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Glorious Companions - turn-based RPG where you lead a mercenary company

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
V8TXbnc.png


So finally your dreams have come true - the Trapper becomes a playable player character so you don't have to play as the dwarf guy.
https://steamcommunity.com/games/1001040/announcements/detail/1616158815252053674

Also we've added new character portraits for the Valrenay race and a few other things

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ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
Posted a summary of the first 6 months of Early Access: https://steamcommunity.com/games/1001040/announcements/detail/1697224156985117632

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.

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

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.


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
 
Last edited:

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
A few teaser pictures from the upcoming World Map overhaul we're working on. Soon we'll post about the soon-to-be-released big update.

GeHijF7.jpg

BF9XDEA.jpg

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ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
Teaser of the upcoming update that will introduce a new playable race of Scarres: https://steamcommunity.com/games/1001040/announcements/detail/1699481768808307689

O2euUp5.gif



Hello there, Companions!

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

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

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

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

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
 

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
Big news. Biggest update so far release, it introduces a new playable race, more details here: https://steamcommunity.com/games/1001040/announcements/detail/3586491361635935246
Or watch the video:



The game is also on -50% sale starting in ~45 minutes.

Hello there, Companions!

We’re happy to announce that the new playable race, the Scarres, has been added to the game in the biggest update since our Early Access release! To celebrate this we’re launching a Weeklong Deal that puts Glorious Companions at 50% off until Feb 24th. This is the biggest discount so far and the price won’t drop this low for quite some time, so get the game cheap while you can!
emote


c18452451bfa21750817209f7c7e7043df2d5d58.jpg


The Scarres took us longer to develop than we initially thought, but in the end we didn’t want to launch them too soon, without dedicated Captain Calls or fully working special abilities for each one of the red lizardmen. Unfortunately the changes in this patch will require you to start over from the beginning. To sweeten that we’ve added some features and tweaks that will improve the initial campaign experience.

If you want to learn more about the new race check out our special Scarres Steam Guide here -> Scarres 101 Guide

Anyways, let’s dive into what the update brings into the game:

Scarres - the New Playable Race

0243c87ded7d6feeb8680a8e87093484dbd56b76.jpg

Some of you might know that in theory some Scarre units were already in the game. However, they all used outdated models that were made some 7 years ago, they didn’t have any abilities nor all the weapon animations, and on top of that, they didn’t even have dedicated armor models. They were also not a playable race, in the sense that you couldn’t pick them when you’re starting the campaign.

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

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

Special Abilities

We’ve made a lot of fixes and balance changes to the already existing abilities. Additionally, the Tooltips System has received a small rehaul and we will finally be able to show more information about the skills your companions use.
On top of that, we’ve finally enabled AI to use some of the spells (mostly single-target abilities at the moment), so don’t get caught surprised when an enemy unit pulls out a Master Ability on your captain.

Goals System

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

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.

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

Content:
  • New playable race of Scarres featuring Acolyte, Scarrling, Warlord, Shamaness and Avenger.
  • Four to five abilities for each Scarre unit.
  • Captain Calls for Scarres.
  • New Captain Call for the Trapper.
  • Changed the Gunner's Captain Call.
  • Enemy AI can now use some special abilities.
  • Overarching Goals System.
  • Shield HP bars.
  • Improved Ability tooltips that show more info.
  • Small Main Menu overhaul.
  • Displaying a success chance % when using abilities.


Balance:
  • Enemy Captain AI tweaked.
  • Tweaked the enemy party balance.
  • Applied an uniform distribution of buildings across the island's cities.
  • Added a unit number limit in Custom Battle modes.


Bug fixes:

  • Fixed 'Tough' trait bug. (reported by lordnivek1)
  • Fixed the bug with bindings not saving after restarting the game. (reported by TheRealHoseHead)
  • Lots of bug fixes for the Valrenay abilities.
  • Fixed a bug with ranged projectiles not disappearing and the camera going too far.
  • Fixed a leak that caused the game to crash.
  • Fixed a lot of Camping related bugs.
  • Fixed a few bugs with the Esc menu.
  • Fixed a few bugs with time flow and targetting on the World Map.
  • Fixed the invisible tutorial wolves bug.
  • Fixed a bug with ability fx glitches when used for the first time.
  • Fixed Blade Dancer's fingers glitching through shields.
  • Fixed unit HP bars displaying incorrectly at low camera angles.
  • Fixed a leak when selecting abilities in Custom Battle.
  • Fixed a bug with training the captain unit and Hunger.
  • Polished scene loading.
 
Last edited by a moderator:

ANtY

Ancient Forge Studio
Developer
Joined
Mar 29, 2019
Messages
57
Location
Poland
Is this worth buying? It's on sale atm.
Well, of course!

But in all seriousness, depends if you want a streamlined experience from the get go. There's still a few big features and reworks that we're working on for the game, and the gameplay will look and feel much different in the future.
If you don't expect a finished game and you like turn-based tactics games, there's quite a few people that find fun in the currently available version.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,353
Well, if we scroll up for one second, we get a shot of what they actually look like in game:

c18452451bfa21750817209f7c7e7043df2d5d58.jpg

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I ain't calling the art museums, but not the cringe police, either.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,010
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


Check out this thrilling piece from the soundtrack that will accompany the visual overhaul of World Map in Glorious Companions. It was composed by the awesome Zofia Domaradzka.
 

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