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Crown Wars: The Black Prince - historical fantasy turn-based tactics from Naheulbeuk devs

Lacrymas

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Pathfinder: Wrath
Deep discounts don't happen overnight, especially with successful/semi-successful games. It might take around 2 years for a game to reach a really deep discount. Or it might take 3 months like with that Age of Sigmar RTS. However, people have such extensive backlogs, there's no real need to buy games on release unless you really, really want them or want to support the devs. Even then, you should still look at legit third party retailers because they usually have a 10% or even 20% launch discount and the devs still get the same or close to the same amount.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Niche pricing, as being higher because of genre rarity would work if indie games showed high quality consistently, but they don't. So, I find it hard to argue for that.
 

Tyranicon

A Memory of Eternity
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Niche pricing, as being higher because of genre rarity would work if indie games showed high quality consistently, but they don't. So, I find it hard to argue for that.
Niche pricing could work if the game couldn't be described as "yet another XCOM knockoff".

I've always wondered about this. Is the nu-XCOM formula really that popular for it to be so attractive to so many devs?
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Niche pricing, as being higher because of genre rarity would work if indie games showed high quality consistently, but they don't. So, I find it hard to argue for that.
Niche pricing could work if the game couldn't be described as "yet another XCOM knockoff".

I've always wondered about this. Is the nu-XCOM formula really that popular for it to be so attractive to so many devs?

I think it might be because it's relatively simple on the face of it. A movement point, 1-2 action points, grid to move on. So you have the skeleton for your mechanics and such to sit on.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
I have no idea how this guy plays through these games so quickly and 100% no less.

Sometimes gets things in advance, no lifes the shit out of everything and it seems like he's not going for the "experience" most of the time so much as just trying to check the boxes to pump out another video. It's why his insights tend to be comprehensive over the entire game but usually pretty shallow.
 

Trash Player

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Niche pricing, as being higher because of genre rarity would work if indie games showed high quality consistently, but they don't. So, I find it hard to argue for that.
Of course, the industry wouldn't become what it is if niche products with medium production values are more attractive to customers. It is AAA and shoestrings indies that are the rages now for very valid reasons.
 

Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
Niche pricing, as being higher because of genre rarity would work if indie games showed high quality consistently, but they don't. So, I find it hard to argue for that.
Niche pricing could work if the game couldn't be described as "yet another XCOM knockoff".
That said, it is one of the very few ones to really follow the formula (ie having a base to manage, research and tactical missions), even though the geoscape layer itself is a bit barebones (I think you have to manage the corruption of the main factions later on).
 
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Galdred

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Steve gets a Kidney but I don't even get a tag.
FWIW (take that with a grain of salt, as I am doing a very similar game!), after 9h or so:

- The combat itself is pretty enjoyable, and mission variety is not bad. Fixed weapons (couleuvrines, stone throwers, ballistas) on castle maps are quite cool. I wish they did more with that.
- Good mission variety. Some players complained about timers. I found them quite manageable so far, but I am only in act 2 (and optimizing this phase by maxing the castle).
- Very cool execution animations.
- True permadeath (yes, it is becoming rarer!)

Neutral:
- It is supposed to be during the HYW, but you fight all factions that for some reason get corrupted with non historical character classes.
- I'm not sure there is much build variety as some classes seem to work better when taking all the perks of a single side (you have 2 branches to take perks from, but some seem to only synergize with other perks of the same branch).
- There is quite some disconnect between the missions and the geoscape (the first assassination unlocks the forge because reason? It is pretty minor though).
- Research is a bit meh, with basically number upgrades. Armor works as in NuXCOM (flat DR, with small numbers, but that still make a significant difference).
- You unlock customization options with level ups, and you can decide between males and females

WTF
- Every character from a class has the same base stats.
- it is cheaper to recruit a level 3 character than to train your level 2 to level 3...
- Zero penalty for ranged characters in melee. They even have melee executions with their ranged weapons.
- Many players reported stability issues, but I haven't got much problem so far (but it is supposed to increase later on).
- You have a doom clock, but not before chapter 3, so you can spend the whole chapter 2 grinding your base
- You cannot order a character while someone else is finishing his move...

Overall, I enjoy it quite a bit, despite its flaws. It probably suffers from having been out too quickly.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
I agree with your thoughts for the most part. These ones though:

WTF
- Every character from a class has the same base stats.
- it is cheaper to recruit a level 3 character than to train your level 2 to level 3...

Yeah some of the costing is a bit bizarre, but I sort of wonder if they're intending for the guys to feel expendable and generic. Granted, some of the costs are bizarre like how you can get new hires for less than a 25% hp healing balm.


- Zero penalty for ranged characters in melee. They even have melee executions with their ranged weapons.

This, but they do tend to be (a little bit) weaker than melee weapons and have less good special effects that go with the hit. It is weird though, just like how there's no dead zone, even for weapons like ballista and trebuchets. Sometimes shots defy physics, re: minimum range. :lol:

- You have a doom clock, but not before chapter 3, so you can spend the whole chapter 2 grinding your base

From what I've seen, it looks like side quests will dry up so even though you can have semi-infinite gold I think from tithes, you'll likely run out of other resources. Or were you thinking just basically collect tithes forever and buy everything off the market? :lol:

Do the enemies tech up based on time or just chapters? Do you know?
 

Nortar

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Pathfinder: Wrath
Overall, I enjoy it quite a bit, despite its flaws. It probably suffers from having been out too quickly.

Thansk for the details. It's good to know the game is fun.
I have yet to see it myself, maybe on Steam summer sale.

But I heard someone mentioned nuXCom style "evacuation" zones.
There's could an area, not even near borders of a map, just in an open field, and once your characters reach it, the mission is over.
There's no helicopter to evacuate your troops though, like in XCom.

Is this true?
 
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Galdred

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Steve gets a Kidney but I don't even get a tag.
- You have a doom clock, but not before chapter 3, so you can spend the whole chapter 2 grinding your base

From what I've seen, it looks like side quests will dry up so even though you can have semi-infinite gold I think from tithes, you'll likely run out of other resources. Or were you thinking just basically collect tithes forever and buy everything off the market? :lol:
Oh, I haven't noticed that yet. I will check back later if I run out of these. Waiting days for the tithe to collect would be a bit too boring for my sanity, and the amount is a bit low.
Do the enemies tech up based on time or just chapters? Do you know?
I don't know. I find mission easier than when I started chapter 2 so far (as in, I got a few perfect ones lately, and I'm sure it was not even close before).
Bonus point is that chapter 2 is much stabler than 3+!


Overall, I enjoy it quite a bit, despite its flaws. It probably suffers from having been out too quickly.

Thansk for the details. It's good to know the game is fun.
I have yet to see it myself, maybe on Steam summer sale.

But I heard someone mentioned nuXCom style "evacuation" zones.
There's could an area, not even near borders of a map, just in an open field, and once your characters reach it, the mission is over.
There's no helicopter to evacuate your troops though, like in an XCom.

Is this true?
Yes, they copied this a bit too much. However, the evac zones are located further away from anything (enemy, ...) on the battlefield, so you don't have to suspend disbelief much to accept these were the edges (maybe sometimes a reinforcement point is a bit further away).

The weird thing is that you are told that when clicking evac, any characters not in the area will be counted as casualty, while in XCOM2, you just evac-ed the characters there and kept fighting with the others.
Also, I'd rather have the game tell me if I have a character not in the area. It is trivial to check, but still, it feels like an unecessary step.
 

mediocrepoet

Philosoraptor in Residence
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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2

Yes, they copied this a bit too much. However, the evac zones are located further away from anything (enemy, ...) on the battlefield, so you don't have to suspend disbelief much to accept these were the edges (maybe sometimes a reinforcement point is a bit further away).

What's funny is when your evac point is right beside reinforcement points and guys start spawning in right around it. The first reinforcements are basically guaranteed to spawn in and the second could. Usually I wipe the first squad and get out before the second comes in, but you could basically just rush the point and end the turn with an extraction, despite being surrounded by guys.

That's weird, it's not like you have a helicopter to extract with. :lol:
 

ArchAngel

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Yes, they copied this a bit too much. However, the evac zones are located further away from anything (enemy, ...) on the battlefield, so you don't have to suspend disbelief much to accept these were the edges (maybe sometimes a reinforcement point is a bit further away).

What's funny is when your evac point is right beside reinforcement points and guys start spawning in right around it. The first reinforcements are basically guaranteed to spawn in and the second could. Usually I wipe the first squad and get out before the second comes in, but you could basically just rush the point and end the turn with an extraction, despite being surrounded by guys.

That's weird, it's not like you have a helicopter to extract with. :lol:
It works like that in plenty of games including those that are supposed to be more realistic like Phoenix Point. Sure you got a craft in PP but unlike Xcom where it actually shows your guys evac on to it, in PP you just disappear and mission ends.
 

ArchAngel

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As for this game, I watched people play it a bit on Twitch, it does look kind of fun. I willl try to check it out in some future when it is properly patched and maybe with an expansion or two.
 

Galdred

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Steve gets a Kidney but I don't even get a tag.
As for this game, I watched people play it a bit on Twitch, it does look kind of fun. I willl try to check it out in some future when it is properly patched and maybe with an expansion or two.
It really doesn't look like they will be able to make expansions for the game. The launch has been quite lackluster so far.

Btw, I had to interrupt my playthrough in the beginning of chapter 3, because the party I sent to clear a corruption mission got lost in the warp afterwards (it reseted to the stronghold, and went back to the corruption site instead of going back from the corruption site mission to the stronghold. Upon reaching it, it crashes the game...).

Edit: it looks like the crash may have been dure to something else. Actually, it looks like they are back in the castle. That said, I had to skip (ie, kill my own guys) a few fights to pass time, so I'll check whether it is really a playthrough ending bug or not.
 
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Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
ok, it worked in the end, so not a game breaking bug. Funnily, it freed the party slot twice: once after "teleporting" to the castle, and the second time upon reaching the previous mission site, making me end with 6 free parties out of 3!
I also wrote a small "guide" on Steam as people were complaining about difficulty and turn limits (like wtf are they spending their turns on??? I had exactly zero missions where it was an issue):

I read a lot of complains about the difficulty increase in chapter 3, but I went through without too much trouble (I just moved to chapter 4) at max difficulty. Here is what I think helped:

- Grow tall, not wide
You are constrained by 2 things: number of groups/available characters to send on mission and resources.
It means you need to make sure your characters don't spend too much time recovering.
But it laos means you need to make very good use of your resources to help with that.
The best upgrade by far are more parties with more characters, but that cost a lot of resources, as you need to upgrade 6 buildings between each level of stronghold upgrade.

I think the best way to do so is to just forget diversity and focus on as little weapons and classes as possible. I went with:

- Armors: Crusader and duelist almost exclusively (you can field 2 of each, and they both have easy access to taunt).
Rationale: I don't care much about the armor of the other: the petmaster has a pet to tank for him. Alchemists, archers, and gunners should avoid getting in harm's way instead of wasting your precious resources. 1 armor upgrade here and there can be ok, but don't overdo it

Weapons:
- halberd (best AoE power in game), works for crusaders and duelists. I give one to all duelists.
- poleaxe (ie, giant hammer): not sure it was the best choice
- greatsword: Very versatile. Not sure it was not redundant with poleaxe and halberds
- sword (but I don't like 1 handed weapons much in the game): dagger has no business being a main weapon, hatchet will turn the enemy to your direction which is exactly what you don't want to do with duelists. However, it means petmaster weapon won't get upgraded.
- bows (I went with bows, because 3 classes can use them, but crossbows are still OKish, it's just that they are probably not worth investing on early)
As in XCOM, staying alive is mostly done through killing opponents, so I didn't increase shields at all (and seldom use these to begin with).
- guns: arrive much later, but best ranged weapons IMO.

Alchemist:
skip every specific ailment remover. I just use crusader to delete debuffs, and stock on health potions. Later on, incense of heal + all debuff removal is a good choice.
Enhanced balms are a must have. Most other items should be skipped
Stick with 1 single kind of arrow and upgrade it. I went with fire to ignite the alchemist surface.

Invest all you can into building improvements:
- Barracks makes the most difference. recruiting high level characters for cheap makes your life much easier.
- Prison can provide more passive bonus
- Forge and alchemist when you can afford some of the upgrades (typically, after you need with imbalanced resources, it may be a good time to upgrae crusader armor/weapons).


Important class skills and other considerations:
As with all similar games, action economy is everything. You can usually spend some time setting up before a fight, so buffs are not that bad, but they only provide 1 turn of benefit because you should never use them instead of wrecking faces.
It is always better to select the skills that give or deny actions over others (hence why AoE melee weapons are the best!: halberd AoE attack can give you 4 attacks for a single AP, without cooldown if you have 2 opponents in range).
You can make the AI do stupid things with hazardous surface, but the nature of the hazard doesn't change much. I like the alchemist fire surface for that. They don't care as much about the slowing surface, though.

That is also what makes archers (whatever the class name is) great:
the free item slot per turn can be use to great effect with a special arrow, granting them a third attack, or a siege engine if there is one nearby.
That means lonewolf is also much, much better than caltrops, because it applies to each of your attacks (and you already have the alchemist do to the same).

Alchemists work best with a focus on either healing or damage. I haven't tried damage much, but buffed acid potions seem like a good alternative to bringhing a hammer crusader to deal with armors.

Crusaders can go whatever you want, and mix things from both side. I think removing debuffs is much better than self healing (they have the highest armor, and healing is the job of the alchemist in the first place). Also, recovering armor is good!
They have great armor and survivability. I lost 1 of each other class (but duelist), but never a crusader. Don't waste them by putting a shield (also, it would be ahistorical to do so; it is plate armor OR shield when not on horseback!). Taunt is their bread and butter: They cannot prevent an engaged archer from shooting, nor can they prevent an armored opponent from ignoring them to whack your backline. That is why taunt is very very important on them.

For duelists, both options seem viable, but I wouldn't take the skill that waste an action to multi taunt (haven't tried it, though), over the one granting free AP/MP on kill/backstab. I think a single taunt is enough, and more crits is great, because you'd rather kill opponents than hope you can parry them while they bring reinforcements.

For beastmasters, coordinated strike is a must have, even though marked looks great, a single coordinated strike with a bear can almost delete most opponents.
I have found the bird underwhelming.

Unlike in XCOM, if you heal before heading back to town, you will have less downtime, so make sure to do so, and load up on potions.

You can randomly meet characters that can be captured, even in non capture missions, so always bring shackles (except for storyline missions, where there is no random opponent).
A missed capture is 200-800 GP wasted!

Losing characters is OK, replacements are cheap, and no one is unique. A maxed barrack lets you not to lose much in the porcess. Note that weapon training is valued higher than level for replacement.

As for turn limits, if you focus on killing opponents (as opposed to kiting or whatever), they should never be an issue. Even before the patch changing them, I never had any issue with them. Sometimes, the assassinate/free character and extract missions can be a bit tough, as characters that just get there as reinforcement may tarpit your own characters before they can reach the skyranger for extraction.

You should just make sure that you don't end within 1 move range of the reinforcement area the turn before you want to extract. I usually kill every one in the first pod to spawn, then get out.
 

Nortar

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Pathfinder: Wrath
Still too expensive tbh fam.
It's probably true, but even so, I still got it on the summer sale.
Now I'm about to start my righteous crusade as if the templars were not cancelled quarter a century before the 100-year war.

2wr2UM4.png


I've got my Gonfanon Bauceant in the keep and proper attire for brother-knights.

But for some weird reason I can't field a full squad of the same class.
So aside from the knights I have to field chaplains in the black and brown-coated sergeants as well.
 

Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
Still too expensive tbh fam.
It's probably true, but even so, I still got it on the summer sale.
Now I'm about to start my righteous crusade as if the templars were not cancelled quarter a century before the 100-year war.

2wr2UM4.png


I've got my Gonfanon Bauceant in the keep and proper attire for brother-knights.

But for some weird reason I can't field a full squad of the same class.
So aside from the knights I have to field chaplains in the black and brown-coated sergeants as well.
The customization options are actually pretty cool, and I like how they are tied to the tech tree, but it is weird to have to go through the whole armor tree to unlock something that looks historical (for archers and crusaders, because duelists are a lost cause, and I don't know what would be historical for a Bearmaster or an alchemist).
 
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Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1658920/view/7449605597523454662
The Evolution of Crown Wars: A Game Transformed by Your Feedback
4d328308840e1ab58a309e0935e3fa1f08631b1b.png


Dear Crown Wars Community,

After 14 patches and many hours dedicated to fixes, improvements, and enhancements, we are very proud to say that the game is now closer than ever to the game we wanted to make.

From refined mechanics and smoother gameplay to enhanced graphics and a host of player-requested features, Crown Wars now delivers the experience we envisioned from the start.

We've listened closely to your feedback, resolved issues, and reworked some core elements to bring the best version of the game.

It's often said, but in this case, it couldn't be truer: none of this would have been possible without you.
To those who tried Crown Wars early on, we understand your initial frustrations and sincerely thank you for your patience. We’re confident that this version of the game offers the depth, excitement, and immersion you were hoping for.

We warmly invite you to give it another shot!

For those interested in seeing all the changes we've made since launch, we've created a thread summarizing the key updates.

https://steamcommunity.com/app/1658920/discussions/0/6610810329340643902/

While it doesn’t include every single detail (you can dive into all 14 patch notes and hotfixes if you’re brave enough!), it will give you a solid overview of the progress we've made.

There’s never been a better time play Crown Wars or jump back into it.

Thank you once again for your continued support and passion.

— The Crown Wars Team
https://steamcommunity.com/app/1658920/discussions/0/6610810329340643902/?snr=1_2108_9__2107
14 Patchs Later...
Hi everyone,

We’ve put together a summary of all the changes and improvements we've made since Crown Wars first launched. If you played the game early on and were hoping for fixes or enhancements, now might be the perfect time to give it another shot!

This incluce:
  • Timer improvement/flexibiliy
  • Difficulty ajustments
  • Ennemis improvement & balancing
  • Domain improvements
  • Crashes & blocking issues fixed
  • Many, mainy...Bug fixes!

    Crashes
  • Fixed a crash that would occur while validating the victory screen when the companions auto-switch feature was activated.
  • Fixed a crash that would occur when going back to the domain after a mission
  • Fixed a crash that would occur with a controller while targeting an enemy during a companion movement.
  • Fixed a crash that could sometimes occur when using the crossbow in the The Sack of Saint Martin mission.
  • Fixed a crash that could happen while overriding a save, using the forge and immediately going back to the map of France.
  • Fixed a bug that could happen when saving a new appearance for the Beastmaster that would make the beast invisible. Please note that the beast will still be invisible as of now. We are working on a fix to make them visible again.
  • Fixed a crash that would happen when trying to launch a mission with a Beastmaster that has an invisible beast from the bug above.
  • Fixed a soft-lock when the last enemy of the tutorial died at the same time as a companion.
  • Fixed a crash that could occur when navigating the Map of France.
  • Fixed a crash that could occur when selecting a companion during Squad preparation.
  • Fixed a crash that could occur when targeting an enemy with a skill.
  • Fixed a crash that could occur when hovering over a substance on the ground.
  • Fixed a crash that could occur when switching companions immediately after attacking with a Beastmaster.
  • Fixed a crash that could occur after completing a Purge mission.
  • Fixed a crash that could occur when recruiting a companion.
  • Fixed multiple cases where enemies would spawn in unattainable places in procedural missions and in the Last Hope mission, leading to uncompletable missions.
  • Fixed a crash in secondary missions when selecting a ranged weapon skill just before a camera movement.
  • Fixed a crash when overwriting a domain save while on the map of France.
  • Fixed a crash when a Tainted Soul appeared in the mission "The Archpriest."
  • Fixed a crash when using the Halberd's "Mighty Thrust" skill on two enemies at the same time.
  • Fixed a blocker issue when navigating the companion's loadout in the Squad preparation screen.
  • Fixed a crash when moving a companion right after the Navarese's messenger dialogue during the mission "War Plans."
  • Fixed a crash when selecting the "Head Shot" skill at the beginning of a turn.
  • Fixed a crash that occurred when facing the Archpriest. If the stone turn was triggered without any tainted souls on the battlefield, the game crashed after the user played their squad and then hit the end turn button.
  • Fixed a memory crash on the mission « A Great Peril ».
  • Memory optimization that prevents crashes to occur on the loading screen when loading a mission save.
  • Fixed a crash when the Alchemist was selected in the Barracks after completing a mission.
  • Fixed multiple occurrences of crashes when using the companions auto-switch feature.

    Domain
  • Notification chips are now correctly removed on the Casern when a companion skill was chosen in the Squad Screen after a battle.
  • Unique weapons rewards are now correctly displayed in the battle pawn’s tooltip.
  • Squad pawns are now correctly disappearing when returning to the domain. This would previously need to stop skipping days.
  • Companions skills are now always properly assignable on the Squad Screen after a battle. This bug would happen when a cinematic was played right after the mission.
  • It is now impossible to train a weapon mastery already at max level.
  • Removed a brief appearance of the “Recruit” button that could occur when performing a training on a companion.
  • Added a customization color slot that was missing in the Fabric color of the Alchemist.
  • Reduced the delay that occurred when the Tithe feedback appeared on the Map of France.
  • Saves with Beastmasters that had an invisible beast will now correctly display the beast.
  • It is now impossible to remove consumables from a squad already on its way to a mission.
  • The Hammer upgrade’s name is now correctly displayed on the character sheet.
  • It is now impossible to send a squad to a purge mission through the faction panel when a squad has already been sent to the faction.
  • When completing a purge mission on a faction, the squad will no longer return to the faction after arriving at the domain.
  • The time required for a companion to heal in the Domain is now correctly displayed in the Barracks upon arrival from a mission instead of appearing after one day.
  • The sparkles displayed when buying consumables in the laboratory are now correctly removed when you quit the menu.
  • The details tab of the domain is now readable when the player is hovering over the prison, which would display the prison tooltip.
  • In Squad preparation, a feedback indicator now shows the number of available slots for sending a companion.
  • A pop-up now appears on the Map of France when enemies become stronger.
  • A pop-up now informs players when they can send more squads into battle while passing time on the Map of France.
  • The squad pawn now correctly returns to the domain and no longer moves back onto the faction pawn.
  • It's now possible to scroll through battle objectives in the squad preparation screen when using a controller.
  • The input to scroll through the codex in the Lordhall is now always displayed when using a controller.
  • In the barracks, you can now view the help screen directly when choosing skills.
  • Fixed an issue that was reducing characters' HP after releasing a prisoner.
  • Fixed navigation in the Chapel and the prison; the "Free Prisoner" and "Rehabilitation" buttons are now accessible. Help Button Issue: We fixed an issue where clicking the Help button could cause the game to freeze, preventing you from progressing. This is now resolved.
  • Companion Display Issue: Sometimes, companion models were not showing up on the squad preparation screen. They should now be back in action.
  • Companion Stats Issue: There was a bug where companion stats weren’t displaying correctly. This has been fixed, so you can plan your strategies with accurate info.
  • Fixed an issue in the Domain where squads would disappear when paying to purge a
  • Faction while a squad had already been sent to purge that Faction. Players in this situation will see their squad return to their Domain, and it is now impossible to pay to purge a Faction if a squad has already been sent.

    Graphics
  • Fixed an issue where some blason patterns were pixelated.
  • Added missing blood effects in the tutorial cinematics.
  • Water puddles are now correctly displayed in the Autumn season at night.
  • Added more variety to grass generation.

    Balancing
    As mentioned in a previous news update, we've added sliders that allow you to customize specific enemy statistics and some general game settings. Here's the current list of customizable settings:

    Secondary Battle Timer
  • Maximum Number of Wounds for Your Companions
  • Enemy Health
  • Enemy Power
  • Enemy Accuracy
  • Enemy Reflexes
  • Enemy Critical Hit Chance
  • Enemy Willpower

    These values can range from easier than Squire difficulty to harder than Baron difficulty. For example, the Secondary Battle Timer can be set to Default, +5 turns, +10 turns, or Disabled.

    Since these settings are in the difficulty menu, you can change them at any time in your domain, even during your current game, and continue with your new difficulty.

    To change your difficulty in your current game, go to the options menu in your domain. There, you'll find the difficulty option and the new customizable settings.
    In addition to allowing you to tailor your experience, we've made some balancing changes that apply to every difficulty setting.

    Here are the issues we wanted to address first:
    The enemies’ tankiness
    The enemies’ numbers
    The feeling of being out-leveled by the enemies
    Changes include :
    Removed groups of six human enemies in secondary missions from most of the game. They can still appear but only late in the end-game when you’ll have plenty of tools to deal with them. We specified “human enemies” because beastmasters still bring their beasts.
    Removed some enemies from the initial groups in early “Capture the Target” missions.
    Adjusted enemy scaling so they get harder every 70 days instead of 56, affecting their statistics and group compositions in secondary missions.
    Fixed an issue with difficulty scaling that only affected the base HP of enemies and ignored the HP gained by leveling up. This fix makes Squire difficulty easier and Baron difficulty harder.
    Reduced the upgrade cost of Unique Weapons.
    Reduced the HP of a majority of enemies, depending on the type of enemy and when they appear. Some enemies also had too much HP relative to their armor points.
    These changes aim to reduce the feeling of being overwhelmed by too many, too tanky enemies, which created a snowball effect.

    Combat

  • It should now be impossible for players to taunt their companions.
  • In Escort or Rescue Missions the target is now always classless instead of sometimes being considered a Duellist with an unusable weapon Set.
  • Removed a wrongfully walkable tile in the mission “An Intoxicating Outbreak”.
  • Removed some occurrences where the “Enemy Turn” UI could sometimes be visible during cinematics.
  • The damage from the skill Deft Hands are now properly displayed in the combat log.
  • The FX of enemy’s healing consumable is now properly displayed on the target instead of the user.
  • Prisoners’ effect that only affects a specific class now gives their bonus to every companion of the class. This previously worked only for the first companion of this class. This modification works for previously captured prisoners.
  • In the “Redemption” mission, IA now takes less time to act.
  • The “Enemy Turn” UI is now correctly displayed when an enemy uses an interactive object.
  • The number of health points recovered when using a healing ability is now correctly displayed above the target.
  • Damages done by afflictions are now properly displayed in the combat log. They were sometimes not showing if they killed the target.
  • The skills "Rampage" and "Invigorating" of the Double-Headed axe now have the right healing percentage displayed in their descriptions.
  • Fixed some cases where the targeting tooltips didn't appear correctly.
  • The "Rings of Death" now display it's skills description when hovered in the combat log.
  • The Order Emissaries now always have the Order colors instead of the color of another Faction
  • When loading a mission, destroyed half-covers should stay destroyed instead of reappearing and slowly going through the ground.
  • The exclamation mark above the head of the enemy that spotted a companion should now always be removed.
  • Fixed some instances where the movement range preview was inaccurate, resulting in some tiles being displayed as reachable when they were not.
  • Removed a wrong movement path displayed when targeting an enemy in diagonal below the companion.
  • Removed the possibility to hover an interactive object in the fog of war.
  • The Beastmaster skill “Coordinated Strike” will now work correctly when used with a bear on all fours.
  • Fixed an issue that could occur if you killed the last enemy of the tutorial with an area of effect that also killed one of your companions. Taunted enemies will now always move towards the companion that taunted them, even if it leads to their death.
  • Fixed an issue that could affect the damage calculation in some cases.
  • Guisarmier enemies will now take less time to act during their turn.
  • In the Black Monday mission, bears could visually pass through some pillars.
  • In the Black Monday mission, enemy dogs now correctly play their dodge animation.
  • In the Archpriest mission, Tainted Souls are now correctly displayed when playing in
  • Low quality.
  • Fixed an issue where companions could remain in Overwatch animation after performing their Overwatch attacks.
  • Added an option to quit the battle in the pause menu. Using this will result in a defeat, and all your companions will return to the domain with the health they had in the battle.
  • The attack tooltip will now display the correct skill when you target an enemy with a different skill than the one used during the attack.
  • The battle log will now correctly display the damage dealt when the Mace skill
  • “Concussive Strike” is used twice in a row.
  • Inputs for “pause menu,” “battle log,” and “end turn” are now correctly displayed after a fatality when playing with a controller.
  • Tooltips that display a unit name and class are now correctly removed when the unit is no longer hovered over.
  • Damage dealt with the “Caltrops” skill of the Flayer is now correctly displayed in the battle log.
  • Health bars of enemies are now correctly removed when they die.
  • The critical hit feedback is now correctly displayed when killing an enemy with a critical hit.
  • The animation of the skill “Heavy Charge” should now play correctly when the unit is affected by an opportunity attack during its movement.
  • The initial capture chance percentage for enemy units is now correctly displayed in the detailed action preview and no longer always shows 100%.
  • The roadblock in the mission "Kingdoms Equipment" no longer displays action and movement points when using the "Show details" feature.
  • Assets in the mission "War Plans" are no longer obscured when loading a save.
  • On Baron difficulty, enemy units now start missions with the correct amount of health.
  • The damage dealt by the Arcanist of the Order's "Bloody Embrace" skill is now displayed in the battle log and floating text.
  • Winning purge missions now grants the correct amount of experience.
  • Enemies' health bars are now correctly removed when killed by a Fatality.
  • Enemies will now correctly animate when using the "Barbed Shot" skill while crouched.
  • Added a pop-up explaining waypoints in the first map played post-tutorial (or in the first map for ongoing walkthroughs).
  • Wounds are now displayed on portraits during combat.
  • Fixed several issues with the gate blocking progression in Kingdom’s Equipment (mainly hitbox issues).
  • Previews (movement and detection) were sometimes visible through walls; this is now fixed.
  • Applied several fixes to animations and character orientations.
  • The unique weapon reward is now displayed in the reward section of the preparation squad screen.
  • UI elements should not be displayed anymore in the spotted cameras when an enemy group is triggered by an overwatch attack.
  • Holy retribution Skill :A superfluous skill was displayed in the skill interface when the skill performed multiple attacks.
  • Hamstrung Skill : the amount of damage is now correctly displayed in the battle log.
  • Sometimes, clicking on the lower part of an enemy’s bear would not trigger the attack despite the damage preview displayed, it is now fixed.
  • Trebuchet and Ballista Targeting: These powerful weapons could previously target enemies hidden in the fog of war. That’s been adjusted—they can still target zones within range, but hidden enemies are safe from direct hits.
  • Tutorial Map Camera Bug: If the last enemy was taken out by Burning Affliction in the tutorial, the camera would focus on their remains instead of your team’s dialogue. This has been corrected.
  • Capture Chance Display: The tooltip for improving capture chances was showing incorrect conditions. It’s now fixed, so the info you see is accurate.
  • Alchemical Stimulant Update: The description for Alchemical Stimulant has been updated. The skill no longer grants the Adrenaline status, and the tooltip now reflects this change.

    Options
  • Removed a default text that could be displayed on an overwritten save.
  • Improved the screen resolutions options.
  • The frame rate limit is now set to 60 FPS by default.
  • Graphics option presets will now be set based on your GPU memory. Pressing the default button in the video options will set the graphics options to the recommended settings.
  • Added Overwatch and Defensive Stance to the bindings options.
  • These changes should make the patch notes clearer and more polished.
  • Auto-saves are now displayed in the Save Game menu.
    If the floating health bar option is unchecked, the health bar of the selected companion now disappears immediately.
    If the floating health bar option is checked, the health bars now display immediately.
  • The controller binding menu now correctly shows bindings when using a PS5 controller on PC.
  • The button to change difficulty is now visible even in battle, with a message stating it can only be changed in the Domain. It's still not usable in battle, but this is now clearer.
  • Added an option to disable subtitles.
 

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