Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on September 23, 2019, 12:25:54 PM

Title: Glorious Companions turn-based tactical RPG
Post by: Asid on September 23, 2019, 12:25:54 PM
(https://steamcdn-a.akamaihd.net/steam/apps/1001040/header.jpg?t=1568814050)

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 (https://gloriouscompanions.com/)
Steam (https://store.steampowered.com/app/1001040/Glorious_Companions/)
Forum (https://steamcommunity.com/app/1001040/discussions/)
YouTube (https://www.youtube.com/channel/UCj1bxBKLdgQqhTHlMwDOqjg)


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


Glorious Companions - New Gameplay Trailer

https://youtu.be/FMzE7Y8MBNc



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.

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/extras/first-kill-gif-STEAM.gif?t=1568814050)

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.


(https://steamcdn-a.akamaihd.net/steam/apps/1001040/extras/header_bullets.png?t=1568814050)

•   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.


(https://steamcdn-a.akamaihd.net/steam/apps/1001040/extras/header_companions.png?t=1568814050)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/extras/intro_image.png?t=1568814050)

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.


(https://steamcdn-a.akamaihd.net/steam/apps/1001040/extras/header_lead.png?t=1568814050)

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.


(https://steamcdn-a.akamaihd.net/steam/apps/1001040/extras/header_path.png?t=1568814050)

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.


(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_67ed117f23b3f6eb113c26769fe3052350706e57.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_9f97ad5a88e0547eacceed1881d291c119716eb6.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_7f2f00115b77bd4b0b2e6bc32684aca32f8feec5.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_8cf6ceb9679c9cbbf49e8483a5298704ed584427.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_d3c7903e8bd4b17d5d91374de7053d4a14eb53cf.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_36cfce3e3c04025e8277dc2b4f183088a8ca06cd.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_836f9bc8061fa960369b782559d272601e902148.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_8fdf6909c0bde3e67807e231b8bd788906c2e421.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_aa9a1c13c4fef1a72397d35cb3c37b32833e4505.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_d7d49d8521cc06773ac276d07895258518800c9e.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_690786135d1f88438d1776c77d4c12c474bd6197.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_80d750740de1a08b75530de6b6f7cd868567cbb3.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_bd7b8c75d32f00798e58e2b08d1b9a1454c5c8bf.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_d59a83b166d2c613571a31296966ce41bcfb6b07.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_d7da4fb48a9867cd58b1ed565aafae17aae0b56d.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_90a6e22a1586175da7949a9e6f8e68d6e99df6b3.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_d0a466c78aa802d571084a28b17304fd9a42663a.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_7da7dee83430d55021c31e10aeb43cc1e1beb04c.1920x1080.jpg?t=1568814050)

(https://steamcdn-a.akamaihd.net/steam/apps/1001040/ss_9c7569fd8aad305f3a1f8596d5d9faa0e95362b2.1920x1080.jpg?t=1568814050)




Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on October 01, 2019, 02:58:03 PM
Update 0.36 - Valrenay Abilities
Tue, 1 October 2019

(https://giant.gfycat.com/DefiniteRipeCat.gif)


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.

(https://giant.gfycat.com/ComfortableTalkativeAmazonparrot.gif)

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:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/e0a5012ce1c2b728fbdae3dbc075067a15023a0e.jpg)

Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on October 23, 2019, 12:50:51 AM
Teasing the Halloween Update
Tue, 22 October 2019

Hello there, Companions!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/1c89720ff5eea285e72895178b0012638054dace.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/f9ddb776847d27cf33772121a59eec48ab3702e9.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/01e828c018cf84b1a022e5862d0396534ad7dd99.png)

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.

Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on October 28, 2019, 11:33:11 PM
Halloween & Camping Update (0.37)
Mon, 28 October 2019

Hello there, Companions!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/41ebed29f5661ab05de334ee0075bd703c7cfa00.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/7884798bd2db4387fad896496375830966eba46c.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/01e828c018cf84b1a022e5862d0396534ad7dd99.png)
Yes, they’re finally in the game. You’ve waited long enough for them.

New and revised quests
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/e95eb788468ede63e0e54576acbcb3e15b567368.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/a32c0c31997097006f73798db9cd529166d2dd07.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/72c17484b2a323f2193bcbb69a3b069b7bef4156.jpg)

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.
Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/1c89720ff5eea285e72895178b0012638054dace.png)

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

https://youtu.be/bIARCcQLuEs


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!
Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/eb3f31f020e179dfbee1a02ef48777a7cdaa174c.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/95cbb9efcfef0f0fe63162583245d3892d89bb0a.png)

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:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/07a3a0b2d03398ee6e733891e9ab7d1389c83f1c.jpg)


Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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.

(https://i.imgur.com/XHYgByI.gif)

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


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/85e09e1c450e89e5753da644d81f0b3fb4ca73d7.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/217640f4357c3ea2638caa2882edc13f3bb9bdc2.png)

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?

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/573b534d76d09f6f83c60f72978b13b14816f8ab.jpg)

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 


Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/738986e54ae1977e68f7b9fc7a368795e8635253.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/ef0525884524ca320c278e3b20fbc83ad7624195.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/5390843cfb9bc614bff0ad164a402c46b7aad2d2.png)

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]

https://youtu.be/Rs8SBY7qM1c


InHouse #2 Finals [Game 2]

https://youtu.be/HvBP6ustSew


InHouse #2 Finals [Game 3]

https://youtu.be/KvKavUxFlMY


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

Glorious Companions


Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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!

(https://i.imgur.com/O2euUp5.gif)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/10ee778bcf11b533b33c4748988c865a08978524.png)

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

(https://i.imgur.com/LtWbp6V.gif)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/e9f09a208fed73221dcfabc47eacc3efa3bb5d58.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/6186933333e4dded8b1d8d7e540d0a50a1cc0f15.jpg)

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:


Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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.

(https://i.imgur.com/bWNRYJE.gif)

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.

Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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.

Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/0869ab9d34195394577e402dcaaca21075d68b81.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/42427607bf2cc241bea0ef5f193f8058e0386613.gif)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/eb653254b413d3608bae68fe01e728db1d64f467.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/651aff551c046720149399b41bf8930f92a0b244.png)

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!

https://youtu.be/QTXILrea1bo


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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/01b80f0367622cae67f9cb55d7fdb508864066bd.png)

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


Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/cd7d529756eded20e0f118f336014cc6264f2416.png)


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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/f8303b9fcac3a679c595658ff4783bc9cd1cac43.png)

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


Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid 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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/f3ffe0e8afac59a4e0c951e6b37d4c3fda6b5143.jpg)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/42427607bf2cc241bea0ef5f193f8058e0386613.gif)
 
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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/17fde57f8429d0b513e8eebd2174c15624b5b7c1.png)

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/074d1c89a413d818cb35b5247a54f286c869aa2a.gif)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/7e1ecddef31e01ef99e2a81038db1b0927ba363b.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/9761c320ca25e422e740fd55f709b0e9d983ca39.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/a0ce3a64b16e6faf6c19359afead6a04145b6700.png)

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

Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on June 26, 2020, 01:49:54 AM
Summer Sale & Next Update Sneak Peek
Thu, 25 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/f4bee229127904308a920a48507a3b844f9668ed.jpg)

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

Hello there, Companions!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/e29b1efd5ef0b309a032d1081b4660e5dd2179a1.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/50e33d007a4dfa376bb3b104bccce870bee85e7a.pn)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):

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/4ec2d016164ae72b27f313d616d4a0e9499cc1c3.png)

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!


Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on August 18, 2020, 12:39:03 AM
New Ability System & Valrenay Visual Overhaul - Update 0.6
Mon, 17 August 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/a1013c6a66a602cdf6201c0a1cf920b1984fa3df.png)

The new update introduces reworked Ability System, a new Dialogue System and 40 new abilities among other things!
Hello there, Companions!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/e29b1efd5ef0b309a032d1081b4660e5dd2179a1.png)

Today we’re releasing the Update 0.6 that introduces a completely reworked Ability System and a glorious Visual Overhaul for the Valrenay race among many other things. Other notable changes are the new Dialogue System and over 40 new abilities for you to choose from. We’re also putting the game on a -40% Weeklong Deal!

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

Valrenay Visual Overhaul

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/b6246cc68a44242d3a67b0ec6c17bb4b9519abf8.png)

We weren’t quite happy with how the Valrenay race turned out in our first attempt. The main problem was that they didn’t look cohesive, but the design also seemed too modern on some of the units, not exactly the steam-punk vibe we’ve imagined for them. The other issue was with their armors that lacked detail.

For those reasons we’ve decided to redo the textures on the units themselves and on their armors. They now look like they actually are a part of one army, the details on their clothing and armors are greatly improved and they share a common color palette. We’ll eventually unify the designs of our Scarres too, in order to streamline the game’s art style.

Let us know if you like their brand new look!

Reworked Ability System & 40 New Abilities
 
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/4bfae1fcc9f3244117914f6825d3b54235077329.png)

The Ability System had a few problems of its own. The main offender was that it was hidden and we wouldn’t be surprised if some players didn’t even know that there were abilities in the game. The abilities have also cost precious Learning Points to unlock them and required you to leave your units stationed at cities for extended periods of time, which didn’t work well for the overall pacing of the game.

Now instead of teaching your units new skills at special training facilities, you unlock new Ability Tiers on certain level ups (levels 2, 5, 8, 12 and 16) and choose from 3 skills that are available on a given tier. Each unit still has its own Skill Tree, though they might now share a few abilities with other units.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/3decb3b64b01693402c5841531bbfcc7c80db3b0.png)

Coupled with the changes to the Ability System itself, we’ve also added quite a lot of new skills into the game. The biggest beneficiaries of this were Valrenay Engineer, Scarre Warlord and Scarre Avenger. If you want to test out their new abilities without grinding for levels, try the Custom Battle mode!

New Dialogue System

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/42789cbb55200fb4e75175effdcae58f4da2226c.png)

We’ve finally got rid of the old ‘placeholder’ Dialogue Panel and implemented a proper Dialogue System into the game that comes with a brand new and shining Dialogue UI.

Most of the dialogue lines received some lifting and there are quite a few new dialogue options. For example, you can now pay the toll to the Bandits to avoid a fight with them, or trade an important piece of information to Shadows (if you have a high enough Intelligence stat) for a free passage.

However, the most important part in this is that the new Dialogue System opens up tons of options for us to design more immersive quests, interesting interactions with various NPCs and to actually implement the main storyline of Glorious Companions. And that is coming soon.

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

Content:
•   Valrenay Visual Overhaul - all Valrenay units received new, more consistent textures.
•   Reworked Ability System - now you learn new abilities in the Unit Panel, they don't cost Learning Points and Gold anymore.
•   Implemented the Abilities Tab in the Unit Panel.
•   Over 40 new abilities! - now each unit can have up to 5 abilities instead of 3.
•   New Dialogue System coupled with new UI and new dialogue lines & options. It'll allow us to expand on the storyline and add more interesting quests and interactions in the future updates.
•   Added an option to pay Bandits and Shadows to leave you be.
•   Added the Settings menu in the Esc Panel on the World Map.
•   Added a few new quests that can be obtained from NPC Lords.
•   Added new NPC portraits for the Dialogue System.

Balance:
•   Added ammo limits on ranged weapons.
•   Balanced ranged weapons stats according to their ammo limits.
•   Added a Grace Period after fighting with/running away from an enemy party.
•   Adjusted quest rewards.
•   Increased Gunner's Speed from 3 to 4.
•   Rebalanced some melee weapons and shields stats.
•   Made sure that the starting companion doesn't spawn with very negative traits.

Bug fixes and tweaks:
•   Limited the view range on the world map, so you won't see all the npc groups anymore.
•   Added camera auto-follow on the World Map.
•   Added highlighting the obstacles and units that block your Line of Sight to selected target.
•   Changed the World Map selection circle to align with terrain and adjust its size depending on the target.
•   Made the Interactive Objects of the same type not spawn next to each other.
•   Added mirroring of animations when a unit holds their weapon in their left hand.
•   Changed the Default Battlecrews in Custom Battles.
•   Fixed a bug with AI units attacking with ranged weapons from the Fog of War.
•   Fixed a bug with Camping First Aid not healing properly.
•   Fixed bugs with Power Drain and Furious Charge.
•   Fixed some bugs with wrong numbers displayed in the Attack tooltip.
•   Fixed a bug with Spiders not using their special ability.
•   Fixed a bug with wrong language displayed in the Settings.
•   Fixed a bug with Audio settings.
•   Fixed a bug with generating the same trait twice for a unit.
•   Fixed a bug with animation on an AI unit that left the Fog of War and re-entered it.

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


Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on October 04, 2020, 11:40:46 PM
Development Update: Upcoming Patches
Sun, 4 October 2020

Hello there, Companions!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/66d972e8763f5957c117ca6a1a2b25e3f3eb16bf.png)

Today we’d like to share some news on how the development of Glorious Companions is going at the moment. There are currently two updates that we’re working on simultaneously and a bunch of upcoming features that we’re extremely excited about.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/e957ea927286b4e697e4ede607406e1b6df38b5a.png)

As for the medium-sized update that is nearing its release, it’ll be mostly packed with various bug fixes & tweaks. However, you’ll also get the chance to finally hear the lacking sound effects for all the new abilities we introduced in the last patch. On top of that, we’ve also prepared a new feature that allows you to flee from battles, at a cost of course, and it’s also scheduled to be released in the same patch!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/8bb503970f788cb77c19f5595a9817c15c49f204.png)

The big update will take a longer while to finish up properly. We’re essentially working on a complete visual overhaul, both for the World Map and the battle scenes. With it, we hope to make the environment look more consistent and unique, and we’ll also be releasing a fresh soundtrack to fit with the new vibe. But the changes aren’t limited to only the visual side of the game - together with the 0.8 Update we’ll introduce new major gameplay mechanics. The most important one is the Dungeon System, where you’ll be able to take on new enemies and try to take down the big and ugly bosses guarding powerful artifacts in a series of challenging encounters.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34139799/648751434cc889557b918866b4300e8e98836dc3.png)

We’re also working on major improvements to the equipment system. We want to introduce much more variety into the items that you see throughout the course of the game and thus we’re working on an item class system that will feature items of varying quality and stats. Of course it wouldn’t be a great rework without some visual upgrades, so we’ve also decided to overhaul all the old weapon models and to add a bunch of new items (and new item types) along with the update.

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

Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on October 20, 2020, 02:26:09 AM
Cities Rework Update 0.7, Weeklong Deal & Pt-Br Localization
Mon, 19 October 2020

Update 0.7 introduces a few new features and a variety of important balance changes & bug fixes.

Hello there, Companions!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/8e00bbfd4df5db716df8e9f7db1d177b6df4a5ad.png)
 
Today we’re releasing Update 0.7 that introduces a few new features and a variety of important balance changes & bug fixes. We’re laying important foundations for the next update, which will finally bring the new World Map. Oh and by the way: you can grab the game cheaper now with the -33% Weeklong deal!

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

City UI Rework

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/fcad5407c56b265e7fe3a6088a6d114be0b8f4a8.png)
 
The City UI is by far one of the oldest pieces of the interface that we’ve had in the game. Today we’re ready to roll out the new and improved version that features cleaner design & a couple of changes. Make sure to visit some of the Temples - the word is that the Monks of Navaroth have learned to Inspire everyone who’s ready to donate coin for their cause.

The new cities feature a couple of new artworks that better resembles the local architecture, and we’ll be adding more unique features and art in the coming months.

Flee from Battle

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/cbfc62b51d32ee6127e1313a8bf4153b4f3f2bdb.png)
 
In an ideal world a brave commander should never retreat on the battlefield. But reality can be tricky and so can be certain skirmishes, especially when the good of one’s people is concerned. We’ve implemented a new feature which allows you to flee from any combat scenario, provided you can get to the edges of the map. Note that it’s not exactly a Get Out of Jail Free card that you can keep using at all times - you’ll still suffer losses, but the upside is that you won’t die.

New Graphics Settings

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/1cc8344886f6936f4d422aee19a26cf03ee7f2ab.png)
 
Even though Glorious Companions is not that performance intensive of a game, we do want to provide an experience that the vast majority of people can run smoothly. We’ve added a bunch of sliders that control the density of in-game vegetation (that is: trees, grass and other non-gameplay elements) that you can use to customize the game to your liking. We recommend lowering some of them to increase performance on lower-end machines.

Brazilian Portuguese localization

We're excited to announce that both the store page and the game got localized into Brazilian Portugese with the help from @ZKuerten! Let us know if you find any errors or lacking translations 

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

Content:
•   City Panel rework - overhauled UI and improved functionality.
•   New feature: Flee From Battle.
•   Implemented Sound Effects for the new abilities.
•   Added settings for Vegetation (that can be used to improve the game's performance).
•   Added a new functionality in the Temple - now you can Inspire your units with the monks' help.
•   New Engineer's grenade models.

Balance:
•   Made the Gravity Trap invisible for enemies.
•   Increased the unit level limit.
•   Lowered the healing costs in the Temple.
•   Now units can't see past the Smoke Grenade's area of effect.
•   Increased the amount of quests available in cities.

Bug fixes and tweaks:
•   Fixed a bug that occured when swapping two-handed weapons between sets (reported by Zethrio).
•   Fixed a bug with the armor stats not updating when switching armor parts (reported by Zethrio).
•   Fixed a bug that occured when cancelling battlecrew changes.
•   Fixed a bug with refreshing stats in Battlecrew Manager.
•   Fixed a visual bug with Corpse Eater skill.
•   Added tooltips for gadgets.
•   Fixed a bug with Weasel ability.
•   Fixed a bug with Counterattack ability.
•   Fixed a bug that occured when you had too many status effects on one unit.
•   Fixed a bug with fog of war not reappearing at the spot where a unit died.
•   Fixed a lot of multiplayer bugs.
•   Fixed a bug that allowed users to interact with units after a battle ended.
•   Fixed a bug with the rotation tip staying on screen after a battle.
•   Fixed an animation bug when stopping on the World Map.
•   Fixed a bug with units taking damage from gadgets that were already destroyed.
•   Fixed a bug that caused the game to freeze when some buffs were in play.
•   Fixed a bug with Blade Fury ability.
•   Fixed a bunch of issues connected to the Smoke Grenade skill.
•   Fixed a bug that allowed enemies to see some of the abilities being used in the fog of war.
•   Time Limited Statuses (such as wounds) are now displayed in the above-unit UI.
•   Tweaked a few ability FXs.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/d2f22c828b3b1b5c95f69671436d13b4a7a376cb.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/258a9d0b5989b0ab98d11473c6143051a1cc8b7d.png)

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



Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on November 17, 2020, 11:57:05 PM
Devlog: Upcoming Item Rework
Mon, 16 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/a1882b1144ad9899048f2d642421bfa1e36e41eb.png)

Hello there, Companions!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/648751434cc889557b918866b4300e8e98836dc3.png)

We’re back with some fresh news and development updates. We want to share with you some details on the slowly upcoming update. In this post we’ll focus on one particular part of it - the item rework.

The current item design stems from the design of the multiplayer mode - we wanted all the weapons to be equally viable and on equal footings with each other considering the differences in their costs, strengths and weaknesses. Obviously what works well for a multiplayer gameplay doesn’t always work quite as well in singleplayer.

The biggest problem here is that the current system doesn’t allow for good progression, which is crucial for gameplay to be enjoyable. As it stands now the player can get access to the “most powerful” items in basically no time. In most RPGs itemization is a really important and fun part of the game, just as we want it to be in Glorious Companions.

Let’s go over what changes we’re currently working on!

New Visuals

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/702d06faa5efa9533cefe2495e5c558effe94098.png)

First off, we’re reworking all the item models to better fit the new art direction we’ve taken up, as you could already see with our new unit textures. A nice bonus that comes with that is that the item icons will finally resemble the actual items’ look.

Item Qualities

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/061c877db0ee4678f5e9074f86a9b2a42e058fda.png)

Items will gain a quality stat ranging from Broken to Masterwork, totalling up to 6 quality tiers. Qualities will impact the item’s stats and value, thus a Broken Dagger will be much weaker than a Masterwork Dagger. And so weaker enemies will mostly use cheaper items, while lord companions will sport expensive sets of equipment.

Vendors will sell items in the range of -1/+1 of the Common (default) quality, so to get your hands on better gear you’ll have to fight more dangerous opponents. Later on we plan to add special locations on the World Map that will allow you to upgrade your item’s quality by 1 tier.

Special Effects

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/4db04d1182af620e8f1a9bfea027c2da4d578616.png)

The most unique items will possess special effects that will further increase their power. After defeating the Swamp Dungeon you might find a couple of items with the “of Poison” suffix in your loot. There’ll be a variety of different effects, with the way they work depending on the type of the item. So a shield will trigger its effect when the unit successfully blocks an attack, while the armor will trigger by getting hit.

New Items
Not only are we changing how the item system works, we’re also adding a bunch of completely new items and item types to spice things up.

New weapons

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/32c1cf67a81cde3faf47b0165b523f64def79383.pn)g

Some categories of weapons didn’t offer as many choices as, let’s say the blades family. To remedy this, we’re adding a bunch of new axes, blunts and polearms. We’re also adding new firearms and a new bow. There’s also a completely new weapon type that will make its way into the game - the crossbows.

New offhands (left hand slot)
So far we’ve only had the shields to accompany single-handed weapons and we want to add some cool new choices for non-tank units.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/dfb658dc797d7c7a922cabebc21bbaa3fe166d3f.png)

Roth Spheres and Wands will be a great pick for any unit focused more on their active abilities than conventional fighting. They’ll increase Magic Defense, the Mind attribute or the Resource pool of their wielder.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/e3ef38fe7f2e0316b1222c6c93fc4f6abe4b6943.png)

Then we have the Ammo Bags which will help those constantly running out of javelins or throwing knives. Of course as the Ammo Bags are slotted under the offhand slot, they will be only available for one-handed ranged weapons (meaning all the Throwing Weapons).

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/e607b74fb800c8fa985dc8b88e0c39136d2cc382.png)

Offhand Knives will be a perfect choice for offensive fighters wielding single-handed melee weapons. They can increase either the chance for a critical attack, the raw damage or even the wielder’s Parry stat.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/a1e22915d28d453b677e0551365cf78063f8f31c.png)

And to finish it up we have some miscellaneous items that will be a wise pick up when wandering into dungeons, as they increase the lowered range of sight in those dark battle locations.

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

Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on April 18, 2021, 11:44:52 PM
Devlog: Upcoming Update 0.8
Sat, 17 April 2021

Let's talk about the upcoming update in detail!

Hello there, Companions!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/0e70416747b1481a4947d8d6ccf7182512e125b6.png)

It's been quite some time without any news on the development of Glorious Companions, which doesn't mean that there wasn't any progress being made. Anyhow, now when we're getting close to releasing the new update, we're back with a fresh development log.

Without any further ado, let's go over the biggest changes and new additions that this update will introduce into the game. Of course as usual there'll be some balance changes, bug fixes and QoL tweaks along with a few new abilities, but for now let's talk about the big stuff.

NPC Group Generator Rework
This is a change that finally allows us to configure more interesting NPC groups. Thanks to this rework we can now easily adjust unit types, levels, equipment, skills, number of units, etc. With this backend change we've also tweaked the already existing groups of enemies, such as Bandits, Shadows, NPC Lords and the likes. Bandits will from now on yield weak and cheap equipment, while Shadows and NPC Lords will begin the game with higher levels and more expensive equipment.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/419584e0529a6b4bbe82fda1c9fa38b4f8f01e20.png)

Then there'll be three new neutral group types running across the world map: Sword Sisters, Iron Hammers and Swamplings. The first two groups are higher tier enemies that should make for some interesting encounters in the later stages of the game, while the Swamplings are Bandit-level units based on the Scarres race to spice up the early game.

Tavern units also received some tweaks. Now aside form the regular level 1 newbies, sometimes you'll come across more experienced and better equipped mercenaries, which of course will cost a lot more gold to recruit.

Item Rework
You can read more about the upcoming Item Rework in our previous devlog:

https://steamcommunity.com/games/1001040/announcements/detail/2932368153396806251

In short there'll be new item types, new weapons, new offhands, item quality tiers, special item effects and some balance tweaking to top it off. Oh, and completely new (and consistent) models for all the items!

One of the changes that wasn't mentioned before is the addition of unit stash. It'll take the place of the second item set and it'll come with 4 equipment slots. You'll be able to freely swap items from the stash and you'll no longer have to equip two shields in each set, just swapping the weapons will do the trick from now on.

Scarres Visual Overhaul
Just like with Valrenay we've improved the textures on our vengeful lizardmen folk. We wanted to make them look more serious and to enhance their lizard-like features, such as scales, eyes and teeth. Though in this case it's best to just show you the difference. Let us know what do you think of the improvements:

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/5a71c877830bd8fbe88ea3661c76e76db6b44ba4.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/c3a043e27c677cdd6cfa5af9c131c01f0ab061cb.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/8cc3a1b7e2050044e57b5c2de5253d3e26671167.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/93d965ed9f537d325047bb2c32736ff20e265b67.png)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/ebe4820e9b17e5033e759e5de9ecccc82c240777.png)

(the RTX thing is just a joke, the enhanced textures will come at no performance cost)


While we were at it, we took some time to overhaul the Bandits' and Shadows' textures too, but we'll leave that for you to see in-game when the update goes live.

Procedurally Generated Companion Portraits
Finally, a feature that many of you asked for and it's something that we also wanted to implement for quite a long time, though as we had no 2D artist on our team it always got postponed for a later time. Now, with the awesome Marcin Kulesza who joined our studio a few months ago, we were finally able to add some character to all the companions you'll be meeting on your journeys.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/8d80019f6a01b5d4325b5a9f7d7f2b042034f4bc.pn)g

We've prepared a set of various head/face elements for each unit type, which will then be mixed and matched to create unique portraits, differentiating units of the same archetype.

When
We plan to release this update in 1-2 weeks, we're finishing up with some final bug fixes and balance tweaks, as the changes in the item system were quite substantial and spread out to all the aspects of the game.

Also we've made some great progress when it comes to the World Map 2.0 Update, though we'll talk about that more after this update is released.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34139799/e767b11e9925e233230378f21710023c96c3ec2e.png)

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

Title: Re: Glorious Companions turn-based tactical RPG
Post by: Asid on October 06, 2021, 11:36:28 PM
Devlog: Finishing up the Titans Rising Update
Wed, 6 October 2021

Learn more about the upcoming biggest update for Glorious Companions yet.

Hello there, Companions!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/34139799/30264163cae4a0e9566550c7eb09956e86be1688.png)

As we're approaching the release of our biggest update
yet, the Titans Rising Update
, we wanted to share a summary of what you can expect to change when it goes live. We've been working on this update for one and a half years so we're extremely excited to finally reach the end of its development.

As the game currently stands, we're pretty happy with the battle mechanics and the big aspect that we've wanted to change for a long time already is the world map gameplay. While the foundation is here, the overworld lacks clear direction and progression, as well as it is hard to balance properly, due to the procedural generation approach.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/34139799/107d51ae3cc27396521637b5cb00dfc1975ca0ba.png)

With the Titans Rising Update we're remaking the World Map from the ground up
. The whole map will be carefully handmade with various areas and biomes to explore. On top of that we're introducing a fully-fledged storyline
with cutscenes, NPCs, side-quests and most importantly, the main story with vital choices. We don't want to spoil it here, as we'd love for you to experience it first-hand.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/34139799/be64e2d3d6a541392df710b0db82e04397859fad.png)

Anyhow, let's finish up this lengthy introduction and go over the major changes and new additions that you'll find in the Titans Rising Update.

New World Map

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/34139799/81d4b434834c7f712f96041f1a31b60bdb10e228.png)

The biggest upfront difference (apart from the overhauled main menu) will surely be the new world map visuals, along the fact that we're scrapping the old procedural generation approach in favor of a finely handmade continent with much more variation and carefully balanced biome layouts. Additionally we'll be strategically placing various enemy spawn zones, which will allow us to balance the progression and difficulty curve in a much easier manner.

On top of those changes, we're adding a bunch of new types of Interactive Objects, as well as brand new Resource Outposts and a Fog of War mechanic on the world map.

Read on..... https://steamcommunity.com/games/1001040/announcements/detail/2895242627261462851