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Steam News1 August 202619d ago

Dev Diary #2

Ave, Legates! A month of work since the last diary, most of it spent on two systems that turned out to be joined at the hip: world generation and supply. Everything below is WIP — the screenshots especially.

Full notes

Full Legatus update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions10 changes0 removals
  • UI and audio
  • Maps
  • Gameplay
  • Balance
  • Performance
changedA month of work since the last diary, most of it spent on two systems that turned out to be joined at the hip: world generation and supply. Everything below is WIP — the screenshots especially. Half of this UI will look different by the time you play it.
changedThe global map generates itself now
addedEvery new campaign builds a fresh map: [N] biomes , [N] settlements , rivers and mountain passes that actually constrain where you can march. The tribes get placed after the terrain, so the political situation is downstream of the geography — a valley tribe with one approach road behaves very differently from one sitting on open plain.
changedTactical maps read the mission brief
changedBattle maps generate from the biome you're standing in, and now they also generate from why you're there .
changedInterface & Army Management Overhaul

Legatus changes

changedA month of work since the last diary, most of it spent on two systems that turned out to be joined at the hip: world generation and supply. Everything below is WIP — the screenshots especially. Half of this UI will look different by the time you play it.
changedThe global map generates itself now
addedEvery new campaign builds a fresh map: [N] biomes , [N] settlements , rivers and mountain passes that actually constrain where you can march. The tribes get placed after the terrain, so the political situation is downstream of the geography — a valley tribe with one approach road behaves very differently from one sitting on open plain.
changedTactical maps read the mission brief
changedBattle maps generate from the biome you're standing in, and now they also generate from why you're there .

Ave, Legates!

A month of work since the last diary, most of it spent on two systems that turned out to be joined at the hip: world generation and supply. Everything below is WIP — the screenshots especially. Half of this UI will look different by the time you play it.

  1. The global map generates itself now

Every new campaign builds a fresh map: [N] biomes, [N] settlements, rivers and mountain passes that actually constrain where you can march. The tribes get placed after the terrain, so the political situation is downstream of the geography — a valley tribe with one approach road behaves very differently from one sitting on open plain.

  1. Tactical maps read the mission brief

Battle maps generate from the biome you're standing in, and now they also generate from why you're there.

Hunting a beast? You fight outside its lair, and the cave mouth is a real chokepoint you can back into or get pinned against. Druidic contract? Sacred grove, standing stones, a temple structure — cover and sightlines arranged the way a shrine would actually be built, not scattered by a noise function.

  1. Interface & Army Management Overhaul

We are actively refining the game’s GUI to give you absolute command over your forces.

Army Creation & Composition: As shown in our new interface screenshots, assembling an army for an upcoming raid on a Gaulish settlement is now more tactile. For example, you can assign two centuries to an army; by attaching a centurion to one of them, you formally form a cohesive cohort.

Logistics & Supplies: Cohorts now rely on essential resources to survive the campaign:

Provisions: Prevent your soldiers from wasting time foraging for food during long marches.

Medicine: Treat wounded legionnaires to prevent unnecessary casualties.

Repair Kits: Equipment degrades during combat and can break entirely. Legionnaires will use available repair kits after battle to maintain their gear.

  1. Loot & Inventory Systems

We have added a comprehensive loot and inventory system for your units:

Your troops now automatically gather items and spoils from defeated enemies, which can later be sold for profit.

However, inventory capacity is strictly limited; overburdening your squads with too much loot will result in encumbrance, impacting your strategic mobility.

  1. Audio Landscape

Effectively feature-complete. Marching cadence, the shield line, wind and birds in the Gallic backcountry. The one we're proudest of is the footstep layer — it changes with terrain, formation, and how tired the men are.

And much more! We are constantly working on optimization, balancing, and polishing to make the game as engaging as possible.

Thank you for following our journey!

— The Dev Team

Source

Steam News / 1 August 2026

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