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Wartales - turn-based mercenary band RPG by Northgard developer - Skelmar Invasion DLC coming December 10th

Horselats

Barely Literate
Joined
Dec 5, 2021
Messages
4
Location
Tennessee
This is something I will definitely consider once the Devs keep adding features like in the roadmap
I don't know. The game has so many stupid things going on, nothing they'll add could make me want to play it:
  • Every attack is an auto-hit - because skill, evasion and defence in general is apparently not a thing
  • There are different classes, limited to specific weapons - never liked it in rpg systems, it's even dumber in an open world tbt/rpg
  • No helmets - you know, the most important piece of armor
  • Random unit placement, seemingly mixed with the enemy - is that supposed to be an improvement over the fixed formations in BB?
  • Terribly bland and generic look without character
Was looking forward to Wartales, but now I have no idea how this has the same STEAM rating as Battle Brothers (88%)
You list a few reasons yourself, but also its 3D and there's battle bitches.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,065
https://steamcommunity.com/games/15...XmTIM5oPr3wzN0xBXi9Dsncf8jj0ojAVWMPeeI1YS2kBk

Community Update #1 Out Now!
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Attention Mercenaries!

Community Update #1 is now live! Based entirely on the feedback and suggestions we have received since launch, this update brings character customisation, Ironmen Mode, Tutorials, a Happiness system overhaul, bugfixes and more to Wartales!

Read on to see everything that’s included…
Happiness system has been entirely reworked


Happiness is now accumulative. Some actions, such as assigning companions to the campfire, generate Happiness points. Conversely, not feeding or not paying your troops results in a loss of Happiness points. By accumulating Happiness, you reach levels that give you bonuses. If your total drops too low, your companions will be quick to leave your group. If a companion is ready to leave you, you will be afforded a last chance to convince him to stay with you.

Why such a change?


We received a lot of feedback mentioning that happiness was too hard to manage and feeling that it was weird that companions kept leaving the troop when they had been fed and paid for weeks. The troop size limitation also felt arbitrary.

Firstly, we wanted to remove the troop size limitation linked to happiness. Players should be able to recruit as much as they want and can feed and pay. That was our first move.

Secondly, we thought it was not clear enough what to do to improve happiness. It was too present while not being “fun” enough (no bonus provided etc). We think as long as you pay and feed your troop, you should not be fixing problems in your troop. That's why we wanted an accumulative system : if the players can not pay or feed for one day, the amount of happiness will decrease before people want to leave. You have way more security. It is easier to manage now and we don't really want happiness to be too reliant on management because the true management aspects are around food and wages. If you are able to pay, feed and fight well, your happiness will never be a problem.

Nevertheless, in the future, we will add camp events that will contribute towards happiness. Your companions will also develop relationships (friendship can bring happiness but may also cause grief). We’ll have more news on that once this system is closer to release!

Tutorials/Tooltips

  • We have added a series of in-game pop-ups that will explain some mechanics such as activities or special encounters.

Customization

  • You can now customize your starting group, choosing their name, hair, hair color, face and even starting skills.

Saves


You can now choose among three save modes :
  1. Free : You can save at any time and make multiple saves of the same game
  2. Normal (as it is actually in the game) : Only one save per game, but you can go back at any time to certain checkpoints, like the last village you visited, the beginning of a battle, etc.
  3. Ironmen : One save, one chance! You cannot go back and any Game Over is irreversible.

Recruits

  • Recruits that have not been recruited should now rotate after 24 hours (In-world time).

World


  • You can now evade generic fights you don’t want to take part in by spending resources.
  • The Forge and the Inn in Cortia have been visually upgraded.
  • Castles are now small villages : There includes the castle and another building.
  • In Gosenberg, an end has been added if Corene has been brought to Alazar
  • Septelle’s quest is now easier : Septelle is more powerful, you must kill only 2 guards and there is a notification when interacting with the bandit in the borderpost, informing the player that they have conditions to fill before bringing back Septelle. Notice the delay between guard attacks and lieutenant appearance has been reduced.
  • In Tiltrën, the reward provided by executing Torus has been updated.
  • Vertruse Setting : the reward received at the end of the Vertruse scenario if you chose to help Brunhilde now corresponds to the one she promises
  • Hair growth peddler can now be beaten after being hurt by the potion

Level scaling

  • Level scaling has received a first balancing round. You should not immediately face huge groups when you recruit a new person or level up. Note : we are still working on the no-level scaling system and we will deliver it in January.

Bugfixes


  • Corene’s event bugs have been fixed.
  • Delivering prisoners to prison should now drop your suspicion down.
  • Leader Bonus are now removed when the leader dies without being engaged
  • Layers providing +0 movement should now provide +1 movement.
  • Trade missions from the mission board without items have been fixed.
  • Companions’ starting traits are now generated according to equipped weapon
  • Localisations problems have been fixed.
  • If you kill a captured unit, it should now be removed from your troop.
  • And more fixes.

SFX

  • New sounds have been added.

Animations

  • New animations have been added.

QOL


  • The base price of an item is now displayed when a discount is applied to it.
  • A knowledge has been added to allow you to mark objectives on the map.

Skills


  • Bugs relative to Sprint have been fixed.
  • Volley of arrows can now attack one more time max if you land a critical hit.
  • Knife Throw does not engage an adjacent enemy anymore.
  • Small Explosion now deals damage.

Items

  • Hand bomblet now has no level restriction.

Balancing


  • Food values have been updated to allow more variety.
  • Wages are initially lower but now scale higher.

Please don’t hesitate to let us know what you think of the update and thank you all for your feedback since launch!

And as a final note, a second community update is in the works as we speak, addressing even more of your feedback and suggestions and bringing even more requested features to the game, stay tuned for news on this...

Shiro Games
 

Brickfrog

Learned
Joined
Aug 28, 2020
Messages
810
My first impressions with it were pretty good.

As a bunch of other people have noted, the lack of formations in combat is a strange design choice and you certainly don't feel the difficulty of early encounters like you do in BB. I wouldn't be surprised if they added proper formations in early access but who knows. Still, I don't hate the combat at it's core and if they make encounters which are as interesting and challenging as necrosavants/lindwurms/alps then I'll probably dump a bunch of hours into it. Not having to roll to hit like in 40k Mechanicus means that the encounters will have to have some interesting mechanics if the combat is going to feel dangerous and interactive and not like a predetermined grind. The use of a party wide resource for special abilities is also borrowed from Mechanicus and it adds a nice tactical layer to combat by having to efficiently manage your "battery."

Personally I like that wartales has a story that gives the player some direction, but people who prefer the completely free-roaming simulation aspect of BB might not be thrilled. That said, from what I can tell the game is pretty hands off when it comes to player exploration. The addition of professions/fishing etc are fine accessories. what's important is that the class progression is serviceable, and it is.

I also like the Path system, which just passively rewards the player for roleplaying as traders/bandits/explorers. It gives the mercenary roleplaying experience a progression that's independent of the main quest line or combat experience, so players who want to ignore the main story and engage with the world on their own terms arnt just wasting their time. A pretty clever mechanic I think.

The bones of a pretty good game are there and it also has some healthy flesh on it. It's not a BB replacement but it's worth keeping an eye on over the next year to see if they work out the kinks in the combat. The devs said in the latest notes that they will be pushing a replacement for level scaling combat as early as next month, which I'm taking as a sign that there may be competent development going forward.

Edit- a note on 100% chance to hit.
Interestingly, Wartales borrows a number of tools from Warhammer 40k: Mechanicus, among them a lack of to-hit dice, but I worry that transposing that mechanic into this game may have an unintended side effect because of differences in encounter design.

In 40k Mechanicus, the lack to to-hit rolls would lead to very predictable combat results for experienced players if not for enemies spawning randomly during combat. So far, I haven't seen any encounters in Wartales which present an unknown complication or variable which would make it difficult for an experienced player to evaluate whether they will win a given fight at their power level from the beginning of combat. (Although perhaps I haven't gotten far enough).
In BB, you always run the risk of rolling six misses in a row and getting your head chopped off, the random nature makes combat unpredictable and exciting. In Wartales, we roll for damage and for criticals but I'm unsure if that will be enough to make combat feel dangerous and unpredictable. I think Wartales will need some enemies that present the player with some degree of randomness to prevent experienced players from being able to know the outcome of an encounter with perfect play from the start of the battle.

The upshot of 100% chance to hit is that we can plan our tactics and have them work reliably barring complications presented by enemies and that means we don't have to slam f8 in frustration as often. There's something to be said for that.

Tl;dr 7/10 AA 3d battle brothers with 8-9/10 potential.
 
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Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,867
Location
Mosqueow
Nah, it looks like a turd that looks like an alligator lol.

Tried the game and i kinda like it, managing your own merc band but without all the butthurt of Battle Brothers is relaxing. I hope they add helmets though... and paper bags for those stunning and brave wymmin-warriors.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,116
Have they fixed the scaling system in this yet or do people have to be careful to game thresholds still?
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,867
Location
Mosqueow
I don't know how bad was scaling before update but it's still there. They promised to implement no level scaling this month, at least that's what they said in december update.
 

Shrimp

Liturgist
Joined
Jun 7, 2019
Messages
1,065
I don't know how bad was scaling before update but it's still there. They promised to implement no level scaling this month, at least that's what they said in december update.
According to a recent post on the Steam forums the December patch is apparently supposed to have been the first community update mentioned in the roadmap. I don't think I've played that build so I don't know if it actually has an option to disable level scaling.
Also apparently the next update is next week:

https://steamcommunity.com/app/1527950/discussions/0/3201493200088247263/?ctp=7
The first Community Update that's detailed on the roadmap released already -
and the second is set to release within the next week or so and the first content update will follow shortly afterwards :)

James
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,065
https://store.steampowered.com/news/app/1527950/view/3095664859880162023

Community Update #2 Out Now!
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Attention Mercenaries!

Community Update #2 is now live! This update is based on the feedback and suggestions we have received since launch and following Community Update #1, and brings a number of new community requests to Wartales, including the long promised and much requested “No scaling mode”, a questlog and much more!

Read on to find out more about what is included in this update...

Changelist:

Region-locked mode has been added

We have designed Wartales so that each player can enjoy the game as they wish. The free expression of the player has always been and will remain the keystone of any proposal and any update that we release. In this sense, level scaling seemed to us to be an appropriate, though not perfect, solution, allowing the player to roam the world freely without constraints. We are still working on improving this solution because we are convinced that this game mode has its interest in Wartales.

Many players have asked for a version of the game without this auto-scaling. This seemed to us to be a legitimate request and as alluded to in the roadmap, we have now added this mode!

In this mode, the regions have an initially set difficulty and these regions are themselves divided into more or less difficult areas. The level and size of the enemy groups are fixed and the further away from the village you explore, the more powerful the enemies are. Moving from one area to another will therefore require you to have a sufficiently powerful troop. If an area seems too difficult, you can go and train your troop and then come back to take advantage.

We would like to point out that we are adding this mode while keeping the level scaling. The two modes will coexist: at the beginning of your game, you will have the opportunity to choose to go through the world in "free" mode or in "region-locked" mode. We really want every player to be able to enjoy Wartales the way they want to play it, and this idea remains at the forefront of our minds as we work on updates to the game.

Concerning the balancing of this new mode, we worked closely with the beta-testers to ensure it is going to provide the best experience. We are eager to receive your feedback to keep improving the balancing of this mode and the game.

New feature: Questlog
  • When you open your map, you will now have a questlog to keep track of the state of your current regional objectives with a quick summary of what you have to do.
New feature: Respecialisation
  • Training grounds are a new building in each region that centralizes everything related to companion abilities. We also wanted to create a place where you could optimize and reset your companions' specialisation tree.
Camping gear
  • You can now have a chest in your camp to store your items. If you don't want to carry around items you no longer use but still want to keep, store them in your chest!
UX
  • You can now sort your inventory depending on the selling price, weight or item type.
  • When an item is on sales, you should now also see the correct original price to compare both.
Professions
  • Crafting an alchemy recipe now grants more experience.
  • Crafting a blacksmith recipe now grants less experience.
  • Fish oil has been added to each apothecary : it will now be easier to craft oils.
  • You should now gather more iron if you succeed in your gathering.
Items
  • The operation of throwing weapons has been changed : their use is unique but you can craft them by stacks. Also, their price, weight and craft recipe have been updated.
  • Items : Blinding powder, Incendiary flask, Hand bomblet, Throwing axe, Poisoned throwing knife and throwing knife.
World
  • Hideouts should now have their unit number reduced when you have killed groups related to the hideout, as originally designed.
  • You should now gather more wood in the world.
Scenario
  • You should now be able to complete the Edoran scenario alongside Vernalis.
  • The merchant in Vernalis’ castle should now correctly sell her items.
Combat
  • When you ambush or surprise attack enemy groups, they should now be grouped together and your group should circle them.
  • Enemies' bowmen will now have a greater chance to shoot their allies in a disadvantaged position, as originally designed.
  • Killing a phantom swarm animal now reduces the terror by 3 instead of 1 but only for the unit who killed the animal.
  • Oils effects have now more chances to be triggered.
Economy
  • Trinkets’ selling price has been reduced.
Bugfixes
  • Dash could cause the movement to end on unit and result in a crash, under certain conditions
  • Creepers can't equip left weapon anymore
  • Fix battle crash when unit die during multiple hits
  • Black market agent in the Edoran bandits'lair will no longer be accessible if the black market is not yet unlocked
  • Fixed Claes'quest
  • Several other bugfixes regarding battle, quests resolutions and crashes.
  • Several fixes regarding the naming of captain and lieutenant.
  • Several fixes regarding the plague status and its healing.
  • And additional bugfixes…

Thank you all for your feedback and suggestions over the last couple of months, your support is massively appreciated!

The first Major content update is in the works as we speak, which will bring a whole new region to Wartales alongside a plethora of new quests, loot and more to the game, we hope to share more news on this very soon so stay tuned...

Shiro Games
 

Shrimp

Liturgist
Joined
Jun 7, 2019
Messages
1,065
easy to see why people like this

better artstyle than battle brothers and more interesting world
I think the inoffensive (read: 'bland) artstyle is working in its favour since whether or not someone likes the stylised HOMM-like layout of the BB battlefield probably is a more subjective thing.
Will be interesting to see how they compare at release. I don't know if expecting a 2023 release would be too optimistic since it seems like it'll be in early access for a while yet.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,065


https://store.steampowered.com/news/app/1527950/view/3096794565653039227

UPDATE #1 - Harag's Marshlands
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Hey there!

We’re super excited and proud to present the first major content update for Wartales, Harag’s Marshlands! This update adds hours of new content and gameplay but beware: the Marshlands are an unwelcoming and dangerous place, teeming with creatures, enemies and environments unlike anything you will have seen in Wartales to date….
Ludern is a particularly hostile land, even by Harag's standards. Its terrain is rugged and rocky, its forests thick and sinister, its swamps toxic and infested with nightmarish creatures. The War has destroyed its towns and villages, if not the Plague, which has taken hold. It is even said that if the Brotherhood of the Stalkers was born in these lands, it is because the Phantom Pack is more fearsome than elsewhere.

Discover a brand new scenario with new characters, quests and rewards! Harag’s architecture and local culture is very different from what you’ve become accustomed to in Wartales.



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  • Discover this brand new region, its customs, beliefs and mysteries

  • The level cap has been increased to 9!

  • Explore a new Tomb of the Ancients

  • Discover countless new points of interest

  • Forsaken Villages are newly added places where the player has to choose some members in his group to explore and loot abandoned and plague infested villages:
    • The selected troop must be as silent as possible, heavy armored companions are not advised

    • If the group makes too much noise, things might become trickier…
  • The Marshlands are infected by plague riddens and Hordes frequently roam the land. Try to escape from the huge cohort chasing you!


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  • Fight as yet unseen enemies such as Bears, Giant Mosquitoes or even the mighty Crocswines!

  • Each enemy faction has a new unit unlocked after reaching level 5 !

  • Each enemy faction has now a unique passive trait that will make them even stronger (after level 6)

  • Trackers now have their own faction units with new armor design !

  • Some animal groups are stronger than before, beware of those!

  • With the exception of pack leader and Phantom Swarm, it is now possible to tame every type of animal, and yes, even Giant Mosquitoes (though you’ll need a special item)!


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  • WIth the level cap increase, we added a new step of specialization (at level 8). Each class will get access to brand new skills.

  • The animals you tame now have unique skill trees and yes, you can choose to specialize your ponies to fight alongside you!

  • The daily food consumption for animals has been updated.

  • You can customize your group appearance by buying a barber’s kit.


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  • With the new regions come a TON of new items, equipment pieces, weapons, recipes…

  • Depending on the weapon rarity, the UI background will change.

  • We added new camping gear to be crafted with brand new interactions!


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  • The Bard is a new profession and allows you to learn and play songs in taverns.

  • Missing crafting recipes have been added

  • Each profession now have new recipes

  • You can now find wood logs to be cut by your axemen in old and new points of interest

  • When you change a profession, you should now come back to the highest level you reached in this profession.


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  • A new Survival battle mode has been added: hold a certain number of rounds

  • A new Escape battle mode has been added: Reach a specific area to flee the fight while being chased by swathes of enemies

  • New environmental effect can now affect the course of a battle:
    • Lightning strike have been added during storms

    • Rockfalls have been added in certain combat biomes

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Misc
  • First Aid has been nerfed: still heals 10% HP but only removes poison, burning and bleeding without affecting other debuffs

  • Repair kit have been updated : you have more ways to upgrade the quantity of armor they can repair and it is now displayed

  • Fish is now considered as Meat for meals.

  • Some forge crafts have their recipe updated

  • All belt accessories crafted through alchemy require you to be lvl 3 alchemist

  • Units that were not part of a battle will now gain 80% xp

  • Crafting an item that unlocks a new recipe now also gives knowledge

  • Maximum Carrying capacity provided by Constitution is now 20

  • Leather straps (Belt accessory) give 10% Guard (was 5%)

  • Poisoned Knife throw price has been largely reduced

  • Animals should now give more fangs

  • Components caravans now sell alazar powder

  • Some Knowledges requirements have been updated


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  • Alexa Grathan stats have been increased.

  • Slice and dice (skill Splitter) now deal 80% of Strength (was 100%)

  • Bloodshed (status Splitter) now is canceled at the end of turn (was round)

  • You can't stack infinitely Bloodshed status.


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  • Willpower of animals globally reduced

  • Creeper damage reduced by 40%

  • Health reduced by 50%

  • Their number in combat increased by 30%


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  • Knife Throw’s range has been reduced to 4m (was 8m).

  • Poisoned weapon (talent) now applies 2 poison instead of 1 when you backstab.

  • Poisoning (skill Hoodlum) now deals 70-90% of Dexterity (was 60-80%)


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  • Beast master (upgraded talent) now only heals animals.

  • Recoil shot (talent) now deals 70-110% of Dexterity (was 40-80%).

  • Recoil shot (upgraded talent) now deals 80-120% of Dexterity (was 50-90%).

  • Recoil shot's range (talent) is now 9m (was 8m)

  • Barrage's range (talent) is now 9m (was 8m)

  • Shot's range (basic skill) is now 9m (was 8m)

  • Reinforced arrows (upgraded talent) now increases Critical damage by 35% (was 25%).

  • Vicious shot (skill Poacher) now deals 50-90% of Dexterity (was 40-80%)

  • Vicious shot's range (skillPoacher) is now 9m (was 8m)

  • Shoot order's range (skill Sapper) is now 9m (was 8m)

  • Volley of arrow (skill Captain) now deals 30-80% of Dexterity (was 30-70%)

  • Volley of arrow's range (skill Capitain) is now 9m (was 8m).


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  • Counterattack (upgraded): fix the duration of Inspiration

  • Slashes (talent) now deals 75% of Strength by attack (was 100%)

  • Interception (skill) now deals 65% of Strength (was 40%)

  • Encouragement's area (talent) is now 6m (was 4m)

  • Encouragement's area (talent) is now 10m (was 6m)

  • Destabilizing strike (talent) now deals 90-110% of Strength (was 80-100%)


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  • Sentinels stats have been updated

  • Cutting maelstrom (talent) now deals 35% of Strength (was 50%)

  • Recklessness (talent) damage bonus reduced from 150% to 100%

  • Recklessness (upgraded talent) damage bonus reduced from 200% to 150%.

  • Rampage (talent) now deals 30-45% of Strength (was 30-40%)

  • Fanaticism (talent axe) now deals 10% of max Health (was 5%) to gain Fury


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  • Relentless charge (talent) now deals 65% of Strength to units (was 45%)

  • Armour breaker (talent) now increases damage dealt to armor by 35% (was 25%)


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  • Spear throw's range (talent) is now 8m (was 10m).

  • Fervent support (talent) now deals 50% of Strength when an adjacent ally is attacked (was 40%)

  • Fervent support (upgraded talent) now deals 70% of Strength when an adjacent ally is attacked (was 60%)
  • Rallying shout (talent) now costs 1 Valor Point (was 2)


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  • Fixing a major bug causing chances of capture to always be 100% : you should now be able to miss

  • Occupied point of interest should now be displayed in the questlog

  • Clearer UI display when fighting an animal group without a leader

  • Fixed a problem where we could kill all units in the camp

  • Fixing a bug with prisoners having attribute points to be spent

  • Training camp now refills their items.

  • Lighting adjustments in the Vertruse region

  • New places icons for the map (Fishery, stone circle, big tree, dead tree)

  • Major perf and memory leaks fixes

  • Strength now correctly increases Critical Damage, as originally designed.

  • Many other little things have been fixed/changed
Originally posted by author:
In addition, we have received a lot of enquiries from our Chinese players about when Chinese language support will be added to the game. We are currently working closely with a localisation team who are hard at work on getting Wartales translated to Chinese and we hope to have this implemented as soon as possible.

Once we are happy with the quality of the Chinese localisation, we plan to hold an open beta for our chinese users to help us ensure that the translations are correct and the chinese localisation is of the highest possible quality. We will have more news on this soon, but rest assured that it has not been forgotten or delayed, it is just a lengthy process and we need to get it right. Thank you for your patience here!
 
Last edited by a moderator:

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,065
https://store.steampowered.com/news/app/1527950/view/3096794565660676930

Wartales Roadmap Update! [25/03/2022]
Check out what's in store for the future of Wartales...

Following the release of Harag's Marshlands earlier this week, we have shifted our focus once again to what's to come.

So as production begins on the next few waves of content and updates, we have updated our roadmap to reflect what's planned for the next community update, content update and more, giving you all a glimpse into what to expect over the next few months (which includes one VERY popular community request).

Check out the updated roadmap below...

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