The investigation of multiple disappearances in the midst of the Black Death turns into a bloody stand against a new mysterious threat. Survive in a turn-based, tactical sandbox, managing a settlement and dozens of peasants, craftsmen and warriors to stop the upcoming Scourge.
[h2]Hello mercenaries![/h2]
From the beginning of this year we've been working on improvements to the game: new character abilities and improved tactical combat, reworking the work, overload and energy counting system, and much more, we can't wait to share what we've done with you!
[h2]Playtest Results[/h2]
[img]{STEAM_CLAN_IMAGE}/41593963/edcb4ff84194f3edefcfd024752e4dbed421c399.jpg[/img]
During the playtest, we got a lot of feedback and made sure we were moving in the right direction. However, we also identified a few weaknesses of the game. For example, the hunger and overload mechanic doesn't work as we expected, many players ignore it. Enemies proved to be too weak for a well-armed squad. We also noticed a quest where players face endless defense. We have already started to tweak the balance, rework said quests, as well as identified and already fixed several bugs. This has added to our work, but now we know exactly how to make the game better and are already actively working on improvements.
And yes, playtests will continue! Join our Discord server so you don't miss out on the next playtest: [url=https://discord.gg/zSMrwpnm5D]DISCORD server[/url]
And of course, thanks to everyone who joined! You are our heroes!
[h2]New character abilities in tactical combat[/h2]
Let's talk about the new character options in tactical combat.
[img]{STEAM_CLAN_IMAGE}/41593963/a304e687a9730f86a7ea5553dbc6b9225c32c5f7.gif[/img]
Last time we already talked about the new combat system - tactical comba: if you have a commander in your squad, the battle takes on a new look: the camera zooms in on the squad tile, the characters are set up in two lines and you are given the opportunity to attack each unit individually using their special abilities.
Now let's take a closer look at the new abilities!
[img]{STEAM_CLAN_IMAGE}/41593963/f36e3e8813e4223bfa4abca9b62c60723cc29132.png[/img]
Reach - This ability is available to Militiamen armed with a spear. A special attack that deals double damage.
Recklessness - ability available to Guardians armed with a sword, attacks three random targets in one turn.
Defender - ability of Guardians with a shield, once used, will intercept 2 random enemy attacks directed at allies.
Execution - ability of a Squire armed with a halberd. Attacks the enemy with the most power, dealing double damage.
[img]{STEAM_CLAN_IMAGE}/41593963/db0bf0ef2e96cb102a82ccb292a19138dc0b23d8.png[/img]
Not Aiming - ability available to archers, pathfinders, and scouts with bows. A special attack that hits three random targets in one turn.
To use many abilities you need high moral of your character. Raise morale can be delicious food, completing tasks, defeating opponents and of course drinking, what mercenary does not like to drink.
We replaced horns with flags, it's strange to blow a horn when there are zombies around reacting to sound. Now all brigadiers, sergeants and captains wear different flags, which are displayed on the map.
[img]{STEAM_CLAN_IMAGE}/41593963/aa3f605837674cf5f5f8b97b69fb8cae9e082cb4.jpg[/img]
[h2]Changed character work calculation[/h2]
All tools have become more useful in work: helpers without tools give only a unit of work, while masters with tools bring from 10 to 30 units of work. At the same time in a group, a character with the needed skill for work will get the bonus of the best tool of the group.
[img]{STEAM_CLAN_IMAGE}/41593963/c91a5d587b62d4dd5bb392c06fbc9b198fbf4ceb.jpg[/img]
[h2]Character Overload, Energy Recovery[/h2]
Character overloading now affects their energy more, and a character without energy stops the whole group until he has a rest.
[img]{STEAM_CLAN_IMAGE}/41593963/b260421a13914f47f28d4f301052258879ac0e9e.jpg[/img]
The energy recovery mechanism for characters has been redesigned: now the maximum energy storage is larger, and it is recovered faster if the character is full and thirsty.
[h2]Technical improvements to the game[h2]
Over the past two months we have been focusing on improving the technical side of the game. Map generation and free construction create a huge number of possible scenarios that can create bugs and freezes. But we are very happy with our progress in this respect: if at the end of January it was difficult to pass the game without errors, now the situation has changed radically. Now we encounter bugs much less often.
[h2]Other changes:[/h2]
[list]
[*]Knives have now taken on a role not only in hunting and cooking, but also in farming and gathering, replacing sickles.
[img]{STEAM_CLAN_IMAGE}/41593963/a52f88c293bb618e813c10ccf416001cac7a09c0.jpg[/img]
[*]Improved the display of unit moves in tactical combat: resting units get comfortable on the ground.
[*]Added many new recipes for crafting armor and weapons, so arm yourself!
[*]Many improvements have been made to the UI to make the game more user-friendly and understandable.
[/list]
[h2]Prologue release plans[/h2]
At the moment we can't give an actual release date for the prologue of Plague Lords: Witch Hunt. But we are actively working to make sure that moment comes as soon as possible. Before the release we are planning one more playtest, so check out our Discord channel to make sure you don't miss it.
[h2]Add the main game to your wishlist and subscribe on social media.[/h2]
[url=https://store.steampowered.com/app/2616100/Plague_Lords/]Plague Lords[/url]
[url=https://discord.gg/zSMrwpnm5D]DISCORD server[/url]
[url=https://twitter.com/redunitstudios]Red Unit Studios Twitter[/url]