A medieval city under siege and a handful of civilians are all that keep the walls from falling. Mixing survival strategy and resource management, build your camp, craft supplies, and scavenge the occupied city to supply the last troops holding back the invaders.
Greetings, survivors!
We are happy to present to you a new addition to the Siege Survival: Gloria Victis - the final iteration of Dynamic Events for both scenarios!
We heard your feedback, where you were pointing that it would be great to have some more diversity between each gameplay, and if the game would better react to your actions and needs. So we deliver!
Additionally, we are introducing two new challenges for the Lost Caravan scenario, as well as the New Game + mode for it. You can now try yourself in a race against time or survive the siege of caravanserai under the pressure of a never-ending sandstorm. NG+ gives you the same opportunities that we already have for the Siege of Edring scenario - you can adjust the gameplay to your liking!
The game, especially the second scenario, receives a lot of Quality of Life changes, which will enhance your experience, as well as some bug fixes and improvements, to ensure the best possible impressions from your time spent in the game.
Check the details below, and see you on the fortress's walls!
[img]{STEAM_CLAN_IMAGE}/37186745/baa3ee8da75a6eb7034b11910fc8b87bc4be194b.jpg[/img]
[i]Have you found the old battlefield already? There are tons of armanent there![/i]
[h2]Dynamic events[/h2]
[i]Dynamic Events[/i] is a system conjugated with the game autobalancer system, which is modifying the gameplay as you play and introduces more variety in the game, basing on various circumstances. From now on, in both scenarios, you may face events that will impact your gameplay.
The events will be shown from time to time at the beginning of the castle stage and will be based on your previous actions, choices, and status of your crew or Bastion. They can have a positive or negative impact, but can also add extra narration to the story, giving you even more insight into the events happening in your surrounding. They can also be used to forecast some changes in the game world like you were already able to see in the Lost Caravan scenario, where the system has been used to predict the beginning and end of the sandstorm.
We believe this fine addition will improve your feelings and add an extra layer to the playthroughs, creating a more coherent vision of the stories and gameplay. Be sure to leave your feedback on our Socials, Steam Hub, or reviews! We are thankful for your opinions!
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[i]Example of one of the events you can now experience in the game.[/i]
[h2]Quality of life[/h2]
[list]
[*]All characters in-game received short stories that will show at game summary, telling their further history after the siege.
[*]Added a new trader in the Lost Caravan scenario.
[*]Economy and difficulty balance tweaks for the Lost Caravan scenario.
[*]Added two new challenges and New Game + mode for the Lost Caravan Scenario
[*]Added Dynamic Events to both scenarios.
[*]New illustrations for various events.
[*]Improved the AI: guards are now walking instead of running toward the player when the time on scavenging ends.
[*]Improved guard's reaction to hearing a noise.
[*]Added a special sergeant guard in the Lost Caravan scenario which can drop some useful loot.[/list]
[h2]Fixes[/h2]
[list]
[*]Fixed an issue preventing the player from stopping fire of a passive crafting building (i.e. Garden Plot) after it was set aflame at the moment when the passive crafting was being prepared.
[*]Fixed an issue causing characters to meet themselves in events outside the castle in the Lost Caravan scenario.
[*]Fixed an issue causing some of the map markers were not working properly.
[*]Fixed all known issues causing cow carcasses to hang on the models of the buildings where they were impossible to remove.
[*]Fixed an issue causing the game summary screen was not counting everything correctly.
[*]Multiple spelling and color-coding fixes in text events.[/list]