April Game Update!
Hello everyone! First of all, we're very sorry for the radio silence. The last few months have been very busy and very eventful. We were held up mostly by technical reasons - we were upgrading from Unity 2018 to Unity 2022, which was quite a jump. As a result, we had to do a lot of work to make WuS work again, but development should go smoother from this point on.
Let's talk HEROES
You may have noticed our new capsule. You were probably thinking "sheesh, they added a girl on there so that more people will click on the game! Gosh, these sneaky developers!". Well, ACKSHUALLY you'll find it's not just some RANDOM GIRL, but our new Elven Hero - Anwen.
Anwen is an Elven Ranger. She comes with four new, unique skills only available for her character. She's very much a damage dealer, and she's fast on her feet too! She can also summon wolves which will follow her everywhere she goes. They are pets - you, as a player, have no direct control over them, but they'll stick by Anwen's side. You can select your hero and bind them to your deck in the Deck Builder.
Talking about heroes, they're voiced now! That's right! We hired some very talented voice actors, who now voice Galahad and Anwen. You can watch a little sneak peek here:
But, what's good a new hero if you can't control those darned units properly. GOSH, I tell you developer, clicking and giving orders is IMPOSSIBLE IN YOUR GAME! You guys at REDKAR need to get your ASS IN GEAR and give us some NEW CONTROLS.
Yes. We heard you, and we agree. Unit control in WuS is very difficult, but it's going to get better in this patch. It's not perfect yet, but it is better.
Unit Control
Apart from the obvious fixes to the most annoying things (not being able to click on a unit, the selection box disappearing when hovering over the UI, things being WEIRD etc.), we have also introduced Unit Formations. You can watch a W.I.P video of unit formations here (please disregard the lack of translated text).
There are five formations to choose from: Lines (single, double, triple), Melee Front, Missile Front. The last ones can actually be sort of reversed if you drag the formation from the other angle, so we might remove one of them... but we will see and await your feedback on that one. It's an experimental feature! Cool thing is though, that these formations are reactive - so you can stretch the lines as much or as little as you like.
We also reworked unit collisions, pathfinding, corrected unit ranges and all that. I could write an essay on it but I really, really don't want to, and I promise you, you don't want to read it. If you do want to read it, make yourself not want to. Please.
Gamepedia
Gamepedia, knowledge base, whatever... It's a big library of things that contains information about everything you need to know. Units, buildings, keywords, lore descriptions, stats, abilities... all that tosh.
You guys told us that you really need information about unit stats for your minmaxing desires, so we added it in. You can view stats and abilities of all races (both yours, and enemy), buildings and all that kind of stuff.
We hope it's enough for all your gaming needs :) But the things you learn... Keep it secret. Keep it safe.
Weather
To spice things up, we have weather now! Throughout the battle you'll find a host of random weather effects that change the look of the battlefield, and provide bonuses and penalties. Sunny weather gives you a bonus, but any other can give penalties, or bonuses to your enemies. There are following weather types in the game:
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Clear
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Dense Clouds
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Dense Fog
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Electric Fog
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Light Rain
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Thunderstorm
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Dust Storm (planned next update)
Total Rebalance!
So, this is difficult to admit (well, not difficult, but shameful). We made quite a doodoo. So far the game was cheating. Well, it wasn't cheating-cheating, but there's quite a chance most of you had very different experiences as far as balance is concerned.
TIL: We fixed things that were broken (stats, order of cards), and now everything will be better.
Long version: For those of you familiar with game design you might know that percentages and percentile bonuses are a dangerous tool when used willy-nilly. At the moment, the game would give bonuses incrementally from the current value, not the base value. This created some crazy numbers that were very difficult to balance, and allowed players to skyrocket their unit stats if they knew about this system very quickly. We no longer give any % bonuses incrementally, but instead always give the bonus calculating it from the original value. If you had a base value of 10, and gave it 5x 50% bonus, you'd end up with numbers 10, 15, 22.5, 33.7, 50.6, 75.9 and so on... Instead you should be always getting 50% from 10, so... 10, 15, 20, 25 etc... You see the problem?
At the moment the order of the cards really matters - because if you give yourself a big bonus first, it might hinder you. The way in which you picked the town hall development tree bonuses totally makes a difference. From the new patch, it no longer will - all bonuses will be independent from each other.
No screenshot for this because how the heck do I take a screenshot of this :) I could show you a stat comparison but bleh...
Upping the price!
As we've been saying, the price will be upped over time as we get closer to full release. WuS has been sitting at a very low price for a while. Now that we are happy with the additions, quality of life improvements and bug fixes this patch brings, we'll be upping the price a bit. WuS is going up from $4.99 to $7.99 this weekend, when the patch lands.
¡Traducción al español añadida!
Esta parte es en realidad del traductor de Google, ¡pero conseguimos que alguien tradujera el juego al español!
Creo que podría haber algunas cosas traducidas por Google cuando teníamos prisa, pero prometo que las arreglaremos :)
Release notes
The patch will hit sometime this week - we'll do our best to release it in time for Friday. For the curious: 0.7:
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¡Traducción al español añadida!
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Added a new hero and cards to go with her
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Added a Weather System. Different weather gives bonuses or penalties
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Added unit formations. A new button appears when more than one unit is selected at the bottom panel, allowing the player to select a formation
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Added Gamepedia
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Guard mode toggle changes stance for all selected units now
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Both heroes are now voiced
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Selection box no longer disappears when hovering over UI elements
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Significantly improved unit selection
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Optimisation Improvements
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Improved mission loading time on lower-end PCs
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Reworked unit melee combat distances. Units will now stop at correct distance
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Reworked unit pathfinding, units will now display more intelligent behaviour, and will not push through each other unnecessarily
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Reworked collisions. Units will no longer push through buildings such as walls and gates
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Card bonuses are now independent from each other, this has a severe impact on numbers. Order of cards played no longer affects the final bonus.
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Lots of new animations and sounds (especially UI)
THE FUTURE
This is not the long-promised content patch you've been waiting for, but it is a step in that direction. Since we've been silent for so long, I want to show you some screenies of things to come. Please remember everything you see here is W.I.P and subject to change. But more on that next time... :)
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