TWEAKS ⚙️ Display maximum level for Stardust upgrades ⚙️ Reworked Cosmos skin ⚙️ Automated Infinity disabled when Infinity is not broken ⚙️ Adjusted offset angle for solid skins (Hamster, Cosmos, Orbital) ⚙️ Reworked credits page
FIXES 🐛 Fixed negative DTP import 🐛 Fixed tooltip flickering 🐛 Fixed Dragon Eye skin pixel glitch 🐛 Fixed exploit allowing TF gain offline while the game is online
I've passed my first open test with a small group. Those who have tried the alpha of the game really liked the concept. But I also had to filter the conclusion that those who can't play with RTS find the game very difficult to handle.
So now back to the design table and the game gets an optional but easier control, which makes it even gameplayable. I've looked at player habits and I've included elements that many people have done automatically: not only will sheep shoot on continuous mouse button presses, but also on button presses.
I'd like to get a beta out as soon as possible so you can try it out, but I want it to be something that You don't have to suffer through. As soon as I have some updated info, I'll let you know. In the meantime, if you've seen Polly, let her know because her friends are looking for her...
Aside from some text and localization improvements, we have made the following changes for the demo:
Ship-aligned steering can now also be used with a gamepad (previously only available for the keyboard). You can find this setting in the options menu and switch anytime to try out which steering works best for you.
As the demo starts during a run, the tutorial is now skipped, allowing players to freely explore the mechanics on their own.
The practice target no longer resets and is now properly destroyed like other enemies.
It’s been a while since our last update, but we’re excited to reconnect with you all and share what we’ve been working on! Behind the scenes, the team has been busy making Successor even better, thanks to your invaluable feedback. We’ve heard your requests for clearer tactical communication, improved combat feedback, and a more intuitive interface, and we’re thrilled to deliver on those fronts with Update 19.
Player Book - Chest & Skills
Managing Equipment and ability upgrades have been moved into the player book and are accessible in the Region and kingdom maps. You can access the Player book by clicking on the Chest.
Expanded Tooltips: Hovering over a unit’s Attack or Defense values now displays a detailed breakdown of the traits, abilities, equipment, and other factors contributing to those stats. Health Details: Hovering over Health provides comparable information, allowing you better to assess your heroes’ overall condition and survivability.
We’ve expanded the stats display to clarify how each type of damage contributes to a unit’s total damage output:
Base Damage – Typically from one-handed weapons
Breach Damage – Usually from two-handed weapons
Arrow Damage – From projectile weapons (shields often block a significant portion of arrow damage).
Frost Damage
Fire Damage
Poison Damage
Holy Damage
Arcane Damage
Magical enhancements on weapons often provide Frost, Fire, Poison, or Holy damage.
Enemy Unit Card
Pause & Inspect: While the game is paused, you can now left-click an enemy unit to view its Unit Card. Detailed Stats: The Unit Card shows the enemy’s stats and abilities, helping you plan your strategy and figure out how to counter their strengths.
UI: Dice Representation (First Iteration)
Encounter Rolls: We’ve added a simple dice/counter representation for encounters. Whenever you select an option with a percentage chance, you’ll see a quick dice-style roll that visually communicates the result of the check.
Performence
LOD Adjustments: We’ve optimized static meshes in various areas, applying LOD (Level of Detail) tweaks to improve overall performance.
Our “Old” Map Design Returns
Map Generation Fixes: We resolved some technical issues related to map generation. As a result, we’re bringing back our earlier Kingdom and Region map designs, restoring the original look and feel.
Quest missions
We have added quests to Successor, making it possible to conquer regions by completing a string of small quests. Furthermore, we have side quests that usually unlock new heroes or unique items.
New Campaign Howling Nights
With this campaign, we introduce the winter biome to the collection and the Bloodfang sister Factions. In one of the coming days, we will bring an update focusing on this Campaign alone.
We know the gaps between updates have been longer than we'd like, and we're working hard to prioritize our time. Right now, we're focused on hitting deadlines to ensure we can release Successor for all of you as soon as possible.