Full notes
Full The Old War update
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What changed
- Gameplay
- Balance
- Maps
- Store
The Old War changes
MASSIVE BATTLES UNLOCKED! [dynamiclink href="https://www.youtube.com/watch?v=MNDxuM1rqwQ"]
This is a really exciting post for me. The Old War can now support thousands of units at one time!
As much as I love other games with massive swarms, there are many reasons I am excited for a high unit limit. We aren't looking to be a tower defense, or a swarm-centric game, but we don't want to limit you to a unit cap that has been outdated for 20 years. For The Old War, a high unit count is more about the additional gameplay mechanics and new strategies that this unlocks.
Some of this new, emergent gameplay is as follows and will be explained further:
Neutral Towns and Cities
Swarm-type Troops
Shared Unit Control at Scale
A Living, Breathing World
NEUTRAL CITIES AND TOWNS
Adds territorial strategy - towns can be occupied, allied with, razed, or fortified.
Forces players to consider diplomacy or resource denial, not just combat. People can be a resource for a number of nefarious purposes - recruits, labour, or just bodies for the undead.
Offers a strategic midpoint between battles, capture a town to resupply or reinforce before a major siege. Each battle will be a series of skirmishes and escalating conflicts.
You may need to protect allied cities, or wipe them out to prevent their exploitation by others.
SWARM TROOPS
Enables quantity-over-quality factions or tactics, throw waves of weak units to overwhelm, scout, or soak damage.
Introduces attrition mechanics - can you outlast the swarm? Can you keep producing faster than they die?
Opens up asymmetrical strategies: fighting a swarm requires choke points, AoE attacks, or elite squads.
Adds chaos and urgency - when 300 units are charging your gate, every second matters.
SHARED UNIT CONTROL AT SCALE
Enables true co-op strategy, where one player can manage the frontlines, another handles ranged units, another controls cavalry or siege weapons. It will be a struggle for one commander to control it all.
Reduces micromanagement stress, allowing teams to act like a real military command structure.
Lets players specialize based on preference - some love building bases, others love commanding troops.
Keeps large-scale battles manageable and exciting, not overwhelming.
A LIVING, BREATHING, WORLD
The world reacts: citizens flee if you are a conqueror, towns change hands, citizens remember past battles.
Roaming Beasts: Neutral creatures roam the map: wolves, bears, magical entities. Can be hunted, avoided, or even tamed.
Trade routes move between towns. Can be intercepted or protected, affecting economies.
Thousands of units don’t just make the battles bigger - they make the choices deeper. Every formation, every frontline, every village caught in the crossfire becomes part of The Old War. This is war at a scale where your strategy is shaped by the world itself.
Wishlist The Old War on Steam:[dynamiclink href="https://store.steampowered.com/app/1248750/The_Old_War/"]
Source
Changelog.gg summarizes and formats this update. How we read updates.
