Update: Early Access 3.0!!!!!

Mercenaries of the Kingdom: First Blood

Party-based rogue-lite RPG set in Earthial, a fantasy world. Hire various races of mercenaries, equip them, create battle formations, and grab the loot! Kill tens of thousands of enemies using steel and spells!

Hi, Captains of Fortune! Today, I bring you a juicy update! The gameplay has been slightly changed, especially the final part, but you will notice it. Lots of bug fixes and some quality-of-life improvements! I hope you like it. I recommend you read the entire text of the update, at least the first part. [h2]CHANGES IN EARLY ACCESS 3.0:[/h2] [h3]GAMEPLAY:[/h3] - [b]I have introduced a time limit to runs/battles so as not to make the games too boring. The limit is approximately 20 minutes.[/b] In reality, it is not a real limit, but it becomes one due to the difficulty the player will encounter; let me explain better. In addition to increasing the traditional difficulty, these two events will occur: - at the 17th minute, the dragons will appear, who are now much stronger. - at minute 20, Death will also appear, more or less like in Vampire Survivors. [b]Both events will be reported to the player 30 seconds before, with the use of a sign and a horn.[/b] At this point, I ask you: are 20 minutes too few, or are they too many? - [b]Dragons have now become end-run bosses[/b], meaning they have been super-powered and made rarer. In Story mode, it will be very profitable to kill them... if you succeed. - [b]Death has been introduced![/b] Death is the most powerful enemy in the game (at least for now), BUT he is NOT invincible! I honestly don't know how many will manage to kill her, but in Story mode, she will have a very very interesting drop...;) - Bosses (Great Dragons and Death) have [b]a purple bar indicating their remaining health[/b]. This way, you'll know if your attacks are useful or if it's time to run like hell! - I changed the spawn parameters of the enemies, so the hordes may be a little different in their approach. - Giant Toads are faster and have greater attack range. Just so you know: do toads disgust you too in real life? - Previously, the formation automatically oriented itself depending on the direction of the player character. Now, this function continues to exist, but it is not the starting option. The starting option includes a fixed formation, but it will be possible to make it orientable again by pressing the relevant button (look in Settings/Controls). - Mounts have become even more important with the arrival of new bosses, so their price has also increased. [h3]QUALITY OF LIFE IMPROVEMENTS:[/h3] - Very important feature: [b]I have introduced the ability to change the game speed![/b] This way, you can overcome the boring phases faster and slow down the game in the more dangerous phases! The speeds now present are: x0, x0.5, x1, x1.5, x2. Obviously, the higher the game speed, the worse your PC's performance will be. - Special buttons have been added to change the speed of time easily. The basic keyboard commands are: "R" to slow down "T" for speed up Obviously, in Settings/Controls, you can change these commands whenever you want. - To include the features just described, I had to change some buttons on the controller. Find the list in Settings/Controls. - The camera is closer to the battlefield. This is because I realized that with the minimum zoom level, the involvement of the battle was partially lost. -When a mercenary dies, his equipment is now released in a different, more extensive manner. In this way, it will be easier to locate that place and regain possession of at least the objects. - The possibility of seeing the quantity of goods has been introduced in shop windows (mainly in that of consumable goods). This is because when a potion was put back, the game superimposed it on top of an existing one, and it seemed to the player that it had disappeared. [h3]BUG FIX:[/h3] - Fixed: Enemy ammo would not interact properly with mercenaries, making the game easier. - Fixed: When manually giving a healing potion to a mercenary and, in the meantime, giving it automatically to a mercenary, a conflict was created on that item. -Fixed: When a mercenary with a backpack dies, all items inside him disappear. Now, when a mercenary with a backpack dies, he will drop the items it contains onto the ground. I remember that the count of these objects starts from the final slots of the backpack, so it is good practice to place your objects in the highest slots of the inventory. - Fixed: If the player kept the inventory open and picked up an item from a dead teammate, inventory items could disappear (visually only). This error can still happen rarely, so I'll have to come back to it later. - Fixed: There was an error when exiting a shop if one of the mercenaries had a status effect, like poisoning, for example. - Fixed some graphical errors in the first map, but there will certainly be others due to the distraction and vastness of the map. If you find them, report them, thanks. I hope you enjoy this update. Write your opinions in the comments, they will help me improve the game :) See you in the next update. [b]FACE THE HORDE, GRAB THE LOOT, CROSS THE PORTAL.[/b]