In this update2
Full notes
Full Tattered Banners update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
Tattered Banners changes
We’re excited to finally reveal our next game - Tattered Banners!
Tattered Banners is a turn-based tactics RPG set in a living, simulated world shaped by your actions. Players perform a variety of actions - raid, bribe, steal, spy, assassinate, lay siege, and more - and watch the consequences ripple through and change a realm at war.
If you enjoyed the tactical depth of our previous title, Fort Triumph, we think you’ll love where we’re taking the genre next.
We’re a small indie team with a massive vision. If you want to support us, Wishlisting Tattered Banners right now is the single biggest thing you can do.
Join the Playtest & Shape the World
Tattered Banners will be coming to Early Access later this year. In the coming months, we’ll be opening playtests to the public, and feedback from the community is going to be essential in creating the best game possible. We want players to help find the weird, emergent stories that happen when thousands of mercenaries start torching farms and bribing noblemen.
How to join:
Click the"Request Access"button under the Playtest header in the Tattered Banners page.
Eagerly await the next round of testers.
Join our https://discord.gg/3HkWdCF79M to discuss your findings with the team!
More about the Game
There are many systems and ideas we want to talk about, and we’ll be going in-depth on each of them in the coming months. To go a little into the core features -
A Changing World
Everything is interconnected. Torch a farm for a noble’s contract, and you’ll trigger a local food shortage. That creates refugees, who attract nearby bandits. As the bandits grow rich, they field higher-tier units, disrupt trade routes, and even ransack cities.
Dynamic World Interactions
Players can interact with the world by raiding, bribing, stealing, assassination, spying, laying siege and more, enabling a lot of freedom and emergent outcomes
Mission Variety
The intersection of world locations, the simulation's state, and player interactions ensures that no two tactical encounters are the same. A contract to torch a farm plays as a quick hit-and-run strike, while escorting a merchant caravan through bandit-infested territory or storming a starved castle's battlements demand entirely different tactical objectives and outcomes.
Progression Through Exploration
We’ve replaced skill trees with world-driven discovery. New world interactions are learned through exploration, rumors, and manipulating the simulation to certain conditions. For example:
A bandit leader may teach raiding - but only if well-guarded wealthy caravans pass in his area and he needs the extra muscle
A forest witch may reveal how to poison wells should settlements encroach on her land
A mine foreman facing shortages may teach players how to steal supplies to meet production quotas
Players must shape the world into specific states to unlock new interactions - rewarding the player with loot, new missions, and most importantly - a new tool to influence the simulation with.
Looking forward to the exciting road ahead,
The CookieByte Entertainment Team
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