Translations for our friends around the world.

Author Topic: Glorious Companions turn-based tactical RPG  (Read 2192 times)

0 Members and 1 Guest are viewing this topic.

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Glorious Companions turn-based tactical RPG
« on: September 23, 2019, 12:25:54 PM »


Glorious Companions is a turn-based tactical RPG set in the fantasy world of Navaroth. Craft your own journey as a leader of a mercenary company! Aspire to become a powerful lord, solve the mystery of the Ancient Guardians, or just ride around the continent building your fortune on trade.

Home page
Steam
Forum
YouTube


Single-player, Multi-player, Online Multi-Player, Local Multi-Player


Glorious Companions - New Gameplay Trailer





About

Glorious Companions is a turn based tactical RPG set in an original fantasy world of Navaroth where you craft your own journey as a leader of a mercenary company. Aspire to become a powerful lord, solve the mystery of the Ancient Guardians or just ride around the continent building your fortune on trade.



The world of Navaroth has been carefully built and maintained by us throughout the years. The whole premise began as a pen-and-paper RPG system. Even the game itself had many different forms throughout the years. In 2009 it was a small mini-game with 2D cards representing the characters. However, it has turned into so much more.




•   Custom and gritty combat system: no one is invincible as a single well-aimed strike can take out a careless warrior.
•   No battle is truly over until it’s over: eliminate the enemy captain to win the battle, but be careful as it works the other way around too!
•   Tried and proven formula: the world of Navaroth has its roots in an original pen-and-paper RPG system featuring a science based magic system.
•   Pick your side: become an ally to the vengeful Scarres or join the ranks of the wise Valrenay militia. More factions will be revealed during the development.
•   Take care of your men: keep their morale high by serving them luxury food and alcohols, train them at special facilities when they gather enough experience and crucially - don’t let them bleed out after a tough battle.
•   No two soldiers are ever the same: play to your units natural predispositions, train and equip them to your liking.
•   New world on each playthrough: the continent and its political climate are procedurally generated at the beginning of every journey.
•   Start small and expand: focus first on making a name for yourself as a lord by winning small skirmishes, or lay the foundations of a thriving merchant guild.
•   More power means more responsibility: a wise leader is not merely an army commander; attend to a variety of political and economic issues as your empire grows.
•   Danger from afar: try not to get too complacent, as the Ancient Guardians eventually wake up and threaten the known world.




At the very beginning there’s only you, your family’s grumpy servant and a rusty sword against the entire world. Forget about a big army of professional mercenaries, you’ll have to settle for a bunch of shoddy, club-wielding scoundrels as you work your way up and gain enough credibility and coin to hire better companions.

Remember that the journey is not a fairy tale. You will scramble for gold to keep your party fed, rested and more importantly, with their pouches full of coins - as your men will not stay with you for very long without their wages paid on time.



Your units earn experience points proportionate to their contribution on the battlefield. Send them to train in militia barracks or to master new abilities in distant shrines and they’ll come back stronger a few days later. You’ll be able to choose from a plethora of different equipment to gear them appropriately. Each item and armor piece has different qualities and there are no clear-cut best builds for every possible scenario - all the weapons are designed to be viable under favorable conditions.




Folks say that a brave commander doesn’t hide behind their troops. What they don’t tell you, though, is that they’re usually not alive for their second battle. You’ll have to be very careful to not overextend and yet not appear too scared to join the fray, as your men will take notice of that.

Depending on your starting archetype your lord commander will provide a different aura that helps nearby companions. Fighter’s Command is a buff that will help you to build a protective formation around your commander by granting nearby units a shielding/parrying bonus for each ally unit in direct contact with one another. Skirmisher’s Path on the other hand, grants a dodging and mobility boost for nearby units who are not standing next to allies. You’ll unlock more unique commander abilities as you progress in the game.




The game is a big breathing world where things happen even if you stay idle or focus on doing your own thing. Decide between rising in the ranks of the chosen faction, or risk making more enemies by founding your own kingdom; between playing dirty and taking any advantage you can, or becoming an honorable hero; between making bank and making allies.

Your end game is dependant on your play style and the actions you took. There’s no set story in the world of Navaroth. You may end up managing wood supplies between a dozen cities you own. Who knows, you might simply enjoy the life of a vigilante’s band leader and decide to stay on the run. This is your story.



Mature Content Description

The developers describe the content like this:

Glorious Companions features depictions of violence between non-realistic characters.












































I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #1 on: October 01, 2019, 02:58:03 PM »
Update 0.36 - Valrenay Abilities
Tue, 1 October 2019




Hello there, Companions!

Today we’re releasing a long awaited update that introduces special abilities for all Valrenay units. Now everyone will have at least a few to let them shine on the battlefield. It is by no means the complete selection of unit skills, we plan to have at least 10 special abilities to choose from for each unit.

If you have any questions or suggestions, head over to our Steam Forums or our official Discord Server.
Content:


•   6 new abilities for Valrenay Gunner: Steam Punch, Shield Bash, Watch Out, Taunt, Papa Bless, Power Knee Gong.
•   3 new abilities for Valrenay Engineer: Fixer Upper, Steam Release, Frag Grenade.
•   2 new abilities for Valrenay Blade Dancer: Hurricane Strike, Dance of Blades.
•   2 new abilities for Valrenay Trapper: Makeshift Weapon, Ancestral Equalizer.



Balance:

•   Reduced AoE of Baron’s Rain of Bullets from 3x3 to 2x2.
•   Changed the Battlepoints cost of most weapons and armor pieces.
•   Changed Valrenay Resource stats.
•   Changed the dead trees from half cover to full covers.
•   Balanced the resource / ap costs and cooldowns of Valrenay abilities.

Bug fixes:

•   Fixed a bug with playing two consecutive games in the online mode.
•   Fixed sorting and calculating MVP in post online battle window.
•   Fixed a double aura / stacking auras bug.
•   Fixed a bug with leveling up Construction company attribute even though it is disabled.
•   Fixed last enemy AI behaviour.

QoL improvements and tweaks:

•   Added quest giver’s name in the UI.
•   Added a small resource bar under units’ health bar in battle.
•   Implemented company’s First Aid attribute.
•   Added Resource bar under the HP bar in battle UI.
•   Optimized game save file size.
•   Changed how the permadeath chance is calculated and now your units may die even in a won battle if their wounds were grievous enough.
•   Added an option to level up the Resource attribute.
•   Added an orbiting camera rotation under LMB in battles.
•   Changed the movement on the world map to RMB for consistency.
•   Added camera scrolling under LMB on the world map.


As for the Scarres, we’re currently working on their armors and special abilities. Here’s an Acolyte in Fur Armor:




I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #2 on: October 23, 2019, 12:50:51 AM »
Teasing the Halloween Update
Tue, 22 October 2019

Hello there, Companions!



This time we’re here with a short tease of the upcoming Halloween Update for Glorious Companions. Aside from the Halloween-themed additions, we’ll also release a brand new gameplay mechanic - the Camping system.

Camping



Each company on the world map will receive their own energy meter (condition), which is used when moving across the continent and when engaging in combat. If the energy drops down to zero, the party will be forced to camp. For that reason, wise commanders should plan their camps ahead of time to avoid getting trapped in enemy territory.

Camping will open up new gameplay options for you to choose from. Now you’ll be able to delegate your people to hunt for food, heal the wounded companions or cook a tasty meal to boost the company’s morale. Each of your units will be more predisposed towards different responsibilities at the camp. For example agile units will yield better results when hunting, while strong companions will serve you better building fortifications.

Graphics Settings & Rebindable Controls



Yes, they’re finally coming. You’ve waited long enough for them.

New and revised quests

We’ve sat down to fix some of the old quests and add new ones. Discover what’s new for yourself!

Halloween stuff

While we’re on the topic of new quests, during the Halloween event you’ll have a unique chance to obtain limited items - the legendary Pumpkin Helmet and the Eternal Flame sword.
Just raid some Spiders Nests, collect the Spider Eggs and cash them in for an epic reward! Beware though, the new Spider enemies will have a few special abilities up their hairy sleeves, so you’d better not let them surprise you.

The battle locations will also receive a time-limited Halloween-themed decor, make sure the check them out while they’re available.

Smaller changes and tweaks

In this update we will also address some of the concerns raised by the community; food amount problems, merchant money issues, the ability to discard items, the Berserk Rush bug to name a few.


I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #3 on: October 28, 2019, 11:33:11 PM »
Halloween & Camping Update (0.37)
Mon, 28 October 2019

Hello there, Companions!



Today we’re releasing a Halloween themed update that also introduces a big, new gameplay mechanics into the game, the Camping system, along with a bunch of new content and fixes.
To celebrate this, the game is now 25% off! Make sure to tell your friends and family!

If you encounter any bugs with new systems, please report them on our Forums or on our official Discord Server. Keep in mind that you’ll probably have to wait until the next in-game week to access new quests, items, etc if you’re using an old save file.

Camping



Each company on the world map will now feature their own energy meter (condition), which is used when moving across the continent and when engaging in combat. If the energy drops down to zero, the party is forced to camp. For that reason, wise commanders should plan their camps ahead of time to avoid getting trapped in enemy territory.

Camping will open up new gameplay options for you to choose from. Now you’ll be able to delegate your people to hunt for food, heal the wounded companions or cook a tasty meal to boost the company’s morale. Each of your units will be more predisposed towards different responsibilities at the camp. For example agile units will yield better results when hunting, while strong companions will serve you better building fortifications.

For now two Camping activities are still locked for future development - Crafting & Watching Prisoners.
Graphics Settings & Rebindable Controls


Yes, they’re finally in the game. You’ve waited long enough for them.

New and revised quests


We’ve sat down to fix some of the old quests and add new ones. There are a total of 12 new quests, including two special ones that will grant you new Halloween-themed items: the Eternal Punishment and Eternal Vengeance. To get them you’ll need to raid the Spider Nests scattered across the island. We’ve raised their spawn rate quite a bit to celebrate Halloween, so make sure to take advantage of it while it lasts.

Halloween stuff



While we’re on the topic of new quests, during the Halloween event you’ll have a unique chance to obtain limited items - the legendary Eternal Punishment sword and the Eternal Vengeance axe.

Just raid some Spiders Nests, collect the Spider Eggs and cash them in for an epic reward! Beware though, the new Spider enemies will have a few special abilities up their hairy sleeves, so you’d better not let them surprise you.

The battle locations also received a time-limited Halloween-themed decor, make sure the check them out while they’re available.

New Shields



The shield models have been changed and there are quite a few new shields to choose from. We’ve split the Ranged Defense and the Melee Defense into two different stats so there’s more to play around tactics-wise.
Smaller changes and tweaks

In this update we have also addressed some of the concerns raised by the community: food amount problems, merchant money issues, the ability to discard items and the Berserk Rush bug to name a few.


Here’s the full changelog

Temporary:

•   Main Menu got a little spooky to celebrate Halloween.
•   Added a number of special Halloween decorations on the battle locations.
•   Increased the number of Spider Nests on the world map.


Content:

•   Implemented Camping System and Camp Battles.
•   Added a controls rebind screen in settings.
•   Added a graphics settings screen.
•   Added a new interactive object on the world map: Spider Nest.
•   Implemented a new penalty for failing the attribute check in interactive objects that results in a battle.
•   Added 2 new legendary weapons with On Hit effects.
•   Added 2 new enemies: Spider Queen and Spider with a unique Captain Call “Call Of The Nest”.
•   Added 12 new quests and changed some of the old ones.
•   Added 5 new types of shields.
•   Changed Moon Shield to Griffin Shield.
•   Changed the Hunger mechanic: you can find it displayed for each unit in the Unit Panel and the Overview Panel.
•   Implemented pathfinding on the world map: companies will now avoid traversing through the water, etc.
•   Added an Item Context Menu in the Unit Panel. It’s accessible under RMB and the Quick Action (equip/unequip) is now under the MMB.
•   Added a Discard option for items.
•   Added a new Bandits type - Shadows. They’re more powerful and wield more expensive equipment.
•   Regular Bandits got nerfed and will now wield barely any armor and only cheap weapons.
•   Redesigned the melee control zone mechanic in battles. Units won’t be able to pass through a defense line without getting a few hits in return anymore. This should make it more feasible to protect your Captain, enhancing the positioning aspect of the game.
•   Added 6 new food items.


Balance:

•   Abandoned Camp will now trigger a battle with bandits on attribute check fail, instead of inflicting a permanent negative trait.
•   Sped up company movement on the world map.
•   City merchants will now have a guaranteed minimum number of food items in store.
•   Increased the capacity of Food items.
•   Bandits will now travel with some materials and food in their party stashes.
•   Increased food drop rate from Animals.
•   Split Shield defense bonus into Ranged and Melee.
•   Increased the number of Bandits on the world map compared to Animal neutrals. (Say goodbye to Hunter Simulator :D)


Bug fixes:

•   Fixed a bug with Captain Calls not always working.
•   Fixed starting wolves not dropping any loot.
•   Added quite a few improvements for the enemy AI.


QoL improvements and tweaks:

•   Merchant gold now refreshes every week.
•   All tooltips react quicker now.

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #4 on: October 30, 2019, 02:39:34 PM »
Update 0.37b Patch Notes
Wed, 30 October 2019

Followup patch to Halloween Update with tweaks and fixes.

Hello there, Companions!



We've prepared a short video showcasing some of the changes in the Halloween Update:




Here's what's new:

Bug fixes:
•   Fixed displaying Energy in HUD.
•   Fixed a bug with entering enemy melee zones.
•   Fixed a bug where the game would freeze at the beginning of a week.
•   Fixed a bug where the Hunger wound wouldn't apply to hungry units.
•   Fixed a bug with the meat gained from Hunting didn't refresh the value in the HUD.

We'd love to hear your feedback on the Camping System. Is it fun? Do you have any issues with it or suggestions? Let us know in the comments!

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #5 on: November 25, 2019, 11:38:08 PM »
Update 0.38 Patch Notes
Mon, 25 November 2019

Introducing new portraits for the Valrenay race!

Hello there, Companions!



Today we’re releasing an update that introduces a new Valrenay playable class, Trapper. We’ve heard your feedback regarding male playable characters and we’ve decided to rebrand this whole idea. We want you to think of these characters as classes, each with their own strengths and weakness, but ultimately with plenty of room for you to customize. While each race will feature 5 classes total, we plan on making the final class (until now known as the fifth unit “tier”) a prestigious one (thus not playable as a captain) that you’ll have to spend extra coin on to hire.

We’ve also finally updated the character portraits to a higher quality artwork, as opposed to the old renders that looked really out of place. Here’s a brand new look for our Blade Dancer & Trapper.



The update also features a new “Easy Start” option when starting a new campaign playthrough. This should come in handy if you’re just starting out, or you want to get through the boring bits a little bit faster.

Content:

•   Valrenay Trapper now became a playable character as a captain.
•   Trapper received face and hair options.
•   Character creation screen revamped.
•   Added new character portraits for the Valrenay race.
•   Turned off the Halloween themed menu and battlefields.
•   Added an 'Easy Start' option when starting a new game.
•   Added tips that show up on the loading screen.
•   Added a changelog window in the main menu.
•   Added a loading circle to the loading screen.

Balance:

•   Lowered EXP required for unit levels from 6th and up.
•   Lowered EXP required for company levels.
•   Lowered the spawn rate of Spiders Nest interactive object on the world map.

Bug fixes:

•   Fixed Quest panel sometimes rendering over the Unit / EQ panel. (thanks to Phil85 for the report)
•   Engineer's Heal now works on player characters too.
•   Fixed the bug with camping while in city area.
•   Fixed rotating after attack mismatch in the battle state.
•   Fixed AI not suffering AP penalties.
•   Fixed a number of bugs with incorrect synchronization of the battle state when using some of the Valrenay abilities.
•   Fixed a bug with some attacks using up Movement AP.
•   Cleaned up attack tooltips. All disadvantageous notes will appear in yellow from now and advantageous ones in green.


In the meantime we've started working on the first boss in Glorious Companions. Take a peek at this work in progress model:





I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #6 on: December 03, 2019, 11:35:04 PM »
Half a Year in Early Access & Development Roadmap
Tue, 3 December 2019

Summary of the first six months Glorious Companions has been out and an updated Roadmap.
Hello there, Companions!

So, it’s been six months since our Steam Early Access release and we’ve learned a lot during this time. We’ve released a total of 7 big updates during the first half of the year that Glorious Companions has been out. We thought that it would be the perfect time to sum up how it all went.



First of all, we want to thank all of you who supported us throughout the release and up to this point. We’ve received countless quality feedback reports and suggestions on how to improve the gameplay experience. We know that we’ve launched really early and we’re glad to have your support during the development process.

Development Progress

Let’s recall what our plans were for further development when we launched. Here’s a quote from the release announcement:

Short Term Continuous Updates (aka things you can expect in the coming weeks)
Valrenay Abilities Updates
New Weapon Types Updates
AI Updates
Hair Style Options for Player Characters
Bug Fixes & QoL tweaks
Balance Patches

Big Content & Feature Updates
Scarres Fully Playable Race Update
Camping System
World Map 2.0 (region based, roads, simulated trading, new environment assets)
Settlement Management and Sieges Update
Procedural Generation of Battle Locations (based on their position on the world map)
Anderia Fully Playable Race Update
Trigoths Fully Playable Race Update
Politics & World Map AI Update
Peer-2-Peer Multiplayer Update
Mercenary Faction Update
Ancient Guardians Uprising Update




So let’s see what we actually managed to do since then:

•   Lots of QoL tweaks and bug fixes.
•   Unexpected Captain Update that introduced new mechanics that we didn’t plan beforehand. It differentiated the Captain units from the other companions and improved Captain survival during battles.
•   Added new neutral enemy groups.
•   Implemented Firearms and reloading mechanic.
•   Implemented Company Overview panel.
•   Implemented Food & Companion Happiness Systems.
•   Reworked the AI.
•   Added Day & Night cycle in battles.
•   Added the Custom Battle mode and the Battlecrew Builder.
•   Implemented local and online multiplayer.
•   Implemented Procedurally Generated Battlefields.
•   Added Diplomacy panel.
•   Implemented a few special abilities for all Valrenay units.
•   Implemented the Camping System.
•   Added functional Options screen and rebinding controls.
•   Added new Shields.
•   Had a Halloween Event that introduced new enemies, new interactive world map objects and new legendary items.
•   Added new character portraits for the Valrenay units.
•   Made Trapper into a playable character based on your feedback.
•   Revamped the Character Creation screen.
•   Added an Easy Start option.
•   Added a Changelog to the main menu.
•   Implemented tips showing on the loading screen.



As you can see we’ve managed to release a lot of stuff that we didn’t expect to work on, however, some other things took us longer than we had hoped for. The main offenders here are the Scarres that we’ve nearly finished, but we’re still implementing special abilities for all of them. We want to launch them properly with all features fully working.

The other thing that we had hoped would take less time to implement is the World Map 2.0 Update. Unfortunately, we’ve had so much on our plates regarding other tasks that we haven’t had much time to pour into it.

Further Development Roadmap

We’re also striving to be as transparent with the development as possible, thus we’ve created a public roadmap. Now you’ll all be able to track progress and learn what exactly is in store for the full release of Glorious Companions.

Check out the Development Roadmap here: https://trello.com/b/nyHcc2eE/glorious-companions-roadmap

Also, we're always ready to answer your questions or feedback on our official Discord server. Join the community here: https://discordapp.com/invite/cSp6znH

New Cover Art

As some of you might have noticed, we’ve also commissioned a new cover artwork for the game! We feel it represents the mood of the game way more accurately. What do you guys think?



You can check out other works by the artists on his website https://dawidjurek.com/

Let us know your thoughts in the comments! And take advantage of the Autumn -34% Sale while it still lasts, should be up for a few more hours 



I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #7 on: December 20, 2019, 02:37:52 PM »
Winter Sale -34% & Scarres race full gameplay video
Thu, 19 December 2019


Check out the first video featuring the new Scarres race!

Hello there, Companions!

We're back with another -34% sale for the end of this year!

Also we're still making progress on the development of the new playable race - the Scarres. Check out a few of their portraits below:







We've just hosted a small in-house tournament at our team to test out the new units and their abilities. It turned out to be lots of fun and we've even managed to record footage from the final best-of-3 match. You can watch the full gameplay videos from all three games below, however keep in mind that they're still work in progress!

InHouse #2 Finals [Game 1]




InHouse #2 Finals [Game 2]




InHouse #2 Finals [Game 3]




Have fun and let us know if you have any questions or feedback!

Glorious Companions



I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #8 on: January 31, 2020, 12:22:50 AM »
Development Log: Teasing the Scarres Update
Thu, 30 January 2020


We’re back with a very special teaser announcement for the upcoming Scarres Update (0.4).

Hello there, Companions!



We’re back with a very special teaser announcement for the upcoming Scarres Update (0.4). This one might be the biggest update since we’ve launched the Early Access version of Glorious Companions. We’ll be pairing it up with a 50% off Weeklong Deal on Steam to spice the whole thing up.

So, without any further ado, let’s dive right in to what the 0.4 version will bring into the game.

Scarres - the New Playable Race



Some of you might know that in theory some Scarre units are already in the game. However, they all use outdated models that were made some 7 years ago, they don’t have any abilities, don’t have all the weapon animations, and on top of that, they don’t even have dedicated armor models. They are also not a playable race, in the sense that you can’t pick them when you’re starting the campaign.

All this will change with the Scarres Update. The old content was scrapped entirely and we’ve redesigned the whole race, their play style, unit types and skills from the ground up.
Scarres come with their own resource called Vengeance, which they need to use their special abilities. Contrary to the Valrenay that start each battle with their resource bars filled up, Scarre units start battles with no Vengeance and replenish it when their nearby allies receive damage or die, making them stronger as the battle progresses.

Scarres will have 5 classes of their own, each with 4-5 special abilities (out of the 10-12 planned for the full version) to wreck havoc on the battlefield. They will introduce the fantasy element back into the game that was up till now overshadowed by steampunk themes. The Red Lizardmen use blood magic instead of technology, which will introduce a few pretty cool spells.

Special Abilities



We’ve made a lot of fixes and balance changes to the already existing abilities. Additionally, the Tooltips System has received a small rehaul and we will finally be able to show more information about the skills your companions use.

On top of that, we’ve finally enabled AI to use some of the spells (mostly single-target abilities at the moment), so don’t get caught surprised when an enemy unit pulls out a Master Ability on your captain.

Goals System



We’ve been getting a lot of feedback about the lack of direction at the beginning of the game. To combat this, we’ve implemented an Overarching Goals System that will always give you something to do. Right after the first battle, you’ll be able to choose your first Goal. We’ve made a whole tree of goals and you can expect different progression based on your choices.

Misc



As for the smaller stuff, as always we’ve spent some time fixing quite a few nasty bugs, both the ones that we discovered on our own and the ones the community has reported. The AI has received another batch of changes too, though it’s still nowhere near the state which we intend for the full game to feature. We’ve added thin HP bars for the shields as it’s honestly pretty weird that we hadn’t thought of this one earlier.

And finally, we’ve made some important fixes / changes that should get rid of the frequent crashes, or at the very least minimize the issue. We’ll investigate it further to see if the problem was successfully eradicated.

Let us know your thoughts in the comments and follow the game for more updates! :lunar2020contentgoat:



I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #9 on: February 24, 2020, 12:57:29 PM »
Patch Notes 0.4e
Mon, 24 February 2020

Hello there, Companions!

Turned out that the amount of new additions to the game in our 0.4 Update kind of impacted the stability of the build. To be honest it was one of the most thoroughly tested builds that we published, unfortunately we weren't able to catch some of the bugs before the Update's release.



Anyways, we've fixed a number of game-breaking bugs that you've reported and the game should be much more stable now. If you encounter anything else, please send us your Player.log and save files to contact@gloriouscompanions.com or post them on the Bugs subforum.

Bug fixes and tweaks:

•   Fixed mouse camera scrolling in Battle.
•   Fixed a bug with the Sweet Revenge quest. (reported by Bristly Stranger)
•   Fixed the Fur Armor texture on Walord. (reported by Bristly Stranger)
•   Fixed a bug with the Trapper goal. (reported by madra)
•   Fixed World Map loading bug. (reported by Rob'sEvilTwin)
•   Fixed a bug on the World Map with the time still flowing after stopping the company's movement in some cases.


I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #10 on: February 28, 2020, 11:56:29 PM »
Patch Notes 0.4f
28 Feb 2020


Hello there, Companions!

Here are a few more fixes for the bugs you've reported and we've found ourselves.

Bug fixes and tweaks:
- Fixed a bug with Baron's Knockback in Training Facility. (reported by CaptainSol)
- Fixed a number of bugs with Camping assignments. (one of them reported by MoonShadow)
- Fixed a bug with some abilities requiring firearm ammo to use. (reported by CaptainSol)
- Fixed Shamaness's passive and Power Drain's damage.
- Captain Call descriptors tweaked.


I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #11 on: April 24, 2020, 12:42:36 PM »
Plans for Future Development & Teasing the 0.5 Update
Thu, 23 April 2020

Check out what's coming in the next update and when it's gonna be released!

Hello there, Companions!



We’re back with some fresh news and development updates. We’ll talk about our plans for the future of GC’s development, as well as the contents of the next update. To be frank, in the recent months we’ve thought a lot about the direction we’re taking with this game and we’ve spent a lot of time analysing the feedback we’ve received since our EA release.

We’ve decided that what the game lacks the most at the moment are not new races or abilities. Our biggest priority right now will be fixing and improving the gameplay foundations, and you’ll see the first batch of that in Update 0.5. We’ve come to the bitter realization that no amount of new playable units will make the game fun, when there’s little to do on the world map and the battles don’t offer enough challenges and/or variety after the first few.

Fortunately, based on the feedback we’ve received and our own conclusions we’ve got a solid plan on how to get the game to where we want it to be. It’ll require a lot of hard work but we’re confident that it’ll be for the best.

Update 0.5 Major Contents

Anyhow, for now let’s go back to the upcoming 0.5 Update that will be released in the first week of June. Besides the QoL improvements, smaller features and bug fixes, here are the two biggest changes that we’re preparing for you:

Fog of War



This is the biggest feature we’ve been working on recently and it meddles with a lot of other mechanics, especially with the AI and special abilities. We’ve still got a lot of testing, balancing and bug fixing to do when it comes to it but the core mechanic is already up and running.
We’re hoping that this change will make battles more interesting and thrilling. It should also allow for more intricate strategies and tactics to be used successfully on the battlefields.

Battle Win Conditions

We’ve read a lot of your feedback suggesting that the current win condition (killing the enemy captain) makes battles boring instead of exciting (which was our intention). After a few discussions we’ve decided that while this mechanic serves its role in a competitive multiplayer setting, it doesn’t work quite as well in a single player experience when playing against AI controlled enemies.

But we also didn’t want to completely get rid of it. In the next update killing the enemy captain won’t end the battle, but instead it’ll substantially hinder enemy morale. First of all, death of the enemy captain will trigger a Fear check among the party and each unit will receive a slight debuff that’ll weaken its fighting capabilities. That way aiming to take down the enemy captain will still remain important to win the battle, and yet it should also make for a more fun and balanced gameplay.

Oh, and letting your own captain die will still trigger an instant defeat like it did so far.



Plans for the future

Okay, so let’s go through the biggest features/changes that we’re planning for further development (as in stuff that we want to have in the game when we release the full version / leave EA).

Skills / Abilities rework

We thought that it’d be fun to leave units at special training facilities so they can master new skills, but it turned out to be a lot more tedious than we expected. Additionally, it’s not very intuitive and some players might even completely miss that there are abilities to be learned in the game.

Instead, we’re working on a system where units will gain special skill points used to unlock abilities every few levels, and players will be able to use them right away in the Unit Panel. Thus learning new abilities won’t require time and gold anymore. We also plan to implement a lot of smaller skills that units will be able to learn besides the major abilities we have implemented at the moment. When maxed out, each unit will have 5 skills, of which at most 3 will be active abilities.

Story / Gameplay Direction

Here’s the biggest news: we’ve decided to scrap the idea of going full-on sand-box mode with Glorious Companions. Rather than that, we’ll focus on implementing a main quest line so that players have interesting stuff to do from the get-go. We’ve realized that we simply do not have the manpower to ever get to the point where that mode alone would be compelling enough for most players. That doesn’t mean that we’re “downgrading” our vision. Instead, we hope to hook you with an interesting story and a mystery to solve around the continent, one that will require a skilled commander. We have something quite special prepared for that and it’s certainly a big topic, so we’ll be back to talk about it in more detail in future devlogs.



Dungeons

We also plan to implement a Dungeon system, and with it a lot of unique enemies and bosses. There’ll be a total of 5 dungeons (one per biom), each with its own defenders and a tough boss at the end. They’ll be much more challenging than your typical world map encounters, as you won’t be able to heal up between ‘rooms’ and their defenders will come equipped with some interesting abilities of their own. You’ll have to put in some work to even find some of them, and then in the final room you’ll face a big ol’ boss that you’ll need to defeat to complete the dungeon.

New World Map / Cities

We’ve already teased that a completely new world map is coming, but there’s still work left to be done before we can release it. Along with the graphical overhaul you’ve already seen, we’ll be adding a brand new soundtrack to fit the visual changes and the darker fantasy mood we’re aiming for, composed by Zofia Domaradzka. Here’s a little preview, a track titled “Restless Night Ahead” that will be featured in the new main menu screen. Check it out for yourself!




The new world map will bring in more interactive events, objectives and encounters for you to face. Additionally, we’ll be rolling out a neat looking volumetric fog of war for the world map, as we strive to make exploration more meaningful and dangerous.

After the World Map upgrade we plan to change the way cities look and their UI.

NPC Interactions

Last but not least, we will be reworking the NPC interactions and dialogues. At the moment NPC interactions along with the city UI are the most outdated and underdeveloped aspects of the game and we definitely feel the need to improve them before we leave EA. This will go hand-in-hand with our focus on the new main story within the campaign.



Let us know your thoughts in the comments and remember to follow the game for more updates!



I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #12 on: May 06, 2020, 01:30:07 AM »
Price drop to $19.99!
Tue, 5 May 2020


We're lowering the base price of Glorious Companions by $10!




Hello there, Companions!

We've decided to lower the base price of Glorious Companions to $19.99, which will stay this way at least until the Full Release. We feel that this new price better reflects the current state of the game, especially that we're planning to stay in Early Access for another year.

Now when we're about a month away from our 0.5 update, which will introduce a lot of gameplay improvements, new features and a better progression balance, we thought that it's the best time to drop the base price of Glorious Companions.

We're glad for your support so far and hope that you understand our reasoning here :lunar2020contentgoat:

Check out what's coming in the future updates in our recent devlog (including a sample of the new and awesome soundtrack): In the above post



Let us know your thoughts in the comments and remember to follow the game for more updates!



I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #13 on: June 01, 2020, 11:45:51 PM »
Fog of War Update (0.5) & Weeklong Deal
Mon, 1 June 2020

New Update addresses a lot of gameplay, balance and progression issues!

Hello there, Companions!



We’re excited to announce that we have a new, big update for you! It addresses a lot of the core problems with the gameplay, balance and progression in Glorious Companions. To make it even better we’re coupling it with a -33% Weeklong Deal!

Let’s dive right into what the update brings into the game:

Fog of War


 
We’ve finally added a feature that we had been planning to add since the very beginning. Fog of War will serve as a vital component in every battle. Our initial intention in making the battle maps as large as they were was to provide enough room for this mechanic, which requires you to move carefully through the battlefield in order to first scout your opponent. The night shall prove to be a bigger obstacle too, as all units now suffer from reduced vision range when the moon is out above.

It took longer than anticipated, but with the Fog of War system you’ll finally be able to put all your tactician skills to use.

Battle Win Conditions

We’ve read a lot of your feedback suggesting that the current win condition (killing the enemy captain) makes battles boring instead of exciting (which was our intention). After a few discussions we’ve decided that while this mechanic serves its role in a competitive multiplayer setting, it doesn’t work quite as well in a single player experience when playing against AI controlled enemies.

But we also didn’t want to completely get rid of it. From now on killing the enemy captain won’t end the battle, but instead it’ll substantially hinder enemy morale. First of all, death of the enemy captain will trigger a Fear check among the party and each unit will receive a slight debuff that’ll weaken its fighting capabilities. That way aiming to take down the enemy captain will still remain important to win the battle, and yet it should also make for a more fun and balanced gameplay.

Oh, and letting your own captain die will still trigger an instant defeat like it did so far.

Temporary Ability Learning Tweak



While we’re working on an overhaul of the Ability System, we wanted to implement a quick quality of life improvement into the game in this update. Till the next update is released you’ll be able to instantly learn your skills at Training Facilities (though the time will still pass while training) just like it was before for the captain unit. The training times were also significantly lowered. Of course you’ll still need the Learning Points and Gold, but you won’t have to say goodbye to your companions for multiple days each time you want to teach them a new ability.

Interactive Objects



We have a bunch of new and awesome illustrations for our Interactive Objects on the World Map. To spice things up we’ve decided to refresh the whole panel and implement some fancy fx on top. We’ve also added special sound effects for each of the interactives to convey the mood even better.
Expect a lot more Interactive Objects in the game when the new World Map Update is finally released!

Warning: Old saves won't work after this update!

Content:
•   Fog of War in battles.
•   Changed the win conditions - now killing an enemy captain applies a debuff to their units instead of ending the battle.
•   Added Escape menu in battles.
•   Dynamic HP bars that hide and show up automatically.
•   Overhaul of the Interactive Object panel.
•   New Interactive Object illustrations and sound effects.
•   Sight range is shorter at night.
•   Added a confirmation popup on turn's end.
•   Added adjustable outlines on allied and enemy units in battle.
•   Added contextual tips / onboarding in battle.

Balance:
•   Tweaked the distribution of neutral enemy groups on the World Map.
•   Temporarily made all skill learning instantenous, units no longer have to stay at a training facility to learn them. (We'll be reworking this system in further updates.)
•   Rebalanced item prices as well as unit prices.
•   Taverns will host at least one of each unit type available in the given city.
•   Camp Training EXP now scales with the unit's level instead of Mind stat.
•   Camp First Aid heal buffed, passive HP regen on the World Map nerfed.
•   Buffed Poisonous Dart damage and poison.
•   Lowered the required EXP for levels past 6.
•   Lowered the required company EXP for all levels.
•   Buffed the Leather Armor's resistance.
•   Mystic Well gives more EXP on success.
•   Destroyed Wagon deals less damage on fail.
•   Abandoned Camp gives more gold on success.

Bug fixes and tweaks:
•   Fixed Knockback and Rain of Bullets being castable without ammo.
•   Fixed displaying accuracy % for all abilities.
•   Speed of camera scroll on the World Map now depends on the zoom level.
•   Displaying damage dealt to shield with Farewell ability instead of '0!'.
•   Fixed the range of Dragon Plague jump.
•   Fixed the range of Vengeance replenishing.
•   Tweaked the text appearance in the cutscene.
•   Unaffordable items at Flea Market have their prices colored red now.
•   The training facilities now show what you're lacking to learn an ability.
•   Fixed aura effects healing issue.

Bonus: New World Map progress
We can finally share with you some of the progress that we’re making on the new World Map. Keep in mind that these are WiPs though!







Let us know your thoughts in the comments and remember to follow the game for more updates!


I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 21268
Re: Glorious Companions turn-based tactical RPG
« Reply #14 on: June 26, 2020, 01:49:54 AM »
Summer Sale & Next Update Sneak Peek
Thu, 25 June 2020



Get the game cheaper during the Steam Summer Sale and read up on what's coming in the next Update!

Hello there, Companions!



We're happy to announce that you can buy Glorious Companions cheaper for the Steam Summer Sale's duration. While we're at it we wanted to show you some of the stuff from the upcoming update that we plan to release in July.

First of all, as you can see in the image above, we'll be releasing our visual overhaul of the Valrenay race. Our goal was to make them more consistent, so they all look like they're from the same faction. We also wanted them to fit better into the fantasy world of Navaroth, which the previous iteration hasn't quite achieved.

g

We decided to focus solely on the textures and not change the meshes, as that would require us to also update the animations, etc. (Though the Blade Dancers and Gunners will probably receive new Run and Idle animations :winter2019coolyul:)

Another big change that we're implementing is an actual Dialogue System that will enable us to create more meaningful and immersive quests. It should greatly improve the interactions with NPCs while making the whole world feel more alive and organic. Here's a rough WiP of the new dialogue window (of course the important stuff happens under the hood):



Those are only a few of the things that we've planned for the next update, so keep an eye out for the full changelog when the patch airs (or perhaps another devlog that'll go into more detail about the upcoming update).

Also consider leaving us a review if you like the updates that we keep pushing out, it matters a great deal to us! :winter2019happyyul:

Let us know your thoughts in the comments and remember to follow the game for more updates!



I stand against Racism, Bigotry and Bullying