This was a fairly big change. I originally setup this game as hex based, as I have loved old school hex tactics games.
Full notes
Full Mercenary Brotherhood update
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What changed
0 fixes3 additions1 change0 removals
Gameplay
Maps
Store
Events
changedThis was a fairly big change. I originally setup this game as hex based, as I have loved old school hex tactics games. However through play testing and feedback, it was quickly coming apparent that how I designed it was limiting my vision for the game. In particular, I wanted to have buildings and long term, have siege battles with walls and forts.
addedTo that end, I adjusted all the battle and world maps to be isometric instead. So far I am quite happy with the new format, as it looks a lot nicer already and provides a good framework for refining the buildings.
addedSteam post image As it is quite the big change, I also did up a new trailer that shows this better. View store page
addedThe other change that I spent time refining is the Vendetta system. Vendettas are where a surviving enemy becomes a thorn in the side of for your company and tracks you down. Think of them like mini-bosses that are tough but reward great loot if you defeat them. If you don't put them down right away they progressively get more powerful, bringing in bodyguards and gaining more abilities. This adds to the dynamic emergent story of the game where an enemy takes down one of your key characters and then escapes. Then he keeps following around your company and ambushing you at the worst possible times, leading to taking down your best fire mages and your bard. Finally, you put him down once and for all and feel satisfaction for getting the vengeance for your lost comrades.Steam post image Steam post image
Mercenary Brotherhood changes
changedThis was a fairly big change. I originally setup this game as hex based, as I have loved old school hex tactics games. However through play testing and feedback, it was quickly coming apparent that how I designed it was limiting my vision for the game. In particular, I wanted to have buildings and long term, have siege battles with walls and forts.
addedTo that end, I adjusted all the battle and world maps to be isometric instead. So far I am quite happy with the new format, as it looks a lot nicer already and provides a good framework for refining the buildings.
addedSteam post image As it is quite the big change, I also did up a new trailer that shows this better. View store page
addedThe other change that I spent time refining is the Vendetta system. Vendettas are where a surviving enemy becomes a thorn in the side of for your company and tracks you down. Think of them like mini-bosses that are tough but reward great loot if you defeat them. If you don't put them down right away they progressively get more powerful, bringing in bodyguards and gaining more abilities. This adds to the dynamic emergent story of the game where an enemy takes down one of your key characters and then escapes. Then he keeps following around your company and ambushing you at the worst possible times, leading to taking down your best fire mages and your bard. Finally, you put him down once and for all and feel satisfaction for getting the vengeance for your lost comrades.Steam post image Steam post image
This was a fairly big change. I originally setup this game as hex based, as I have loved old school hex tactics games. However through play testing and feedback, it was quickly coming apparent that how I designed it was limiting my vision for the game. In particular, I wanted to have buildings and long term, have siege battles with walls and forts.
To that end, I adjusted all the battle and world maps to be isometric instead. So far I am quite happy with the new format, as it looks a lot nicer already and provides a good framework for refining the buildings.
Steam post image As it is quite the big change, I also did up a new trailer that shows this better. View store page
The other change that I spent time refining is the Vendetta system. Vendettas are where a surviving enemy becomes a thorn in the side of for your company and tracks you down. Think of them like mini-bosses that are tough but reward great loot if you defeat them. If you don't put them down right away they progressively get more powerful, bringing in bodyguards and gaining more abilities. This adds to the dynamic emergent story of the game where an enemy takes down one of your key characters and then escapes. Then he keeps following around your company and ambushing you at the worst possible times, leading to taking down your best fire mages and your bard. Finally, you put him down once and for all and feel satisfaction for getting the vengeance for your lost comrades.Steam post image Steam post image