Full notes
Full Fangs & Forges update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Maps
- UI and audio
- Gameplay
- Balance
- Server
Intro
Hey everyone, Patch 1.10 is finally here! It took longer than planned—my computer crashed, and digging through backups was a nightmare. But it’s done, and I’m thrilled to share it. Your feedback these past weeks has been incredible - some of you poured serious time into detailed notes, and I’ve addressed ~90% of your suggestions, if not more. The support and positive reviews for Fangs & Forges keep me going, so thank you. Let’s get to it!
Quick Note As a solo dev, I’ve made countless small tweaks I didn’t fully track. Writing exhaustive patch notes at this stage takes time away from development, so I’m keeping things high-level for now. Please let me know if you’d prefer super-detailed notes going forward or if this format works!
Core Features in Patch 1.10 (From 1.01 to 1.10)
Ranks (Meta Leveling): You, the commander, now rank up through renown earned from defeating enemies and completing quests.
The Archivum: A medieval bestiary-style journal to track enemy stats, abilities, and resistances. Unlock details by fighting them, viewable in battle (“character detail”) or on the map scene.
- Tutorial OverhaulCompletely reworked for clarity and flow—excited to hear your thoughts.
- Tooltip ClarityAdded tooltips, larger text, and improved visuals for better readability.
UI Overhaul: Smoother, more intuitive, and more legible (bigger text where needed), based on your feedback.
New Battle Input System: Select abilities or basic attacks directly from the battle HUD bar.
Simplified Battle HUD: Cleaner, less cluttered, but fully functional.
- Level-Up Info WindowPost-battle screen details which stats improved and by how much.
Steam Demo Achievements: Fun challenges like finishing the tutorial, defeating bosses, or reaching rank milestones.
Battle Experience System: Units gain a +1% bonus to a special stat (e.g., Block Chance, Fire Resistance) on level-up, based on defeated enemies’ traits. Details below!
Minor QoL & Tweaks
Battle Adjustments: Minor balancing changes (not the focus yet).
Ability Damage Scaling: Tied to base damage and multipliers for clarity, as requested.
Heal/Repair All Button: One-click squad recovery.
Visible Stats: Top-corner preview shows enemy stats if you’ve scouted them enough.
Bug Fixes
Fixed inventory not loading in the Map Scene.
Retaliation kills now award XP.
Speed potions function correctly.
Madness Potion applies its speed buff properly.
Plus other minor fixes.
Join Us
Want to discuss leveling, mechanics, or Fangs & Forges? Join our Discord: DISCORD SERVER
Future Plans
Day/night mechanics (e.g., weaker ranged attacks at night).
Squad "loadouts" for quick team setups.
More mini-games/quick-time events for abilities, blocking, or grievous wounds (like the Headshot ability).
Quick-breakaway & retaliation rework: Adjacent units get frequent breakaway strikes (not counting as retaliation), keeping the 1-retaliation-per-round limit.
Deep Dive: Key Topics
Balancing Info vs. Immersion Your feedback about unclear unit stats hit home—there wasn’t enough info to make informed choices beyond gut instinct, which frustrated some of you. I’ve added tooltips, the Archivum, and visible stats to give you the tools to strategize, but I’m careful not to overdo it. My philosophy for Fangs & Forges is fast, immersive skirmishes where you learn enemy patterns through experience, not by leaning on UI crutches or crunching numbers.
For example, the core damage mechanic—Attack Skill vs. Defense Skill—adjusts damage by 10% per point difference. It’s simple to grasp: if your unit’s Attack Skill is 5 and the enemy’s Defense Skill is 3, you deal +20% damage. Secondary factors like range penalties or movement bonuses (e.g., ranged attacks before moving) are minor, letting experienced players squeeze out extra efficiency without bogging down newbies. The Archivum now reveals resistances (e.g., high Fire Resistance explains low damage), helping you adapt without spoon-feeding every detail
I tested features like toggles for exact HP, armor, or predicted damage but scrapped them—they cluttered the HUD and broke the "in-the-moment feel" of battle. I want you to focus on tactical decisions—positioning, timing, and unit matchups—not math. My goal is to keep battles face-paced and distinct from slower, hyper-tactical games. With the Archivum and cleaner UI, I think we’re hitting the sweet spot—enough info to plan, but not so much it feels like “AFK fighting.” What do you think?
Level-Ups & Battle Experience
How Level-Ups Work Core Stats: Attack Skill, Defense Skill, Damage, Initiation, and Base Attack Efficiency increment subtly each level (e.g., +0.1 Attack Skill per level, +3 total by level 30) Stats update at whole numbers (e.g., 5.9 stays 5; 6.0 becomes 6).
Why Subtle?: Keeps stats tight (1-10 range, except Damage at 10-80) for clear, strategic duels, inspired by Heroes of Might and Magic 3. A 1-point Attack vs. Defense gap = +10% damage, easy to calculate. Speed is skill-tree-only due to its impact.
Skill Tree: Nodes at levels 5, 10, 15, 20, 25, 30 allow boosts like +1 Attack Skill or +1 Speed, shaping your unit’s role.
Items: Rare items (e.g., +3 Attack Skill) match 30 levels of growth, with expanded stats planned.
Why This Design? With a large roster, I avoid stat-point micromanagement to preserve each unit’s unique identity. Low stat ranges ensure distinct matchups (e.g., high Attack Skill units counter high-defense tanks; high Damage units excel vs. equal-defense foes). Skill trees and items offer customization without homogenizing units. This design also places significant weight on loot and gear, as rare items provide powerful stat boosts that rival extensive leveling, enhancing strategic customization.
Battle Experience (New!) Units gain a +1% bonus to a special stat (e.g., Block Chance, Fire Resistance) on level-up, based on the enemies they defeat:
Enemies have a Primary Trait (e.g., +2% Block Chance)
and Secondary Trait (e.g., +1% Fire Resistance).
Defeating enemies accumulates these bonuses (e.g., 3 enemies = +6% Block Chance, +3% Fire Resistance). On level-up, the highest accumulated stat gets +1% (capped at +10% per stat). If capped, the next highest non-capped stat is chosen.
Example: Kill 3 enemies (Primary: +2% Block Chance, Secondary: +1% Fire Resistance). Pool: +6% Block Chance, +3% Fire Resistance. Level-up gives +1% Block Chance. If capped, +1% Fire Resistance applies.
Strategy: Fight specific enemies to tailor units (e.g., blockers for Block Chance, fire enemies for Fire Resistance). Secondary traits ensure progress even if a stat is capped.
This system adds depth, letting your battles shape unit growth without complex management.
Wrap-Up
Please note that all previous progress will be reset upon starting this version due to significant changes in character leveling and stat mechanics.
Please also note that these features and mechanics are subject to change, so feel free to share your feedback.
Looking ahead, expect news about the release date and new content (characters, raids, etc.) soon. I’ve focused on refining the demo and core features to a high standard before moving to the next phase. Thank you for your understanding and support!
Patch 1.10 is a major step forward, and I’m eager for your feedback. Join our Discord or leave a review—your input shapes this game. Let’s keep building Fangs & Forges together!
Source
Changelog.gg summarizes and formats this update. How we read updates.
