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Glorious Companions - TB RPG where you lead a mercenary company - now available on Early Access - coming December

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
K77XYgm.png

https://steamcommunity.com/games/1001040/announcements/detail/2224158720771427187

Check out what's coming in the next update, when it's gonna be released. Also some more info about the future development of the game and our direction.


Hello there, Companions!

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

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.

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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.

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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!

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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.

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

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
rusty_shackleford the next update (0.5) will introduce a few new features, but most importantly a rebalance of gameplay progression and the general experience. Hopefully it'll make the game more fun to play.

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https://steamcommunity.com/games/1001040/announcements/detail/2225285253768094193

We've decided to lower the base price of the game to $19.99 and it'll stay this way at least until the Full Release.

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):
Glorious Companions Announcementczw., 23 kwietnia 2020
Plans for Future Development & Teasing the 0.5 Update
Check out what's coming in the next update and when it's gonna be released!



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

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
8ZJ0hk5.gif


We've got new illustrations for the Interactive Objects as well as a new UI & appear effect. They'll be added in the upcoming 0.5 Update. Thoughts?
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
The look is great. The animations are one of those things that look nice in theory but annoying as fuck when you play - at least provide an option where left click instantly skips to end of it.

Looking forward to full release, hang in there.
 

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
Can you not have the text appear all at once though?

The look is great. The animations are one of those things that look nice in theory but annoying as fuck when you play - at least provide an option where left click instantly skips to end of it.

Looking forward to full release, hang in there.
Yes, we have that implemented. Left click on the window instantly shows everything. It'd most likely get pretty annoying after a few times.

Glad you like it!
 

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
PartialClumsyAltiplanochinchillamouse-size_restricted.gif


We've reworked the textures on the Trapper unit from the Valrenay race. Do you think it's worth the effort? Should we do the same for the rest of the race? (and then probably for the Scarres too)

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Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Depends on the goal ?
Is it going to increase performances ?
If it's just for the look, no, it's not, except if you want to redo the lizards we discussed earlier.
 

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
Depends on the goal ?
Is it going to increase performances ?
If it's just for the look, no, it's not, except if you want to redo the lizards we discussed earlier.
It'd only be for the looks. We'd later on change the lizards too.
 

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
R1KE2gr.png

https://steamcommunity.com/games/1001040/announcements/detail/2238798603695047675

We're live with the big 0.5 Update. It addresses a lot of the core issues with gameplay, balance and progression. Also the game is -33% off for this week.

Hello there, Companions!

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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
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
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
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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!

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urmom

Learned
Joined
May 28, 2020
Messages
308
I noticed your game has things like fences and stone pillars on the maps, unlike BB. Are there more map objects that affect tactics?
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,833
Location
Le Balkans
Maybe save the looks overhaul for the "enhanced edition" and focus on gameplay and bugs. Nothing ruins a first impression faster than that.
The game looks good, good luck :)
 

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
Maybe save the looks overhaul for the "enhanced edition" and focus on gameplay and bugs. Nothing ruins a first impression faster than that.
The game looks good, good luck :)
We're doing both, you can check out the last update log to see that we're addressing a lot of gameplay, balance and progression issues. The artist can work on improving the graphics in the meantime.
First people say the game is ugly, now they say not to improve the visuals, anyways we are almost finished with the new textures so there's that.

I noticed your game has things like fences and stone pillars on the maps, unlike BB. Are there more map objects that affect tactics?
At the moment there are full covers that block vision and attacks, half covers and fences that increase the defences against ranged attacks and some basic obstacles that only block the movement. We'll be expanding on that with the implementation of Dungeons. If you have cool ideas for map obstacles that affect tactics I'd gladly hear them out!
 

urmom

Learned
Joined
May 28, 2020
Messages
308
I noticed your game has things like fences and stone pillars on the maps, unlike BB. Are there more map objects that affect tactics?
At the moment there are full covers that block vision and attacks, half covers and fences that increase the defences against ranged attacks and some basic obstacles that only block the movement. We'll be expanding on that with the implementation of Dungeons. If you have cool ideas for map obstacles that affect tactics I'd gladly hear them out!
Off the top of my head, you could have occasional huts. Soldiers with crossbows could hide in them and shoot out the windows. Or the huts could be set afire with the crossbowmen still inside them.

Or a castle keep with walls that you can climb to gain elevation advantage.

OTOH, many players may not care, and it could be wasted effort.
 

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
Thanks for the suggestions, we've designed some cool elements to make battlefields more interesting, though I'm not sure yet in which update they'll be implemented.

In the meantime here's the refreshed version of the Valrenay Engineer:

WevVNf7.jpg


(The Valrenay overhaul will be released in the next update, most likely in July)
 

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