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December Update: Preparing Avalon Lords for a Bold Rebirth in January!

Greetings, Avalon Lords community!

Since our last update in August, we’ve made significant strides in bringing Avalon Lords closer to the rebirth it deserves. Our team has been working tirelessly to refine the game, and today, we want to share the progress we’ve made and what lies ahead.

What We’ve Accomplished Since August:

Here are some highlights of the work completed since our last update:

  • Combat Improvements: Addressed and fixed bugs like units not properly attacking enemies in missions, ensuring smoother gameplay.

  • Enhanced Tutorials: Redesigned tutorial screens to guide players more effectively, including updates like adjusting Peace Time mechanics.

  • Loading Screen Enhancements: Introduced a brand-new loading screen for a more immersive and polished experience.

  • Visual Updates: Added a sleek 3D logo to the main menu for a fresh, modern feel.

  • Animations: Reanimated core models, including the peasant unit, for more lifelike movements and dynamic interactions.

  • UI and Sound Pass: Continued refining UI elements and sound effects to ensure consistency and improve player immersion.

And this is just scratching the surface! The team has been methodically polishing every aspect of the game to ensure it’s in a state we can be proud of.

The Road Ahead: January Release Target

We’re excited to announce that we are targeting January 2024 for the release of the newly rebuilt version of Avalon Lords during the Steam Strategy Fest. However, this will only happen if the game meets our expectations of quality and polish. As always, our commitment is to "do it right this time." If the game isn’t ready, we won’t rush the release. Your understanding and patience mean the world to us as we push to deliver the experience Avalon Lords deserves.

What’s Next?

We’re currently in the final stages of preparing for broader playtesting to ensure the gameplay, mechanics, and experience all align with the vision we’ve rebuilt from the ground up. This includes:

  • Fine-tuning unit AI, particularly combat mechanics and pathfinding.

  • Testing the first chapter of the single-player campaign to ensure it captures the depth and excitement of the Avalon Lords story.

  • Continued improvements to UI, sound, and visuals across the board.

Thank you for sticking with us on this journey. The time and effort we’ve poured into this project are all for one goal: to bring Avalon Lords back better than ever. Keep an eye out for updates as we approach January, and don’t hesitate to share your thoughts, feedback, or questions. Your support keeps us motivated!

Stay tuned for more soon, and as always…

For Avalon!

Full List of Completed Tickets and defects

  1. Units not attacking enemies on mission 1

  2. Tutorial for screen not decreasing Peace Time

  3. Loading Screen

  4. Add new 3d logo to main menu

  5. Re Animate the peasant model

  6. Work on Main Menu Scene

  7. Peasants should search for other buildings to help finish

  8. Settings option on Main Menu crashing the game

  9. Setup New Main Menu For Single Player

  10. Begin framing work for Tutorial Mode

  11. Box selection prioritizing units instead of unit + buildings

  12. remove skip buttons all together.

  13. make sure that videos are its skipping on its own

  14. Unit health bar not disappearing when being deselected

  15. Unit spawn gathering point not showing on different types of camera zoom

  16. Incorrect model/design for beacons

  17. Widen and smooth out terrain for small chapter 1

  18. Unit portrait has the same image as previous selected unit

  19. Player not able to build Archery Range on mission 1

  20. Button Main Menu not working after failing/winning a mission

  21. Remove unit health bar on cinematic videos

  22. Player not able to command attack on units

  23. Create Books for Main Menu Chapters

  24. create video cuts for main menu

  25. Dark Unit - Demon Warrior

  26. Building a stable locks the player from other actions (until mouse right clicking)

  27. Health bar clipping on unit model

  28. Remove Merlin And Arthur Spawner

  29. Single and double click not working for units

  30. Visual bug on starting area for Mission 1

  31. Cinematic video not automatically skipping on mission start

  32. Cinematic video not being shown on game start

  33. Main menu not being firstly loaded on build 'development - dev'

  34. Some trees being selected on the start of Mission 1

  35. Peace time on Mission 1 not decreasing

  36. Church building softlocking Mission 1

  37. Not able to pass mission 1, as 'Secure the camp site' isn't being triggered

  38. When more than one civilian is selected, the build menu is blank

  39. Merlin and King Arthur always being selected

  40. Arrows being targeted above the enemies

  41. Unit box selector not automatically disappearing

  42. Update Fog Of War

  43. Remove Background Behind Mission Complete

  44. Visual glitch after merlin and Arthur leave the cave

  45. Pressing escape during a mission pauses the game but will not show a (temporary) menu, basically locking the player out

  46. The units are already in a moving state while the cutscene for mission 1 is shown

  47. For Units spawned in have them not run to a location, spawn them at that location

  48. Fix Merlin Model

  49. Ensure Arrows Disappear After Hitting Unit

  50. Add Mission Beacons

  51. Camera Zoom In Min Height

  52. Camera Zoom Out Max Height

  53. Fixing Intro Scene

  54. Increase Hit Box For Attacking Unit

  55. Missions Stuck

  56. Trees Floating In Air

  57. Structures Menu

  58. MOBS Should Fight who they encounter first

  59. Need A Visual Cue For Attacks

  60. Swordmen just Standing around For Some Reason

  61. Archers Stop Attacking Other Enemies

  62. MOBS Sometimes stop attacking

  63. Archers Take Too Long To Respond

  64. create Mission Complete and Mission Failure UI

  65. Dark - Demon cave

  66. Dark - Fortress

  67. Investigate Library / Menu Scene

  68. Update Cave V2 for cutscene.

  69. Updated Cutscene for singleplayer. Cave and Troops

  70. Write out all the building sound references and unit references for audio.

  71. Change Under Attack Sound to Horn

  72. Arrows do not fire from the correct position but from the opposite side of the unit

  73. Add the Aviary to RTS Engine.

  74. Replace King Arthur Model

  75. Import Hero - Arthur

  76. Import Hero - Merlin

  77. Objective Complete

  78. Pathfinding Issues

  79. Random dawn troops you find in the world currently attack you, they need to become your friends.

  80. Hero Unit Not Getting Attacked

  81. Adjust and flatten paths for astar path finding.

  82. Write a short description for each unit both from a sound perspective and wiki lore.

  83. Finish videos for Kim for Sound Design

  84. Can't Go Past Mission 2

  85. On Focus Navigation Items

  86. Enemy Spawning During Peace Timer and Then Disappears

  87. Units Stacking

  88. Mission Complete Sound

  89. Chapter Failure Sound

  90. Chapter Complete Sound

  91. Dark - Siege/Forest Cave

  92. Dark - Prison/House

  93. Dark - Blacksmith/Forge

  94. Skeleton Barracks / Graveyard

  95. Dark - Barracks/Graveyard

  96. Dark - Altar

  97. Wizards Tower

  98. Church

  99. University

  100. Townhall

  101. Stables

  102. Siege Workshop

  103. Sawmill

  104. House

  105. Blacksmith

  106. Barracks

  107. Archery

  108. Aviary

  109. Altar

  110. Replace Peasant Model

  111. Make sure fog of war is working correctly

  112. Integrate Hero UI with merlin and Arthur

  113. UI Implementation with RTS

  114. Figuring out Arthur and getting him game ready.

  115. Adjust Main menu and single player menu to start the single player experience.

  116. Adjust Wave Manager for Unit and Wave Configuration

  117. Adjust Win/Lose State Logic and Implement Checkpoint System

  118. Spawn and Manage Dawn Units Across Chapter

  119. Create the player manager for the dawn units

  120. Add the video that hannah is working on. (story book).

  121. Hide UI during video and cutscene.

  122. Create an ability to turn objects off and on per mission.

  123. Add win and lose states for the single player.

  124. Setup Transition between missions same map

  125. Horn Sound to Signify Mission Transition

  126. Creating introduction trailer for ingame single player

  127. Sounds Pass List

  128. Figure out King Arthur

  129. Figure out Merlin

  130. Create missions for single player game mode

  131. Help Create player hub and other UI for the game.

  132. Help create Icons for buildings Darkness and Dawn

  133. Add new camera for in game cinematics / cutscenes

  134. Stables - Helldogs

  135. Aviary - Flying demons

  136. Create Wizard Tower - Skeleton Mage

  137. Church - Gothic

  138. Create Sacrifice Pit - University

  139. Using RTS Engine create the new faction type of Darkness

  140. Implement The Darkness Faction

  141. Create Darkness Structures

  142. Optimize Structures

  143. Remove Trees From Base Areas

  144. Mesh Baker

  145. Optimize Units

  146. Fix Lights On Construction State

  147. Add Ambient Lighting To All Structures Level 1

  148. Adding Grunge to Ruins on Demo Level

  149. Investigate Implementing FOW

  150. Investigate Implementing Minimap

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