Game Update 15

Successor

A rogue-lite strategy adventure, blending real-time & tactical turn-based gameplay. Build & equip your team of heroes and conquer procedurally generated regions. Generate your own campaigns and complete challenges to unravel and expand your miniature universe.

Hello everyone, Our summer vacation has ended, and we're back in full swing with Successor. So, why not start by sharing what we've been working on? This time, we've focused on expanding factions and units' abilities and combat styles. Our goal is to enhance every encounter's strategic diversity and challenge, providing you with exciting new gameplay experiences. Here is a short overview from update 0.7.4.1+ [b]Bandits of Blackrock[/b] [list] [*] Scoundrels can now throw a poison dagger, which can be avoided by moving outside its range. [*] Scoundrels and Assassins can "escape" by jumping away when they get low on hit points. [/list] [b]Grim Legion[/b] [list] [*] Lifedrain can now be properly interrupted with a stunning ability and has its effects improved. [/list] [b]Dregg[/b] [list] [*] Updated rules for when bloaters explode so it happens less predictably and only when adjacent to a player unit. [/list] [b]Havengore[/b] [list] [*] Added "Rain of Arrows" to Archers and updated its mechanics and telegraphing. It now hits the area 4 times for 10 damage per target. [*] Added "Battlecry" ability to Knights that increases all Havengore units' damage by 2 and pushes back adjacent player units. [*] Added "Pious" faction trait that grants +5 holy resistance. [/list] [b]Calsey[/b] [list] [*] Calsey Archers no longer have "Rain of Arrows." [*] Added "Trained" faction trait that grants +1 to damage. [/list] [b]Darkmoon[/b] [list] [*] All Darkmoon units can trigger "Bloodlust" by sacrificing an adjacent Follower with low HP. Bloodlust heals the unit 50 HP and grants it +5 damage for 12 seconds. [/list] [b]Bigbugs[/b] [list] [*] Added "Cocoon" to small bugs. They can now cocoon themselves; if allowed to hatch, they will turn into a large bug. [/list] [b]Beastmen[/b] (unannounced) [list] [*] Added a Javelin-throwing bandit. [*] Added a "Hammer Smash" ability to melee bandits where they target a tile for a very hard attack that, if avoided, will make them hit the tile and stun themselves. [*] Added "Stampede" to all bandits that can make them trample towards a target and will throw/stun the first thing they hit. [/list] [b]Weapons[/b] [list] [*] Sagebane is now a melee staff instead of a ranged wand. Druid and Warpriest can wield it. [/list] [b]Tiles[/b] [list] [*] Mud and Water tiles now grant resistance to fire. [/list] [b]Kingdom Map[/b] [list] [*] Added a dagger when selecting a region. [*] Added a ruler panel with info on the ruler of the Kingdom (Is static and revealed from the start atm but will be generated at random and be hidden from the get-go and then revealed through rewards). [/list] [b]Skilltree[/b] [list] [*] Updated the UI panels and hover/use FX on the skill nodes. [*] Added a custom color for the skill tree panel based on the unit. [/list] We expect to open up for another round of playtesting within a few weeks and have again opened up for the Playtesting sign-ups. Remember to make a wishlist and follow us to stay updated. Best regards The Playwood Project Dev Team