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Steam News8 April 20262mo ago

[Developer Blog] From Real-Time to Turn-Based Strategy

Hello, this is the WOB development team. Over the past five months, we have effectively rebuilt the game from the ground up.

In this update7

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Full War of Banners update

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Repeated intro

Hello, this is the WOB development team.

What changed

0 fixes5 additions11 changes2 removals
  • Balance
  • Maps
  • Gameplay
changed1. Second-by-Second Tactical Battles: Establishing the Turn-Based SystemThe key here is the harmony between "Weight" and "Cognition." Heavier equipment delays your turn, but increasing Cognition can shorten that wait. You can design a thrilling comeback where a mercenary with light armor and high Cognition intercepts the enemy's turns twice or even three times to flip the tide of battle.
changed2. Key Resources Deciding Victory: Stamina and FatigueEvery action in WOB consumes Stamina. You cannot win simply by having high attack power. The moment Stamina falls below 50% of its maximum, a character enters a "Fatigued" state, falling into a vicious cycle where recovery in the next turn drops sharply while attack costs increase. The more Stamina is depleted, the more severe the fatigue becomes.
removed2. Key Resources Deciding Victory: Stamina and FatigueConsequently, heavy armor will no longer be the absolute best choice. A mercenary who moves lightly and catches their breath may survive longer than a knight huffing and puffing, unable to swing their weapon properly. You must find the optimal efficiency within a system where equipment weight pressures maximum Stamina.
removed3. Positioning is the Strategy: Terrain and ElevationTerrain is no longer just a background; it is the key to victory or defeat. You gain an accuracy bonus when attacking enemies on lower ground, but you must face severe penalties when targeting enemies above you. In particular, structures like castle walls and watchtowers serve as the ultimate sniping points, providing additional range for ranged units.
changed3. Positioning is the Strategy: Terrain and ElevationPassing through harsh terrain like steep hills, deserts, or snowy paths consumes a significant amount of movement Stamina. Thinking about where to position yourself and lure the enemy is the beginning of "real tactics."
added4. Strategic Body Part Targeting and Battlefield BrutalityBeyond just depleting enemy HP, you can now cripple enemy functions through targeted body part strikes.

War of Banners changes

changedThe key here is the harmony between "Weight" and "Cognition." Heavier equipment delays your turn, but increasing Cognition can shorten that wait. You can design a thrilling comeback where a mercenary with light armor and high Cognition intercepts the enemy's turns twice or even three times to flip the tide of battle.
changedEvery action in WOB consumes Stamina. You cannot win simply by having high attack power. The moment Stamina falls below 50% of its maximum, a character enters a "Fatigued" state, falling into a vicious cycle where recovery in the next turn drops sharply while attack costs increase. The more Stamina is depleted, the more severe the fatigue becomes.
removedConsequently, heavy armor will no longer be the absolute best choice. A mercenary who moves lightly and catches their breath may survive longer than a knight huffing and puffing, unable to swing their weapon properly. You must find the optimal efficiency within a system where equipment weight pressures maximum Stamina.
removedTerrain is no longer just a background; it is the key to victory or defeat. You gain an accuracy bonus when attacking enemies on lower ground, but you must face severe penalties when targeting enemies above you. In particular, structures like castle walls and watchtowers serve as the ultimate sniping points, providing additional range for ranged units.
changedPassing through harsh terrain like steep hills, deserts, or snowy paths consumes a significant amount of movement Stamina. Thinking about where to position yourself and lure the enemy is the beginning of "real tactics."

Over the past five months, we have effectively rebuilt the game from the ground up. While the fast-paced nature of the previous real-time system was appealing, it was difficult to answer the question, "Am I truly strategizing?" The reason for our six-month silence was that we were diving deep with the determination to remake the game, not just patch it.

After much deliberation, we performed a complete overhaul of the game's core framework and reorganized the systems so you can experience the strategic depth we aimed for more profoundly. Ahead of the next update, we would like to introduce the key changes that have taken place.

1. Second-by-Second Tactical Battles: Establishing the Turn-Based System

Combat has now evolved from real-time into a turn-based system that requires precise calculation. Every character has a base "Action Wait Time" of 5 seconds. As time flows, characters take their turns in the order this value reaches zero.

The key here is the harmony between "Weight" and "Cognition." Heavier equipment delays your turn, but increasing Cognition can shorten that wait. You can design a thrilling comeback where a mercenary with light armor and high Cognition intercepts the enemy's turns twice or even three times to flip the tide of battle.

2. Key Resources Deciding Victory: Stamina and Fatigue

Every action in WOB consumes Stamina. You cannot win simply by having high attack power. The moment Stamina falls below 50% of its maximum, a character enters a "Fatigued" state, falling into a vicious cycle where recovery in the next turn drops sharply while attack costs increase. The more Stamina is depleted, the more severe the fatigue becomes.

Consequently, heavy armor will no longer be the absolute best choice. A mercenary who moves lightly and catches their breath may survive longer than a knight huffing and puffing, unable to swing their weapon properly. You must find the optimal efficiency within a system where equipment weight pressures maximum Stamina.

3. Positioning is the Strategy: Terrain and Elevation

Terrain is no longer just a background; it is the key to victory or defeat. You gain an accuracy bonus when attacking enemies on lower ground, but you must face severe penalties when targeting enemies above you. In particular, structures like castle walls and watchtowers serve as the ultimate sniping points, providing additional range for ranged units.

Passing through harsh terrain like steep hills, deserts, or snowy paths consumes a significant amount of movement Stamina. Thinking about where to position yourself and lure the enemy is the beginning of "real tactics."

4. Strategic Body Part Targeting and Battlefield Brutality

Beyond just depleting enemy HP, you can now cripple enemy functions through targeted body part strikes.

  • Head: Difficult to hit but offers high damage that guarantees a definitive finish.

  • Torso: Useful for pressuring enemies with the most stable accuracy.

  • Arms and Legs: You can block attack methods by making enemies drop their weapons, or isolate them by restricting movement and knocking them down.

Additionally, a "Decapitate" execution has been added for specific weapons. A decapitated unit dies instantly and becomes a psychological weapon that causes area-of-effect morale loss to surrounding enemies. Through dynamic animation feedback like knockbacks and falls, we have refined the system so you can feel a heavy sense of impact even in a turn-based setting.

5. Diverse Weapon Skills and Battle Gear Utilization

All equipment stats have been optimized for this new turn-based environment, and new skills for each weapon have been added. Now, weapons within the same one-handed sword category may possess different skills.

Furthermore, we've added the fun of shifting the tide of battle using various Battle Gear.

  • Throw a Pitch Pot to block enemy approaches,

  • Repair armor on the fly,

  • Or... you could try extreme methods using drugs.

6. Mercenary Growth and Bonds

Every time your mercenaries gain proficiency, they will choose one of five Fate Cards to walk their own path. In particular, the core Fates faced at levels 5 and 10 will evolve that mercenary into a one-of-a-kind expert.

Moreover, bonds forged on the battlefield, such as "Marriage" or "Sworn Brotherhood," lead to powerful synergies like joint attacks or cover defense in actual combat. Choose the Fate of your mercenaries and experience the battlefield where they prove themselves through their oaths.

Closing

Preparation is complete. We have brought changes as massive as the half-year hiatus. The new WOB, which will be applied through the next update, will be coming to you soon.

We will be watching with excitement to see what legends the mercenaries you hire will write, or what tragedies they will face. Now is the time to lead your own mercenary band and write your legend.

See you on the battlefield!

Source

Steam News / 8 April 2026

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