In this update2
Full notes
Full Scenarios Of The Ancient Realm update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- UI and audio
- Store
Scenarios Of The Ancient Realm changes
Added
Game is now supported at Windows and macOS
Html Battle Reports
You can now export your reports as HTML files
There are few of options to it, but the goal was to make it interactive and let you put them on your website or share in less formal way (I am PDF geek, but I understand ːsteamsadː)
Next to your reports you can create a master page containing all reports links and additional links to their corresponding PDF report or a video
You can see example at my website https://genuitx.com/reports/index.html - these are some of my games that I have played
Added new goals, conditions and overwrites for your scenarios
That brings them to total:
33 scenario goals
57 conditions
64 overwrites (32 miscasts, 18 black powder misfires and 14 stone throwers misfires)
I will be adding more in future so if you have a cool idea for one, and would like to see it in SOTAR please share at the discussions.
All special rules can now be based on actual map flags like requires_river
7 new lands where campaigns can take place, making it 12 total!
More below
Extras with the compendium of features that are in the game
Improvements
Reviewed and improved goals, conditions, contestations and overwrites
Refactor of ux and ui
Fixes
Generated gifs are now using valid colors
Collision geometry for map features
Summary
This is a big release. With the addition to all the configurations of scenarios I am now confident to create a long term campaign that will be both interesting and challenging.
I will still improve it, add more blueprints of different types of campaigns, some more streamlined without a tree choice based on the winning but simple scenario after scenario. The goal still is to have a narrative base for a campaign that you will remember for years.
To make it easier I have added more type of lands.
By default, they only affect what and how the maps look like.
In combination with goals, conditions some dedicated overwrites it makes them "real". Each is a unique set of configuration that only that one can have. Of course, you will see repetitions, but that is purely based on statistics.
In addition to that they are placed on the specific location in the imagined world.
Steam post imageWhen you build a campaign that happens across realms it will actually try to follow a direction that is possible on the world map. It is simplistic but generates yet another tool for a clever GM.
Old Lands
Previously we had 5 lands.
North in the cold area north from Reik, where one can find only small huts and ruins of primitive ruins.
Reik being most central and most developed lands. Here you will not find impassable that are oval-shaped (mountains) yet you will see a lot of buildings.
And among others (Borders and Edge) there is my personal favorite. South. Land of deserts, pyramdis and quick sand. Here, despite the picture, you will not see a river.
New lands
Now I have added 7 new lands, with their own characteristics, preferences and vibe.
Wet jungle often will be crowded with treacherous forests.
Steppe will be mostly empty of features, flat areas preferred by cavalry.
Then we will see the Rift. Chaotic land somehow accessible by our armies.
Here, everything is possible. Even though, magical forces can cause havoc in here, you will be able to see absolutely everything in this strange land.
Steam post imageAt the end what you will see here are opportunities and a story of a journey.
Not looking far, one of the last mission in the South.
Last mission in the campaign against Tomb Kings. We were fantastic, we have won first two games, then lost the third. After this one we will see are we the masters of these lands or are we another victim of Tomb Kings.
When we entered the lands, haul of undead was hearable everywhere. Our soldiers started to mumble in their sleep. And the worst, we were loosing water. Finally, after 15 days of the chase after last Tomb Kings battalion our scouts noticed an oasis close by. Our forces rushed towards that hidden forest. Hidden between two big hills.
When our forces arrived, the hauls were even louder, but it wasn't only the cursed lands. This was a trap. Treacherous Tomb Kings were waiting at us. And I know, they have all the time they need for that...
Future
This was just an example how you can use this tool. If you want more you can look at my website where I store battle reports from my games.
https://genuitx.com/reports/index.html
And brace yourself, we started a long campaign.
Warriors of chaos vs Empire of man. From 500 to 5000. I will be sharing some details about it soon. That being said that is also my next goal. Create helpers to track the campaigns, link battle reports to them, store info about XP, winning, points and treasures.
As summer is close, my aim is to have another release after summer. Hopefully even bigger than this one.
Source
Changelog.gg summarizes and formats this update. How we read updates.
