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Offline Asid

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Re: Fantasy General II is announced!
« Reply #30 on: December 18, 2019, 02:37:36 AM »
Fantasy General II - Patch 4 is out!
17 Dec 2019



Patch 4 is releasing today!

The new update introduces a brand new themed map called “The Defense of Castle Christmas”. Christmas is in danger, and only you can save it!

It will be unlocked at midnight, on Thursday, and it will be playable throughout the whole of December, until January 6.

The update also introduces a new game mode, Iron Maiden. With only one savegame available, this is not for the faint of heart!

You can read the full changelog down below. It contains a number of fixes, quality of life and balance improvements, and we can’t wait to hear what you think. As usual, your feedback will be very important to keep making the game even better, so keep it coming.

Last but not least, tomorrow will be a very exciting day for all Fantasy General players, so be sure to check for news.

Patch 4 Changelog:

- Christmas Event - Christmas is in danger! Only you can save it... look for a sign appearing around Christmas time!
- New Gameplay Mode - Iron Maiden. You only have one savegame and no chance to take things back and losing a map means you lose the game - finish the campaign or die trying!
- Large Creatures cannot be entangled - Large creatures cannot be entangled by spider webs
- Lances break charges - All lances and spears now break charge
- Multiplayer - Fixed various issues with multiplayer desynchronisations
- Multiplayer - Fixed an issue that caused a multiplayer game to not continue after deployment
- Menu - New Menu for selecting which campaign you want to play
- Performance Improved - Improved performance throughout the game
- UI - Various UI improvements and bug fixes
- Camera - Camera now moves faster the more you are zoomed out
- Frenzy Bugfix - Fixed a bug where frenzy status effects would behave weirdly when loading a game (or playing multiplayer)

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Offline Asid

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Re: Fantasy General II is announced!
« Reply #31 on: December 19, 2019, 02:21:47 AM »
Death comes from above in the new expansion for Fantasy General II, Onslaught!
18 Dec 2019




Armoured Giant Eagles roar in the sky and nosedive into enemy lines, while flying Night Mares spell doom for their targets down below. A Firebird screams high in the clouds, and a Pegasus-riding Transmuter flings his magical potions at the enemy.

In the war for Keldonia, the sky has become a battlefield.


Death comes from above in the new expansion for Fantasy General II, Onslaught!

13 new aerial units are introduced, greatly expanding the original roster and allowing for daring new tactics and manoeuvres. Eagle Bombers, Firebirds, Pegasus Flamers, Monster Hunters, and more: you’ll have no shortage of options.

Deploy these units in the brand-new ONSLAUGHT campaign, where a strange dream leads you to hunt for the mysterious Book of Krell. The campaign has over 30 procedurally generated maps, from the abandoned castle of King Dragga to the Lizard infested shores of Eastern Keldonia, until you must finally face The Unspeakable. Choose your General from one of several heroes, each with different skills, armies and advantages, pick your rewards for winning maps and evolve your strategies: the campaign provides endless replayability. Combined with the new Iron Maiden mode, Onslaught offers the ultimate Fantasy General II challenge.

A bonus map has also been added to the Invasion campaign, introducing the new aerial units and a Barbarian Clan of Eagle Riders that you must help in order to gain the Giant Eagle’s support.

Onslaught is due to release in Q1 2020. You can join the Beta and apply now!

Last but not least, don't forget that Fantasy General II is currently 25% off, so if you'd like to try the base game this would be the perfect time.





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Offline Asid

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Re: Fantasy General II is announced!
« Reply #32 on: January 15, 2020, 11:00:21 PM »
Fantasy General II - Patch 5 is out
Wed 15 Jan 2020

We are releasing a minor update for Fantasy General II. This one mainly consists of some bug fixes. In the meantime the team is hard at work on Onslaught, and we can't wait to show you more.


Patch 5 Changelog:
- Fixed issues with "Living off the Land" not correctly influencing supply; will not affect existing games/issues.
- Fixed a bug that caused the game to disable all mouse input on certain pc configurations.
- Fixed an issue that allowed you to save during deployment in ironmaiden mode that caused the savegame to get corrupted.
- Fixed an issue where certain pc configurations would cause settings to not be saved and display wrong values in the options menu.


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Re: Fantasy General II is announced!
« Reply #33 on: January 24, 2020, 03:12:23 PM »
Fantasy General II - Join the beta for the new Onslaught campaign
23 Jan 2020



From the devs:

We are about to start a beta to test the new procedural campaign for Onslaught.

The new Onslaught campaign does not only add a host of aerial units and new beast units, it also offers a brand new highly replayable campaign mode. The new Onslaught campaign mode tests your tactical skills on successive procedurally generated maps and allows you to pick your general from a roster of different leaders, each with their own army composition and abilities.

The campaign features over 35 different missions to explore, allowing you to plot your own path across Keldonia in search of a mysterious amulet of power. Each mission has been crafted with our new guided procedural map system. That means while each map shares core features such as general setting, enemy types and dominant landscapes, it will look and play different every time, yield different rewards and even offer different units and heroes to recruit along the way.

The Amulet of Power campaign provides you with a medium-sized warband to lead into battle, so you have to make the best of what you can find along the way in order to bolster your forces. Maps are more skirmish-style, getting you into action quickly and requiring less extensive exploration. Ideally played in the new Iron Maiden mode that only allows one save-game, you battle for survival against ever more challenging enemies guided by an unusual companion.

Can you lead your armies to the final battle?

Find out in our upcoming  Onslaught DLC for the award-winning Fantasy General II or join our Beta now and be the first to experience the new campaign. All you need is to do is own a copy of Fantasy General II and apply here.







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Offline Asid

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Re: Fantasy General II is announced!
« Reply #34 on: February 11, 2020, 05:53:49 PM »
Fantasy General II is now available in Russian
Tue, 11 February 2020



The sequel to the strategy classic from the 90s, Fantasy General II, is now fully available in Russian.

The sequel to the strategy classic from the 90s, Fantasy General II, is now fully available in Russian, as part of our latest free update.

Take command of the barbarian hordes of Falirson as he strikes against the mighty Empire. Set 300 years after the original game, in Fantasy General II a new generation of heroes will clash on the battlefield and decide the fate of the world of Aer.

In the meantime, development continues on the first expansion, Onslaught. Stay tuned, and let us know what you think about this free update in the comments field below.

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Re: Fantasy General II is announced!
« Reply #35 on: February 18, 2020, 12:29:00 AM »
Fantasy General II: Onslaught - Progress update
17 Feb 2020

From Mat/Slith

Looking at our Steam Rating for the past months, we have been happily getting a rare 100% positive rating from our players. This is of course the biggest compliment a developer can get and also testament to the dedication of the team and the constant communication with players. We have been taking their suggestions and complaints and adapted and expanded our game together with our community, with a load of patches and improvements. The result: Very happy customers.

Taking the player’s feedback and wishes (and sometimes demands 😉) on board, has also informed our upcoming ONSLAUGHT DLC, which features a campaign based on the player selecting from different leaders and troop rosters for a branching campaign of procedurally generated maps, similar to what the original Fantasy General offered.

We are blessed with a base of players who have helped us greatly with both Fantasy General II as well the currently running Onslaught Beta. The huge amount of variation in a campaign like Onslaught’s one is something that is impossible for a small team to properly test and balance on their own. There are endless permutations of possible ways it can go – too easy for this particular set-up of army, leader and selected path, too hard for another combination. Without our dedicated beta players, we would never have enough information and playtime to get it balanced properly.

For example, the ultimate mission for the campaign (Spoiler!) at first looked like this:



Notice how the blue player army (This one featuring Ailsa the Shaman and her mixed army of beasts and Barbarians) seems a little outnumbered?

Well this is what that game looks like after a few turns:



Obviously not the best result. But the reason is actually not only the horde of demonic enemies completely obliterating my meagre forces but a profound lack of defensive and missile troops that have to do with how Ailsa’s roster works. So balancing here is not only quantitative but has to do a lot with possible tactics derived from troop composition. Something only a real playthrough will give you.

Our goal in building the Onslaught Campaign mode was to create a succession of maps that would allow you a lot of replays and never feel repetitive, yet have your experience be useful still. One that offers enough branching decisions to open up plenty of new routes, yet not feel random, but rather tailored to what your preferences and needs in your particular playthrough are at the moment.

We did this by creating a set of “themes” and “areas” that the procedural generator then uses to build the maps, so there is framework of design priorities that will give a distinct flavor to each map, yet make it different enough in each iteration. Together with reward choices that are previewed, so the player knows what type of reward he can expect from a mission (like a unit, hero or artefact, but not which one exactly) and base his path on that, the campaign will have huge replay value – especially if you play it in our Iron Maiden mode, that – similar to Rogue-Likes- will only ever allow you one save, so there is no taking back any decision you make, testing your true mettle as a general.

With the help of our players, we hopefully will be able to create another experience that will make our customers 100% happy. And if not? Well, we will certainly try improving it until it does.


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Re: Fantasy General II is announced!
« Reply #36 on: February 21, 2020, 02:46:15 PM »
Fantasy General II - Patch 6 is out - New free scenario available on Tuesday
Fri, 21 February 2020

There is a new update here, with special new content...

There is a new update being release today. You can find the changelog below - the most relevant addition is a new playable map!

Called The Return of the King, this new scenario will be playable to everyone on Tuesday at 6 pm CET, for one month. Why Tuesday? Well, let's just say there will be something going on on Tuesday, but we can't give any spoiler away now.

A look at the new map:






Patch 6 Changelog:

- Fixed localisation issues in Editor for Chinese and Russian
- New aerial units map available from 25/02 at 6 pm CET

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Re: Fantasy General II is announced!
« Reply #37 on: March 07, 2020, 12:01:15 AM »
Onslaught DLC to be released on March 12th!
Fri, 6 March 2020

New Aerial units and new Onslaught campaign coming to you...




Yes, you've heard it right: Fantasy General II Onslaught will be released on March 12th!

Onslaught is the first expansion for Fantasy General II, adding plenty new aerial units and the brand new procedural Onslaught campaign, in which you will fight your bloody way through the war-torn Empire which has fallen into chaos and civil war following the Emperor's death.

The Onslaught campaign is essentially a procedural make-your-own campaign: no playthrough will be the same. Pick your General from a selection of different Heroes, each with different skills, bonuses and available units. Then play through the campaign, facing different scenarios and reacting to events.

We have showcased Onslaught live on Twitch with general Richard Yorke taking up the commander mantle.

Fantasy General II - Onslaught - Let's play Stream with Richard Yorke





Fantasy General II - Onslaught - Let's play Stream with Richard Yorke




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Re: Fantasy General II is announced!
« Reply #38 on: March 12, 2020, 06:05:51 PM »
Fantasy General II: Onslaught is out!
12 March 2020



A new campaign, new units, infinite battlefields.


Fantasy General II returns with its first DLC, Onslaught!





This new expansion brings the brand new Onslaught branching campaign, a dynamic campaign in which you will fight on procedural maps and hunt for the Book of Krell, an ancient and mysterious relic. Choose the hero you'd like, then carry over your army in the 30 scenarios campaign. No playthrough will ever be the same.

Furthermore, Onslaught introduces thirteen new aerial units for both the Empire and the Barbarians and allowing for daring new tactics.

Find more information on Onslaught on its product page.

Onslaught is being released alongside the new patch, Patch 7, a massive free update for everyone who owns the base game. It is a rather big update, containing, among other things, plenty new units! Check it out here.

To celebrate the release of Onslaught we are running a week-long discount on Fantasy General II.

Starting today and ending on Friday 20 March, we will be discounting Fantasy General II: Invasion at 35% off, the Hero Edition at 35% off and the General Edition at 20% off.

Both the Hero and General Edition contain exclusive content unavailable in the base game, but the General Edition also includes the first two DLCs: Onslaught and the future expansion Empire Aflame.


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Re: Fantasy General II is announced!
« Reply #39 on: March 12, 2020, 06:08:30 PM »
Fantasy General II - Patch 7 is here - New units and content
Thu, 12 March 2020

Onslaught is coming your way! With a few surprises...

We are releasing the update accompanying the Onslaught DLC (official announcement of the DLC coming soon!).

You can find the full changelog below. As usual, we'd like to thank everyone who took part in the beta for Onslaught, your feedback has been amazing and invaluable!

This is a massive update: new units, new upgrade trees, and of course it comes with the new DLC Onslaught, which adds so many new features and content.

Let us know what you think of this update, and please tell us what you'd like to see implemented in the game.

Patch 7 Changelog:

New Features
Onslaught - "With the new DLC the ""Artefact of Power"" campaign is unlocked. Brave a branching and procedurally generated, massively replayable campaign."
Hall Of Fame - "Scores from your Onslaught playthroughs will be displayed here, so you can brag about your vitores in the mead halls!"
Flying Units - Added a new unit trees for flying units to Barbarians (Eagles) and Empire (Nightmares / Pegasi)

Additions / Changes

Summons - All damage dealt to summoned Units is permanent now.
Winds of Magic - Maps start with a random 2 to 8 Mana in top of any Mana granted by skills.
Kill Chance - The modified kill chance is now displayed for all units when mousing over the health bar. Berserkers now have -30% chance of being killed (instead of complete immunity).
Upgradable Volunteers- "Volunteer units that join your side can now also be upgraded as they do not receive the ""cannot upgrade"" promotion (This does not work for volunteers already received.)"
Volunteers - Now start on the same level as recruits (Falirson's Drill raises affects their level as well).

New Unit: Skeleton Archer - Skeleton archers can now be hired/summoned by the Empire
New Unit: Newt Clubbers - A melee variant of the Lizard Newts.
New Unit: Fire Spiders - Ranged spider that dissolves a target's armor; charmable
New Unit: Hunting Pack - This upgrade for the Dire Wolves they efficiently guide your army around difficult terrain and hunt down wildlife.
New Unit: Spirit Wolf - This upgrade for the Dire Wolves is an astral assassin that needs to leech life to heal.
New Upgrade Trees - Empire and animal (like wolves and bears) units now have their own upgrade trees.

Trackers Buff - All Trackers received +1 Search range
Flying Units Buff - "All flying units gain 25% missile protection and +1 Speed, so they cannot be taken out by missile fire as easily. 'Onslaught' DLC adds several flyers that counter other flyers."
Floating units - "Floating units (Ancestors, Gatekeeper...) can attack flying units in melee. Spirit Wolves are no longer floating."
Doughal improved - Received more health to make him less squishy.
Ulnar improved - Is now utterly 'Fearless'. As he should be!
Werebears improved - Improved the underutilized Werebears. They now shred target's armor with their claws.
Border Riders improved - Can now retreat and have become a bit tougher.
Longbowmen changed - "Have no defensive fire now, but deal additional ambush damage when not spotted. They are now the snipers they were supposed to be."
Harpies changed - "Harpies can only charm male units with disordered or lower morale state, but they can now Shriek (lowering morale and shielding themselves for some time)."
Pegasi changed - Received more health but do less damage in the wake of the new flyers available.

Centaur Archers Nerf - Have no defensive fire anymore and less health.
Lizardfolk Nerf - Reduced damage throughout (especially Swamp Dragons) to make them less lethal. Added non-magic Melee Newt variant. Changed Upgrade tree to include Swamp Dragons. Lizardfolk Hunters are now Trackers and can retreat (again). We will get those Sunken Lands sorted one day!
Armored Slingers Nerf - Now only have infinite support fire when on Rough terrain like the other slingers. They were just too powerful...

Defensive Locations - "Defensive locations such as towers and castles gain additional Missile Protection, making missiles less effective than melee or magic. You can still bypass fortification damage reduction with siege damage."
Entangle Status Effect -"Does not reduce armor anymore, behaves properly now when blocking movement"
Fog - Fog provides cover vs missile attacks.

AI distributes artefacts - "The AI now distributes artefacts form its inventory at the start of its turn, so artefacts lost to the enemy do not vanish."
AI Reinforcement - Overhauled rules about when and how AI buys reinforcements. The AI will also buy a more diverse army and have a limit on certain unit types.
AI protects their Property - AI now dedicates units to defend locations that are important to it and different factions choose different locations. This means Ai now often keeps its conquered locations guarded.
Restore Unit Costs - Adapted the formula to provide fairer refunds.
Cost Balancing "Due to many changes, costs and upgrade costs of units have changed"
Flying Units and Terrain - "Flying units ignore terrain modifiers, fixes a lot of issues like Flyers receiveing charge breaking when hovering over a town"
Fated Promotion - "Makes a unit ""Immune to Kills"" thus becoming more useful for units with several squadmembers instead of heroes or thanes."

Invasion Sunken Lands Maps - "Maps ""Shrouded Coast"" and ""Glowood"" now also end if your raid all the lizard hovels instead of requiring you to wait it out"
Iron Maiden Achievement - Achievement for winning Invasion campaign on Iron Maiden added
Unit Renaming Removed - Level restrictions on unit renaming. Name your unit whenever you want!
Tooltips - Unit Tooltips now displays faction name and color; Health tooltip exposes the Chance that a member of the unit is killed
UI - Savegames can now be filtered by Campaign
UI - Tooltips can now be scaled from 70% to 130% of its original size.
UI - "Decrease/Increase font size (from 70% to 130%). This will affect several but not all text elements (i.e. Quest Log, Dialogues, Resources, ...)"
UI - Skirmish menu has been redesigned.
Art - "Added new texture variation for the 'Great Wall' in Empire theme, so it looks more IMperial."
Content Editor - Implemented Scrollview for all Tree Views in the editor. e.g. Save/Load Map dialogue
DLC displayed - Game now shows you which DLC you don't have and will forward you to the respective store
Multiplayer Clean-up - "Implemented button to removed a finished instance from ""Your Games"" list"

Fixes

Mercenaries - "When progressing through the game, weaker mercenaries get locked and do not appear anymore"
Fear Aura - Does not stack anymore. Be brave!
Invasion Wolfhounds - "Fixed issue with upgrading them before their final event, does not fix wolfhounds you already upgraded."
Hiding - Fixed a bug where units wouldn't hide/unhide after Grow Trees / Wing Flap / Sentient Fog was cast on their location.
Memory Leaks - Various fixes to avoid memory leaks from starting / loading / exiting multiple maps in a row.
Mercenaries - Fixed an issue where available mercenaries would be refreshed after hiring all of them and loading a savegame.
Ambush - Fixed a bug where ambush wouldn't trigger for the last position the AI steps on.
Summon - Fixed a bug where hidden summons would still be visible to the user.
Camera - The camera will now center on spawnzones instead of already spawned units if you enter a new map.
Looting - Fixed an issue where summoning / hiring a unit onto an unexplored location wouldn't give you loot.
Ambush - Summoning and Hiring now correctly triggers an ambush.
UI - Improved UI performance
VFX - Raid effect can now be seen within the known area.
Savegame - Overwriting an already existing savegame does not require double confirmation.
Animations - Fixed skill animation for skeleton units
Bugfix - Fixed some cases where units were not killed correctly
Animations - Ranged units will not play a melee animation when attacked if they don't have an actual melee skill
Barbarians - Gain no Mana from charmed units on those unit's deaths.
XP Bugfix - Fixed an issue that caused all enemies and volunteers to have double XP
Uncontrollable Units - Fixed a bug where units would flee each round after finishing a map in routed state.
Unit Movement - Fixed a graphical issue where units would snap to their formation position when starting to walk
Combat Previz - Combat previz doesn't show up anymore if there is no damage done. e.g. Winged Leap onto a an empty tile.
AI - Fixed an issue where the AI wouldn't move it's units after they have been released from an enemy charm
Looting - Fixed an issue where standing on a loot location while loading a game would grant you more loot. You sneaky people ;)
System - Fixed issues where game files couldn't be accessed in low access privilege environments.
Content Editor - Fixed an issue where the overwrite dialogue would be displayed behind the Save Map Dialogue
Skirmish - Don't show a gamename input field for non multiplayer games
Hiring / Summoning - Improved UI performance for opening the hiring / summoning unit selection.
Multiplayer - Fixed various issues where the game would show the incorrect state of a finished game
Auras - Fixed an issue where auras of dead units would still be counted during the next action
Turn Indicator - Fixed turn indicator in multiplayer. Should now always show the enemy name instead of AI and also pop up during replaying your opponents turn.
Multiplayer - Fixed issue where multiplayer would become unusable after 1 hour of being logged in.
Ownership - Fixed an issue where Summon Mists and Wing Flap would cause settlements and castles to be owned by the casting player.
Restore Unit Fix - Fixed an error which caused single unit troops that received too much permanent damage to drop to level 0 (e.g. Empire Siege Engines).
Charge Line and flyers - Fixed a bug where flying units would block ground charges
Shrine Effects - Due to an internal change the effects a shrine gives you may have changed.


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Re: Fantasy General II is announced!
« Reply #40 on: March 30, 2020, 12:46:20 AM »
Fantasy General II - Patch 8 is out!
27 Mar 2020 16:06



We are releasing the first patch since the release of the Onslaught DLC. It mostly consists of fixes to some bugs and minor issues, found thanks to the feedback provided by players.

Keep it coming, and let us know what you would like to see added or changed next.

In the meantime the team is hard at work on what comes next. Expect news soon!

Changelog:

Artefacts - Fixed an issue where savegames would become corrupted if you sacrifice an item in transition to e.g. a Blood Oak. Affected savegames should now be working again.
Bugfix - Fixed graphic bug if shadows were set to 'No Shadows'
Localization - Fixed a bug where the name of The Barrens wasn't localized.
Input - Fixed an issue where no mouse input would be recognized when playing a map.
Triggers - Fixed an issue where dialogues would be triggered during loading a savegame resulting in the game stalling.
Invasion - Fixed an issue that caused "Eagle’s Eyrie" to not show up in a pre-Onslaught savegame until you saved and loaded the game or exited the next mission
Minimap - Fixed incorrect camera position after clicking on minimap on non-1080p resolutions
Settings - Fixed an issue where "Command Speed" in options wouldn't reflect the actual value set.
Main Menu - Fixed an issue where the wrong campaign was visually selected after entering and exiting the campaign selection menu multiple times.
Bugfix - Summon Sentinel promotion is now correctly shown when Ailsa learns it.
UI - Fixed the Campaign Score Screen to display all text correctly when language is set to Russian or Chinese.
Scoring - Fixed a bug where not all results from the last campaign mission where added to the total score.
Dialogues - Fixed incorrect dialogues in "Return of the Summer King".
Bugfix - Fixed graphical glitch while a quest marker was active in Sunkenlands.
Achievements - Achievements for choosing different paths through the Onslaught campaign now require Iron Maiden mode like the rest.
Invasion - Fixed an issue where Tir would die to enemies or neutrals in "Into the Trollwoods" before you could get to her. This will automatically restart this mission if you haven't met Tir yet.

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Re: Fantasy General II is announced!
« Reply #41 on: June 19, 2020, 02:48:56 PM »
Join the Tournament Beta
Wed, June 17, 2020



We are ready for the Beta for the first Fantasy General II Tournament.

We are in need of sixteen willing testers who will help us in making sure that the Slitherine Tournament system that we are adapting for Fantasy General II is working correctly.

What is the Tournament system?
It is an automated matchmaking system. Players who join a tournament will be automatically paired with their opponent, following Swiss tournament rules. Paired games will be created by the system, and players only have to worry about playing their rounds.
You can read more on the Tournament system here https://www.slitherine.com/tournaments/rules

How can I join?
Fantasy General II is the first Slitherine game that allows you to join directly from the game's menu.

All you need to do is follow this procedure:

- Make sure you install the Tournament Beta version of Fantasy General II on Steam by right clicking on the game from your Steam Library, click on Properties, click on Betas, select "tournament" from the scroll down menu, and let Steam download the update. If you can't see the "tournament" branch, try restarting Steam and it should appear.
- Run the game, click on Multiplayer, then on the Tournaments symbol, and click on Join (you will need to be logged in with a Slitherine account; if you don't have one, you can just register a new one for free)

When does the Tournament start?
The Tournament Beta will begin on Monday 22 June at 11 am BST. It will consist of 3 rounds, each lasting 40 hours. Players will be notified automatically when the rounds have started, and when it is their turn to submit their rounds.
Please feel free to reach out to us if you are having issues with joining the Tournament. And good luck

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Re: Fantasy General II is announced!
« Reply #42 on: July 02, 2020, 11:36:52 PM »
Fantasy General II: Prologue is out!
Thu, 2 July 2020



A new playable campaign, free to everyone.

We are releasing Fantasy General II: Prologue, a new free-to-play edition of Fantasy General II.

What is it?

Fantasy General II: Prologue is a free-to-play edition for Fantasy General II, containing a brand new short procedural campaign freely available to everyone. The new campaign is called The Curse and it is a gift to the Slitherine community as part of the company's 20th Anniversary celebrations.

Everyone can play the Curse by downloading and installing Fantasy General II: Prologue, completely for free. You don't need to buy and own Fantasy General II in order to play it. The Curse is a free campaign giving you a taste of what Fantasy General II has to offer.

Select one of three Heroes and embark on a quest that will unveil a dark secret. Veterans of Fantasy General II will also find that a brand new hero is available: Filos, a hero of the Empire.





https://store.steampowered.com/app/1286480/Fantasy_General_II_Prologue/


New Patch 10 (v1.02.10803)

The release of Fantasy General II: Prologue is accompanied by an update to the base game.

What does it do? It just introduces the Curse campaign to the base game, as well as the new aforementioned hero, Filos, playable in the Onslaught campaign!

Changelog:

NEW Content - The short Onslaught campaign "The Curse" is now available for everyone to try!
NEW Onslaught Hero - The Empire hero Filos joins your selection for Onslaught starting heroes


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Re: Fantasy General II is announced!
« Reply #43 on: September 23, 2020, 12:52:09 PM »
Fantasy General II: Empire Aflame to be released on October 22nd
Tue, September 22, 2020



The second expansion for Fantasy General II is coming.

Fantasy General II will soon be expanded with a second DLC: Empire Aflame will be released on October 22nd.

Take command of the Imperial forces in a new branching story campaign.

Empire Aflame provides an intense story following the young Transmuter Moira in her rise to power while offering a wealth of map choices and completely different ways to play. Will you fight the new threat to Keldonia’s very existence or join the Shadow forces and plunge the world into darkness forever?

Play as the Empire for the first time and experience a very different style of campaign with new faction rules and new mighty Heroes, Moira the Transmuter and Filos the General.

The units roster has been expanded, too: 5 new Frost Trolls and 5 different types of Shadow Creatures roam the land. New secondary heroes such as Szzlag the Devourer and Ocram, the Transmuter each with their own skill tree.

Wage battle in Winter in two brand new map themes: all of this, and more, can be found in Empire Aflame. If you want to take a look at the new screenshots and read all the new bits of content, check the product page.




There is more. We are not neglecting our console players.

On the same day Empire Aflame will release alongside the first DLC, Onslaught, on both PlayStation 4 and Xbox One.

Stay tuned for more info. We can't wait to show you more.




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Offline Asid

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Re: Fantasy General II is announced!
« Reply #44 on: October 22, 2020, 03:52:16 AM »
Fantasy General II: Invasion - v1.02.1.12335 Update
Wed, 21 October 2020



We're releasing an update accompanying the launch of Empire Aflame.

Today we're releasing an update accompanying the launch of the second DLC, Empire Aflame.

It is a fairly sizeable update, and it introduces, among other things, two new themes for Skirmish maps: Borderlands Winter and Northlands.

You can find the full changelog down below. Let us know what you think, your feedback helps us to refine the game and constantly improve it.

Last but not least: we will be releasing Empire Aflame in around one hour, so don't go anywhere!

Changelog:

• Skirmish: Added Borderlands Winter and Northlands as playable themes in skirmish
• Maps Invasion: Adapted map Eagle's Eyrie to move attacking forces further apart in case they are triggered early.
• Maps Invasion: Made maps "Under Attack" and "Into the Trollwoods" easier for beginning players
• Map Bugfix: Scarlet Keep mission now has a working optional Troll quest which was missing since release (whoops...)
• Movement in Swamp: Swamp Tiles cost 2 instead of 3 movement points (this makes All Terrain and Force March visibly have an effect)
• Fortify Skill: Fortify now only costs an action, not a move and an action, making units with the skill more useful and versatile. Attention: This means units with the skill will auto-fortify after moving.
• Pilfer Skill: Made Pilfer Training more expensive and Skill yield slightly less gold. Also made sure it only works on enemies.
• Onslaught/Training: XP training in Training Grounds now scales with Campaign length (shorter campaigns, who also give XP faster, provide more XP through training)
• Onslaught/Flyers: Onslaught Enemy Flyer progression slowed down, overall lower flyer percentage for AI
• Onslaught/Start You can now see the initial supply you will get when choosing your start setup
• Amphibious: Split up amphibious into several more dedicated promotions, large Lizards cannot hide in water anymore
• Unit Balancing: Winged Jump now fortifies the jumper after the skill was executed
• Unit Balancing: Heavy Axemen have movement speed 3 (instead of 2)
• Unit Balancing: Werebears received a new ability, making them tougher the more enemies are adjacent to them
• Unit Balancing: Several smaller stat tweaks to Shieldmaidens, Night Mare Reapers, Newt Clubbers, ...
• Input: Made Select Unit, Execute Skill and Drag Camera actions reconfigurable in the input options menu.
• Optimization: Improved render performance
• Optimization: Allow Enable/Disable of Ambient Occlusion in options menu
• PBEM: PBEM public announcement messages are now also displayed if you aren't logged into multiplayer
• AI: Fixed an issue with AI aoe skills (eg. the Gatekeepers Whirlwind), should be more frequent now (they always thought they were hitting themselves too...)
• Content Editor: The default ownership for ownable tile modifications is now shown directly on the
map
• Content Editor: Added faction search to unit selection in content editor. you can now use f:Barbarians or faction:Barbarians to search for units that are included in the barbarian faction
• Content Editor: Onslaught maps can now also be opened in the map editor
• Content Editor: Seasonal Maps can now also be opened in the map editor
• Bugfix: Fixed the issue where a unit that wakes up from petrify does not receive their Defensive Fire charge back
• Bugfix: Fixed the bug where flying unit's Break Through skill would apply charge damage although charge was broken
• Bugfix: Grow Trees cannot grow over Harpy Tower, Ruins etc. anymore
• Bugfix: Pilfer only works on killed enemies, not your own units
• Bugfix: Ailsa on her Dragon now counts as Large
• Bugfix (Consoles): Achievement fixed (Pumping Iron)
• Bugfix: Fixed an issue where units receiving or losing a Cannot Capture promotion would not update the ownership.
• Bugfix: Fixed an issue where melee wouldn't be correctly triggered during an ambush
• Bugfix: Fixed unresponsive inventory for dismantling artefacts if no unit or unit with zero artefact slots is selected


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