Update 23: Massive Changes!

Might is Right

Might is Right is an old-school turn-based strategy game, it has simple controls and deep complex mechanics.

Almost exactly 3 months ago, we released the final update in the Early Access roadmap, that update has completed our list of promised features. However, we had all of the feedback from you up until that point, some of which we have addressed, but some that we just didn't have time to work on. We wanted to offer the best game we can, so we went away for all this time and worked hard to include that feedback into the game. This update - is that. [h1]TL;RD;[/h1] [list] [*] Game profiles. You can create a new profile if you wish to start a new game, your old game is safe and sound. You can switch easily between the two. [*] Expanded story by 4x [*] Added 66 achievements, 5x increase [*] Added 183 items and 9 equipment sets [*] AI performance improved by 6x [*] Altar mechanic, ability to revive your units that die inside settlements. [/list] [h1]Story[/h1] [list] [*] We looked at the story thus far and decided to change it in a few ways. The story felt a little bare, it was only tied to capturing a settlement for the first time. So we added more variety, story events are more diverse now. Another pain point was choice, there wasn't really much choice offered, so we introduced branching story lines. [/list] [h1]Sound[/h1] [list] [*] Sound engine in the game has been completely reworked, this allowed us to improve sound in the game across the board. We replaced the music with something that fit better, we added ambient sounds everywhere around the world. [/list] [h1]Performance[/h1] [list] [*] Improved runtime performance across the board. [*] Re-worked combat AI, improved overall performance by 600%. "Thinking" time is completely predictable now, it's always less than 1.3 seconds. Less waiting, yay. [*] Put more of the data streaming and shader compilation to loading screens, so when you transition into the game - the experience is more smooth. [/list] [h1]Game Profiles[/h1] [list] [*] Previously, you could play a single game, have a single progress. If you wanted to start a different character/team/build - you had to give up your previous progress. Game profile is the same, but you can have up to 10 of those now, and switch between them. [/list] [h1]User Interface[/h1] [list] [*] Fewer status effects visible at the same time in combat. Less clutter. [*] Added equipment and consumable filters to inventory UI [*] Reworked item shop UI, you can move items around as much as you like, but the exchange will only happen when you press "confirm" button. It makes it easier to plan purchases. [/list] [h1]Gameplay[/h1] [list] [*] Added Altar mechanic. When you garrison units die, they can be revived when you re-capture the settlement by visiting altar inside the settlement. [*] Added 2 unique story characters, these have their own talent trees as well traits [*] Added rested mechanic. If you haven't been in combat this day - next day you will have a massive movement distance boost. [*] Increased experience reward for enemy groups with powerful auras. They are harder to fight, now you get higher proportional reward. [*] Added more starting bonuses to choose from. Re-balanced existing bonuses. [*] Reworked final boss, the fight feel a bit more consistent than before. [*] Added ability to sell your items. [*] Tweaked strategic AI to avoid some specific frustrating scenarios. [/list]