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Steam News26 January 20179y ago

Dev Update; Jan 26., 2017

The Void Treader, Stalking a Minion (Discussed Below) Things are progressing well - I just pushed an updated build for the Developer's Edition; all changes are in the New Assault menu item.

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Full Heroes of Issachar update

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What changed

0 fixes1 addition0 changes0 removals
  • Balance
addedThe Void Treader, Stalking a Minion (Discussed Below) Things are progressing well - I just pushed an updated build for the Developer's Edition; all changes are in the New Assault menu item. Here's a recap of what's been added and included there: Basic swordsmen and archers can be teleported in, and they gain levels (visualized by gold bars on their armor). Merastalks, the ent-like healer unit is available, and it has a basic group heal ability (along with a big staff with which to whack bad guys). On the bad guys' side, the wolves are still the staple of this level. Headshots are working. Minions have been added as a bad guy unit. I'll be constructing variations off of this model, as it's pretty cool and the folks who made it did a fantastic job of making it modular and customizable. So, in essence, if human-ish is the race of the good guys, these minions are the race of the bad guys. This doesn't mean there won't be other types, but I'll be getting a bit more mileage out of the minions than other models. The most exciting addition (for me, at least) is the Void Treader. This is a hero class that utilizes the power of the void that exists between the world of Issachar and our own. The base class is a bit rogue, a bit mage, and as the character levels up, you can choose how to specialize. The first ability is Void Strike, where the Void Treader teleports behind a bad guy and double shivs it, killing it instantly: So all of that's in the Dev Edition, New Assault menu option. I'm close to swinging that over to the base edition; I'll do that once I'm sure my AI doesn't have any major issues. For now, if you encounter game breakers, please let me know; animation issues are almost all known (like the eyes and mouth of some units), so assume I'm working on those. Thank you for your continued support and patience! It's been a long haul so far, but it's taken the many revisions to get the game where it should be, in essence to "reveal itself." I couldn't have gotten to this point without all of your advice and criticism (all of it well taken), so, as always, thank you and keep it coming! Michael

Heroes of Issachar changes

  • Roguehero
addedThe Void Treader, Stalking a Minion (Discussed Below) Things are progressing well - I just pushed an updated build for the Developer's Edition; all changes are in the New Assault menu item. Here's a recap of what's been added and included there: Basic swordsmen and archers can be teleported in, and they gain levels (visualized by gold bars on their armor). Merastalks, the ent-like healer unit is available, and it has a basic group heal ability (along with a big staff with which to whack bad guys). On the bad guys' side, the wolves are still the staple of this level. Headshots are working. Minions have been added as a bad guy unit. I'll be constructing variations off of this model, as it's pretty cool and the folks who made it did a fantastic job of making it modular and customizable. So, in essence, if human-ish is the race of the good guys, these minions are the race of the bad guys. This doesn't mean there won't be other types, but I'll be getting a bit more mileage out of the minions than other models. The most exciting addition (for me, at least) is the Void Treader. This is a hero class that utilizes the power of the void that exists between the world of Issachar and our own. The base class is a bit rogue, a bit mage, and as the character levels up, you can choose how to specialize. The first ability is Void Strike, where the Void Treader teleports behind a bad guy and double shivs it, killing it instantly: So all of that's in the Dev Edition, New Assault menu option. I'm close to swinging that over to the base edition; I'll do that once I'm sure my AI doesn't have any major issues. For now, if you encounter game breakers, please let me know; animation issues are almost all known (like the eyes and mouth of some units), so assume I'm working on those. Thank you for your continued support and patience! It's been a long haul so far, but it's taken the many revisions to get the game where it should be, in essence to "reveal itself." I couldn't have gotten to this point without all of your advice and criticism (all of it well taken), so, as always, thank you and keep it coming! Michael

The Void Treader, Stalking a Minion (Discussed Below) Things are progressing well - I just pushed an updated build for the Developer's Edition; all changes are in the New Assault menu item. Here's a recap of what's been added and included there: Basic swordsmen and archers can be teleported in, and they gain levels (visualized by gold bars on their armor). Merastalks, the ent-like healer unit is available, and it has a basic group heal ability (along with a big staff with which to whack bad guys). On the bad guys' side, the wolves are still the staple of this level. Headshots are working. Minions have been added as a bad guy unit. I'll be constructing variations off of this model, as it's pretty cool and the folks who made it did a fantastic job of making it modular and customizable. So, in essence, if human-ish is the race of the good guys, these minions are the race of the bad guys. This doesn't mean there won't be other types, but I'll be getting a bit more mileage out of the minions than other models. The most exciting addition (for me, at least) is the Void Treader. This is a hero class that utilizes the power of the void that exists between the world of Issachar and our own. The base class is a bit rogue, a bit mage, and as the character levels up, you can choose how to specialize. The first ability is Void Strike, where the Void Treader teleports behind a bad guy and double shivs it, killing it instantly: So all of that's in the Dev Edition, New Assault menu option. I'm close to swinging that over to the base edition; I'll do that once I'm sure my AI doesn't have any major issues. For now, if you encounter game breakers, please let me know; animation issues are almost all known (like the eyes and mouth of some units), so assume I'm working on those. Thank you for your continued support and patience! It's been a long haul so far, but it's taken the many revisions to get the game where it should be, in essence to "reveal itself." I couldn't have gotten to this point without all of your advice and criticism (all of it well taken), so, as always, thank you and keep it coming! Michael

Source

Steam News / 26 January 2017

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