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Offline Asid

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Forged of Blood : Tactical RPG
« on: August 18, 2019, 03:52:59 PM »


A fantasy turn-based tactical RPG built on depth and mechanical complexity, featuring classless character building, strategic management, and small unit tactics on a world scale.


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Forged of Blood | Official Trailer 2019




About



Forged of Blood is pushing the boundaries of depth and mechanical complexity for the modern turn-based tactical RPG. Classless character building, strategic management, and small unit tactical gameplay combine to create a multi-layered experience that puts players in the middle of a civil war in a morally grey fantasy world.

A game of hard decisions and harsher consequences, Forged of Blood will challenge players to make decisions across every layer of the game. On the battlefield, character builds, turn-order efficiency, and positioning will be key to victory. While off the battlefield, your choices on the world map will determine the fate of your kingdom and future of your people.



Key Features:

•   Tactical Fantasy: Take to the field with sword and shield or cast powerful spells in deep turn-based tactical combat against monsters and men.

•   Classless Warfare: With 9 unique weapons and a vast magic system, Forged of Blood lets you build your characters any way you want – without being constrained by the typical tank/DPS/healer roles.

•   Science in Magic: Explore the freedom and mysteries of one of the most complex and unique magic systems ever attempted in video games.

•   Kingdom at War: Command up to three parties of heroic characters on the strategic layer in your fight to reclaim the empire you lost.

•   Meaningful Choice: Your choices matter. From character building to your choices in the game narrative, your decisions will reverberate across the Strategic and Tactical layers of the game.

•   Your ends; your means: In a world of grays and unique perspectives, it is up to you to decide what is “right” and “wrong” for the future of Attiras. Forged of Blood will introduce a new Tri-axis Personality Plot (TAPP) system in lieu of the traditional Good vs. Evil scale common in most RPG settings.



Tactical fantasy, unbound.
Building your own character has rarely been so liberating with 9 weapon types – each with its own ability trees - along with 6 general ability trees. Going into battle, players will be able to take customized parties of up to five characters, each with two weapon sets and abilities to respond to any tactical situation.

Spellcrafting, as it should be.



Few systems will match the freedom of our Magurite Spellcrafting mechanics. Forged of Blood puts players in direct control of the powerful magical forces they can wield in battle, allowing the creation of spells from 6 different “Primordials” each with 8 Effect Classes, that can be individually modified with 12 Effect Modifiers. The spell is then shaped and tuned through 12 unique Global Modifiers. This is spellcrafting the way it should be.

Philosophy in War.
Focusing on player choice, Forged of Blood accentuates the morally grey world of Attiras with a personality trait system that follows the player’s actions on a Tri-Axis Personality Index. With no light or dark, good or bad, right or wrong – actions are judged by three philosophies: Altruism, Rationalism, and Hedonism.

Small Unit Tactics on a World Scale.
Your forces are few, but the world is large. Forged of Blood is a game that will be won on and off the field of battle as players manage 3 parties across the great continent of Attiras. Striking the balance between outright conquest, appeasing conquered territories, and managing your own character's growth will prove that while tactics may win the battle, strategy will win the war.




























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Offline Asid

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Re: Forged of Blood : Tactical RPG
« Reply #1 on: August 18, 2019, 03:56:30 PM »
Forged of Blood | Official Gameplay Preview - Part 1




Published on 19 Jul 2019
Part 1 of 2. A developer narrated preview of Forged of Blood's main gameplay loop, going from the strategic layer into tactical combat. Disclaimer: parts of the game are not final and may be subject to change.



Forged of Blood | Official Gameplay Preview - Part 2




Published on 25 Jul 2019
Part 2 of 2. The continuing adventures of the developer narrated preview of Forged of Blood's main gameplay loop. Part 2 starts after a cut to avoid some narrative spoilers and covers the party management, recruitment, combat, and endgame objectives.


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Offline Asid

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Re: Forged of Blood : Tactical RPG
« Reply #2 on: August 23, 2019, 11:48:14 PM »
Sliding into your Settings, Patch 1.1.4502
23 Aug @ 5:42pm - LittlestCutestBabyBunny   



August 23, 2019 - 1.1.4502

Hello, we’ve got a big update this week as we’ve compiled all the fixes and changes we’ve been working on since the last patch into this one and there is just so much to cover so I’ll stick with the marquee updates that we’ve included here and start with a small disclaimer:

Disclaimer:
1. With the implementation of so many updates and fixes, there is a minor chance that your main campaign saved games can be corrupted.

2. In order to address the most common cause of game crashes, we’ve had to remove the image loader for the loading screens for the time being. We will be using the default black with three white boxed loading markers, while we narrow down on the issues causing these crashes.

Now, on the good stuff.


Attiras at war, your sandbox.
Let’s start with the biggest and most requested feature: the sandbox mode. One of the most highly debated topics in our game is the presence of the timers that drive the game narrative and pacing. While I remain steadfastly behind our design and narrative decisions to have them there, I also recognize that it is not for everyone and have taken measures to address it via the implementation of our sandbox mode, titled: the Attiran Conquest.

The new Attiran Conquest mode is a new mode that players can enjoy free from the narrative and time restraints that are present in the main game. Upon completion of the first act, players can start a new campaign that jumps straight into the war without any preamble. For this mode to work, all faction and character arcs have been removed and while certain events will remain in the game, no additional events will happen past the main game’s end date - but the player is free to continue questing and conquering the world until the end. This also means that this mode will only have one outcome: outright victory or death.

Note that this mode is not the original intent of the game or the narrative, and thus certain aspects that remain in this mode may feel out of place.

Through thick and thin.
Our second biggest implementation is in direct response to many players who found the rigors of command to be particularly taxing and were plagued by desertion. Of course, our intent with this system to highlight those exact challenges faced by those in leadership positions - constantly on the razor's edge of your own personal ideals and that of those who follow. To that end, the implementation of a slider that allows players to enlarge the Philosophical Distance Threshold in their game empowers them with the choice to set the challenge they want. And yes, for the masochists out there you do have the option of reducing the threshold as well.

The future that awaits.
Now I’ll leave the myriad changes for you to browse below as they are a bit of a mouthful and I would like to address some of the things we have in the pipeline.

The codex is top priority and the sheer bulk of all the systems, mechanics, and lore that we are compiling for it is rather staggering - so, know that it is coming but it will take some time. As always, we are pretty active on the community hub and Discord if you have any questions, that remains an open line of communication for those who are keen to talk to us.

We are also working on a new mechanical feature that would allow players to play the game with our balanced settings but not be too severely punished for their philosophical choices. This will also take a hot minute to implement and test, but it should provide a lore friendly way to alleviate our player’s frustrations.

Finally, I am very happy to confirm that achievements are coming. We will have over eighty in all and we are awaiting final implementation and testing for the triggers.

And with that, I’ll end it there. Thank you so much for your patience and continued feedback. This patch is a long time coming and we’re thrilled to push it out tonight.

Cheers,
- Igor

[EDIT] P.S. We also added an extra regional quest that can be randomly triggered once a region has been as a thank you to some of our fans out there!

1.1.4502 - Patch Notes:

Removed: Images in the loading screens that have been causing crashes during loading to and from combat until further notice.
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Added: Cinematic audio volume is now affected by the master volume
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Fixed: Quest objective that causes game over is now evaluated first
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Changed: FactionXSurvive objective no longer main objective for SP_Girond quest
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Added: Separated scene mouse input with scene keyboard mouse input in strategic so that panning with keyboard still works when the mouse hovers over UI elements
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Fixed: Bug where dead creatures are looted at the end of battle
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Fixed: Bug where aura effect from active ability doesn't applied immediately
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Fixed: Display bug where staggered value in spell text is multiplied by 5
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Removed: "Increases Fortitude" tool tip text when you hover over the Endurance label in character sheet
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Changed: Max cover value bonus increased from 50% to 65%
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Added: Preliminary Codex Prep
- Enables codex button in tactical
- Remove economic overview button in tactical
- Change the hovered texture for both codex and ingame-menu button with the proper ones
- Added: UI sound effect for codex button in both tactical and strategic
- Added: Codex UI assets
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Fixed: Description for Executioner Training
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Fixed: Aura effects from another character’s aura will not be removed properly when Character is out of aura range
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Fixed: Tactical character sheet aura syntax
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Improved: UI Lag in character sheet panel
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Fixed: Sandbox Epilogue cinematic now will change active map to an empty one
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Fixed: Quest option, burying the dead miner in AridClaimingQuest3 now cost 200 gold instead of giving 200 gold
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Fixed: Enemy loot not dropping if dropped by the last enemy killed
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Added: Additional Gold rewards for creature quests (250)
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Improved: Reduced delay after battle result from 1.5 secs to 0.5 secs
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Updated: Screen capture 2D to update every time strategic map is opened and every time a region color is updated.
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Refactor: Removed PAX folder
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Fixed: decals and corrupted RebelGeneric4 map.
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Fixed: LoreArchive map floor.
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Fixed: Choices with negative gold now will no longer appear if player has insufficient funds
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Added: No stop battle delay for retreat and end tutorial
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Added: New quest: In Their Defense
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Added: "Attiran Conquest" label to save game that is saved in the Sandbox mode
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Added: Gold condition check in In Their Defense quest Post Battle Dialogue
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Changed: War Worn Wretches map from TM_RebelGeneric4_Night_Primary to TM_RebelGeneric4_Dusk_Primary because TM_RebelGeneric4_Night_Primary is corrupted
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Changed: Initial character level at the start of ActSandbox is 5
Added: 1 of each weapon in castle inventory at the start of ActSandbox (Attiran Conquest)
Added: Fully Implemented BracatiEvent for ActSandbox
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Internal: Exposing GenerateItemForGenerator to blueprint
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Added: Disclaimer at the start of sandbox mode (Attiran Conquest)
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Fixed: Additional and correct quest lifetime timing
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Updated: Characters and Items for the quest In Their Defense
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Fixed: null reference at the end of battle
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Added and reorganized Male and Female Battle Cues
- ClaimantTaunt, DefaultMale, 2, 3, 4
- RebelTaunt, DefaultMale, 2, 3, 4
- FemaleClaimantTaunt, DefaultFemale, 2, 3, 4
- FemaleRebelTaunt, DefaultFemale, 2, 3, 4
- Female Rebel + GenericAction Cues, Default, 2, 3, 4
- Female Rebel + GenericAction Cues, Default, 2, 3, 4
- Loyalist, Female HitReaction - DefaultFemale (for all)
- Loyalist, Female TurnStartNotification, DefaultFemale, 2, 3, 4
- Loyalist, Female MoveConfirmation, DefaultFemale, 2, 3, 4
- Loyalist, Female WoundedTurnNotification, DefaultFemale, 2, 3, 4
- Male DeathReaction and RebelTaunt Cues
Updated and remixed Male and Female, WoundedTurnStart and FDeathReactoin
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Added: Leivan and Quintes non-essential marker in sandbox mode
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Base implementation for sandbox mode:
- Sandbox Act
- Button to start sandbox in both main menu and test menu
- Player can not start sandbox if he has not finished Act I
- Player can, however, play sandbox if he played the older version of the game
- Sandbox starts in day 1 with the same party as in act I
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Fixed: null reference in behavior tree check archetype decorator
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Added: new LoreArchive map.
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Fixed: Changing GoldIncomeModifier from the dialogue doesn't work, now the GoldIncomeModifier value will be saved
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Changed: FixCover related variable from WITH_EDITOR into EDITORONLY_DATA
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Refactor: Remove some unused assets and variables related to tactical game mode and session
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Added: Balanced the amount of gold in dialogue
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Fixed: localization key name conflicts in the code base
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Refactor: Remove unused assets, mostly related to PAX
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Fixed: Switching between general and weapon ability tree via the header title in the strategic menu is now using the same procedure as switching it via navigation button. This fixes the bug where up arrow notification is not affected by switching via header title
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Fixed: Incorrect archetype check for thermal, spirit, and arcane mage archetype variations
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Refactor: Remove old Game Prime related assets
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Fixed: Stop turn order from going to the next character when the battle ends
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Changed: Quest lifetime will continuously count down during journey
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Fixed: Character effects (buffs and aura) carried over through subsequent battle
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Fixed: Bug that collapses the loot panel when the player selects 'Takes all' in the battle result's screen
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Fixed: Typo in Antihalus Claiming Quest
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Fixed: Conquest win now show Leivan as king if Tavias never fight him, instead of Tavias
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Changed: the PDT slider label to 'Personality Distance Threshold'
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Added: a new gameplay option : Personality Distance Threshold slider
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Added: A functionality in grid manager to detect overlapped covers (covers that has the same index)
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Removed: Overlapped cover in TM_AttirasLibrary_Primary.umap
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Fixed: Finish quest from dialogue at the start of battle will stop the battle without delay (this fixes the bug where such thing will sometimes makes the game stuck)
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Fixed: bug where camera can still be controlled by player in tactical battle finish delay
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Fixed: finishing the quest doesn't trigger the Finish Quest Event
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Changed: If multiple quest objectives are completed/failed at the same moment in tactical battle, the worst one is chosen
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Fixed: Spellcasters will no longer target any character that has been vanished
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Fixed: Bug where Tactical Finish Battle is triggered triggered multiple times when more than one character died at the same time and at least two of them triggers end battle
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Added: A delay of 2 seconds before the result is shown in battle
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Fixed: All units will face nearest enemy at the start of battle
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Added: Screen capture 2D in strategic map has been changed from capturing per tick to capture on request
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Added: Balancing gold in Rebel arc
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Fixed: Foros' equipment bug fixed
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Fixed: Choices that give money, item, or characters in dialogues that is not part of the quest wouldn't show in the dialogue result (although said rewards are still granted to castle inventory/garrison)
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Improved: Spellcaster AI now only targets friendly unit and not neutral unit for healing and defensive spells
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Improved: Balancing gold in Act 1 and Act 2 Loyalist arc
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Fixed: Explorati report post-Coalescence now change depending on whether Rebel/Claimant faction still exists
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Fixed: Strategic main panel is now scales to fit the screen, so there's no cropped information anymore for resolution scale 16:10
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Changed: Reverted the minimum resolution scale back to 16:10
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Fixed: Bug where party is still going to its target quest node even though the quest in that node has finished (either by story or timed out).

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Offline Asid

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Re: Forged of Blood : Tactical RPG
« Reply #3 on: September 09, 2019, 11:37:27 PM »
Achievement testing going live
Mon, 9 September 2019


Forged of Blood achievements will be live for testing, but cannot be earned yet.
Hey everyone,

We have a short update today to announce that the 87 achievements we currently have listed will be going live for a short period this week while we do some final testing. This means that you will be able to see the listed achievements but you will not yet be able to earn them via in-game actions.

After we have made sure that the achievements are triggered properly we will be including them into our upcoming patch.

There will be a lot of fixes and additions coming up, in addition to the big addition of our achievements and codex features. We thank you for your patience and continued support throughout the last few weeks.

Thanks,
Igor

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Offline Asid

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Re: Forged of Blood : Tactical RPG
« Reply #4 on: September 14, 2019, 02:30:16 PM »
Expanding on the World of Attiras, Patch 1.3.4613
September 14, 2019


New Codex, Spell Save/Load system, Bribe mechanics, and Achievements


September 14, 2019 - 1.3.4613

Hello!

We’ve been fairly quiet in the last few weeks as we focused on implementing a number of big features that pushed our game out to 1.3. While we would have liked to push out the 1.2 patch earlier, some of the systems are already tied together so we had to power through and make sure everything works together in our latest patch, and here we are, so on to the big updates.

The Codex

One of the largest features we’ve implemented in this patch is the inclusion of the Codex - a repository of lore, mechanical definition, and tutorial entries that are searchable and interlinked. This was a pretty massive undertaking as it required the implementation of a new system and complete overhaul to much of the lore text to fit our intended format, as such this is something we will continue to edit, expand, and refine as we go along.



In this patch we’ve included a bit of the ancient history of Attiras and provided some additional lore context to the creatures, factions, and our main protagonists. We’ve also entered in a pretty comprehensive list of definitions and mechanical explanations of the many features and mechanics in the game along with the main tutorial slides from before. As mentioned, we will be adding on to it in the coming patches, and while we have our own backlog, your comments will help us prioritize what entries need to be put, edited, or elaborated on.

Spell Saving and Loading

Having implemented a spellcrafting system as massive as ours, one of the most requested quality of life features has been the ability to save a spell that you have crafted for use on other characters. This was a bit tricky but we’ve managed to make it work with the caveat that saved spells can only save that particular instance of the spell; which means that you will still need to manually level up your customs spells, and if loading the spell into a character with a lower magurite control stat, you will need to adjust the levels accordingly. This is of course due to the custom spells being custom to each player’s making.



For returning players, you will note a slight change in the Spellcrafting UI with the Save/Load section being added on the bottom. Spells will need to be crafted and confirmed as before, once the name is confirmed, clicking the Save button with the spell selected will open the Spell Save menu. This will function just like the game’s Save/Load function from here on out. Loading a spell will overwrite the selected spell, and saved spells will only be available to the appropriate energy type. Once saved, spells can be used across multiple characters and campaigns as they will function much like a saved game. Happy crafting!

Bribes.

Now, to address the many concerns that have been expressed by players regarding the brutal nature of our Philosophical Index and the Distance Threshold for each character, we’ve been working on a couple options that are more in line with my lore and game design intent. While we work on the much larger and time consuming feature we have planned, this patch adds a couple “bribe” options to the warning dialogue that pops up when you followers are unhappy. You will now have the option to respond, and with enough gold in your treasury you will also be presented with two tiers of bribes to alleviate your follower’s discontent over your decisions. As they say: money talks - even in Attiras.

Achievements.

Finally, we have also put in the achievements many have been waiting for! There are 87 achievements in total for you to earn in-game.



Known issues:

Random dialogue threads leading out from the PDT warnings may trigger a null response with the wrong portrait and character name, but the chosen shift will still take effect. You can verify this by checking the character PP position in the Tri-axis Philosophical Index once the dialogue is over.

PDT warning values are still undergoing testing internally and may be subject to change in future patches.

Certain achievements that only need a specific numerical checks will be earned when loading a saved game (e.g. Number of territories or gold amount in treasury). Other achievements that require a specific event will require that event to be triggered again to earn (e.g Finishing Act 1, or completing a specific quest). Also, most achievements can be earned via the War of Claims and Attiran Conquests, with specific exceptions called out in the descriptions.

With this patch focusing on implementing the biggest new features we’ve been working on for weeks, we will go through and deal with the litany of smaller bug fixes in the coming week. The addition of new features will also bring a small chance that older saved games may be corrupted - our internal testing has proved otherwise but we would be remiss in not accounting for that possibility once the patch is out en masse.

Thanks for reading, and I hope you will enjoy everything we’ve put into this patch. It’s been a few weeks of non-stop work to get everything together.

Cheers!
Igor


1.3.4613 - Patch Notes:


Fixed: Deleted empty rows in the codex
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Updated: Codex Entry with new 'Tutorial' section, along with pictures.
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Fixed: Wife achievement check related function
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Change: Updating Codex/CodexEntries.uasset
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Misc: Fixed achievement ID typo
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Updated: CodexEntries for Attiran Lore
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Added: GF_GotCaenicanSword flag to the SP_Teonas BattleWon dialogue
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Added: Icons for 'Lore' section in the Codex.
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Added: Icons for 'Weapon Ability' section in the Codex.
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Added: Icons for 'Character Statistics' and 'Status Effects' sections in the Codex.
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Added: CodexArt Batch 2 and 3
Removed: Empty codex entries
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Misc: Achievement checkpoint
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Updated: Weapon Ability Icons for the following: battle Axe, Dagger, Great Axe, Long Sword, Long bow, Maul, Short Sword, Short bow, and Warhammer.
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Fixed: Bug where adding a character to a full party makes that characters to be also present on the Garrison list
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Fixed: Spell achievement effect modifier and global modifier checks
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Fixed: Weapon ability achievement value checks is now being done sequentially
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Fixed: Weapon ability point achievement is now checking the distributed points instead of the total available points
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Changed: Ability names in in the ability trees are now wrapped at max 160 px to prevent overlap
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Fixed: Hardiness general ability [Hog's Grit] name
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Added: Spell save system
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Added: achievement id in DefaultEngine.ini
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Implemented: ACH_W_LongSwordTree
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Implemented: BeastCompendium Achievement
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Implemented: QuestBeastCompendiumCheck
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Implemented weapon tree achievement
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Added: Codex art batch 2
Changed: Formatting style in Codex fixed
Changed: Codex font reduced to 16
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Implemented ACH_ComethAndGone
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Implemented ACH_Alright
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Implemented ACH_AttiranConquerer
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Implemented ACH_PoliticalAdept, ACH_BirdsofaFeather, ACH_BloddlineEneded, ACH_BloodlineRenewed, ACH_TheWarClaims, ACH_LoyaltoTheEnd, ACH_ALongApprenticeship, ACH_AGildedLily, ACH_ThreeisaCrowd
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Implemented ACH_Hoarder, ACH_Hoarder, ACH_HomeAgain, conquest related achievement
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Implemented spell related Achievement
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Implemented ACH_MonHun
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Updated: Steam Achievement check
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Implemented spell related achievement
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Added: Level 25 and 26 hire cost to the MarketplaceData
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Added GF_GotKanara, GF_GotHanur, GF_GotClodia game flags
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Implemented Hoarder
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Implemented ACH_TheLittleBrother
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Added GF_GottAnnus game flag
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Implemented ACH_TheSistersKeeper
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Added GF_GotTissia game flag
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Implemented: ACH_ThePridefulMage
Implemented: ACH_TheShieldmaiden
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Added: Codex entries, tags added, and formatting
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Added GF_GotYventha game flag
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Added GF_GotVanir game flag
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Added ACH_TheCaenicanLegacy
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Added GF_GotCaenicanSword game flag
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Implemented ACH_Kingslayer
Implemented ACH_BirdsofaFeather
Implemented ACH_TheThorneInYourSide
Implemented ACH_TheFinalWord
Implemented ACH_ThatOldRuin
Implemented OnPersonalityChanged Event Dispatcher
Implemented ACH_TheBleedingHeart, ACH_TheHedon, ACH_TheColdScholar
Implemented ACH_PoliticalAdept
Implemented creature, claimant, and rebellion kill tracker
Implemented ACH_LiveTo
Implemented ACH_FightAnotherDay
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Added Achievement Checker
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Changed: Fixed size for Codex Entry buttons now allows for wrapping and has no max height
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Added various achievement handlers
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Added: Character Stats text and formatting.
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Added: Characters that doesn't have an ID will be automatically pre-generated and assigned an ID
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Fixed: Tutorial prologue C 03 image edge glow.
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Added: Action point tutorial images to codex entries
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Fixed: SetCommonID in DialogueController
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Added: Followers warning dialogue options added
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Added: Bribing mechanic recheck
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Updated: Staggered delay marker to match spell type delay marker
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Changed: Codex Hyperlink formatting in Consts
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Fixed: Eviction by Force quest: Tempest location stuck fixed
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Added: Missing Hyperlink assets


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