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

Flying Dutchman

Learned
Joined
Aug 19, 2020
Messages
475
This looks pretty damn cool. Thanks for sharing this thread.
 

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
We've got a shotgun, does that help?

VZ1kGbi.gif


Also there's this beauty too:

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edit: a revolver too
jGHTT5N.png
 

Nortar

Arcane
Patron
Joined
Sep 5, 2017
Messages
1,416
Pathfinder: Wrath
Imo a steam(?)-powered Gatling gun looks too modern and out of place even in this wacky steampunk-ish setting.
I understand that animation of manual crank rotation would add extra work, but there are a lot of reference material for multi-barrel weapons without it.

UmTkeQa.png

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laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,159
Location
Searching for my kidnapped sister
We've got a shotgun, does that help?

VZ1kGbi.gif


edit: a revolver too
jGHTT5N.png

Drop the aiming scope on that shotgun, please. Shotguns dont need no steenkeeng scope. "I fart steel in your general direction" is more like it.

Pistols??? The long barrel give the impression of slender and sissy. Think of handcannon, or hand CANNON. Chubby, BIGGGGGG, hole of black doom humming ominous filling on your iris.

STA039TD.jpg


See that? Guess how big a caliber that gun is?

c4e5cefb622e9c22814c553ed08c40fa.jpg


Think of these, but ONE barrel instead of many. What part of "fuck my wrist" do you not understand?
 

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
A hand mortar surely does look interesting! We'll think about it.

In the meantime check out the Scarres visual overhaul we're preparing. They finally look like lizardmen!

Acolyte
qvdn5Wh.png


Scarrling
O0MsX21.png


Warlord
Iwmk6fY.png


Shamaness
mdbiuqg.png


What do you think?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,507
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
:necro:

https://store.steampowered.com/news/app/1001040/view/4462480173941938969

Devlog: Upcoming Update 0.8
Let's talk about the upcoming update in detail!

Hello there, Companions!


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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.

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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:

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:

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(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.

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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.

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

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,689
Location
Perched on a tree
A hand mortar surely does look interesting! We'll think about it.

In the meantime check out the Scarres visual overhaul we're preparing. They finally look like lizardmen!

Acolyte
qvdn5Wh.png


Scarrling
O0MsX21.png


Warlord
Iwmk6fY.png


Shamaness
mdbiuqg.png


What do you think?

Second, less colorful version looks better.
Still, the first one is still weird, blue eyes don't work at all, yellow would fit better or not too flashy green if you absolutely need some contrast.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,296
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/1001040/view/2895242627261462850
Devlog: Finishing up the Titans Rising Update
Learn more about the upcoming biggest update for Glorious Companions yet.
Hello there, Companions!


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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.

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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.

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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
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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.

Main Storyline
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The story in Glorious Companions revolves around the mysterious Titan statues scattered across the land and the nearby shores. One day the Titans begin to slowly awake and the whole continent is thrown into chaos. Amidst it all the player tries to forge their own path to glory.

As mentioned above, we don't want to spoil you the fun of experiencing the story, and thus we won't go into more details here.

This update will introduce the
Prologue and the First Act
along with a lot of main and side quests to complete. You'll be able to explore the
Grassland
Biome as well as the
Swamp
Biome, with further areas unlocking in a future update.

The story will feature both various recurring NPCs as well as cut-scenes that we've put some effort into making them visually enticing.

Journal
To make the story progression easier to track we'll be adding a Journal where you'll be able to read through your previous quests and see your current objectives in more detail.

Additionally we'd like to add a way to browse through tutorials via the same UI panel, so you'll be able to go back to crucial information at the time when it's relevant to you.

Dungeons
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This is a feature that we've been teasing for quite some time already and with the Titans Rising Update you'll be able to challenge the defenders of 2 tough dungeons, with each one ending in an exciting boss fight.

While exploring a dungeon you'll be faced by a
series of encounters
with increasing difficulty. If you lose a battle or decide to leave the dungeon before the final fight, you'll have to restart it from the beginning. In-between each battle you'll have a chance to heal up your units or make some crucial roster changes.

New Enemies
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Along with the addition of new dungeons and new storyline acts, we'll be adding in new enemies with their own abilities and play styles. While providing a fair challenge, they will also drop unique loot if you manage to beat them.

New Battle Locations
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With this upcoming update we'll be introducing a plethora of new battle locations. First of all, each biome will have a bunch of dedicated battle zones of various sizes. Then there'll also be unique battle maps appearing throughout the storyline to make the whole experience more memorable.

On top of that each dungeon will come with its own set of maps, scaling up their epicness factor right up to the final boss stage.

New Camping Actions
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We've decided to remove the old placeholder Camping action of prisoner watching and instead introduced a new unique action for each of the playable races. The Scarres will be able to perform
Blood Rituals
and sacrifice their blood in exchange for random buffs for up to three units. And the Valrenay will receive the
Prayer
action that allows one selected unit to also gain a random buff. Bare in mind that sometimes the will of fate might turn against your favor, and your unit(s) will receive a curse instead of a buff.

Wounds & Blood
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We've felt like our companions' looks after a tough battle didn't exactly correspond to their HP bars. To make the encounters seem more impactful,
wounds and blood
will be now visible both on the 3D unit models as well as on their portraits.

New Main Menu
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To celebrate all the grand changes coming in the
Titans Rising Update
we felt that the main menu also had to be overhauled. With the new look we're aiming to better convey the atmosphere of Glorious Companions, the hardships of a mercenary life and the companionship it creates among the crew members.

New Music
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The new atmospheric soundtrack we've teased a long time ago will finally find it's way into the game. Give it a listen and let us know what you think!

New promo/cover art
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As some of you might've already noticed, we've gone and replaced our promo assets on Steam. While the old artwork was well done, it didn't seem to convey the heart of Glorious Companions, and so we've decided to remake it. We'd love to learn
what you think
of the new cover art!
 

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