- The Friday Scroll #2 - Combat Enhancement - 30 September 2023
Hey guys! I figure we can start with talking about some of the biggest changes we're doing with the new version; we previously talked about moving away from "dark souls" style combat, as well as moving away from competitive "SC2"-esque RTS gameplay. We hope that this Scroll provides a bit more context to those statements! -cazeoj Splitting ARPG with RTS Initial Design At its heart; the initial gameplay design of The Rebellion was to merge traditional RTS elements with a soulslike third person combat system. With these tools as a base, we would try to create scenarios where the player can do complex interactions like create equipment for their forces, trade with other players, set up resource harvesting networks, etc. There were also plans for more complex hero and combat interactions, including abilities and interactable environment pieces. Current State Complex interactions with your t…
- The Friday Scroll #1 - The Gameplay Loop Revamp - 8 September 2023
Welcome to the first Friday Scroll for The Rebellion; we'll be posting these to give updates on development, to key you guys in on some things that we think are pretty solid, and when we get further along, to show progress of the game. Friday scrolls will also will be great spots to receive suggestions/feedback on what we're working on, so we'd love to hear more from you guys! -cazeoj The Gameplay Loop Revamp Initial Design The Rebellion was conceived primarily with the Rebel and Empire players in mind; the intention of the Commoners was to be a "human resource" faction that the two warring factions would leverage in order to defeat the other and achieve victory. As you probably noticed; the lore presence of these two factions is in game, however we have not implemented any wartime factions yet, so the gameplay loop is incomplete. I think that was one of our biggest failings; being unab…
- Moving Forward - 7 September 2023
Hey guys, been quite a while! We've been taking a bit of a break; due to work pressures and other life circumstances, it's been hard to work on the Rebellion for the past several months. To be honest, there has been a hole in my heart where this development usually sits, and I plan on filling it again in the very near future. We're really sorry that development has been so slow, and we appreciate the support that you guys have shown despite this! A New Direction If it hasn't become obvious yet, we're going in a different direction with the Rebellion now. We posted about some "really cool stuff we were working on" around February of last year; at this point we silently transitioned into a fresh UE5.2 project, and began developing Rebellion again on a clean slate in an attempt to fix a lot of our problems. The reality of The Rebellion, at least in it's current 0.25 state, is that the time…
- Version 0.25 - 19 December 2022
Changes Interim update before we move over to Unreal Engine 5.1. Big changes include the new and improved health bars, fixes for some nasty bugs, and visual improvements to towns and other objects in the world. New Healthbars https://media0.giphy.com/media/9ki2TNfOeAjVFwIaRs/giphy.gif The New, Sleek Health Bars In Action The biggest change you'll notice in this update is our new and improved health bars. We've updated this UI with new art and effects to make hitting enemies (and getting hit) feel a lot more responsive. In addition to the improved visuals, under the hood we've optimized the code behind health bars to be a lot more efficient. This has fixed a variety of bugs, and is a small part of our efforts to improve performance. Visual Improvements https://i.imgur.com/L9mnCai.jpeg Changed Barracks, Better Foundation Blending with the Terrain We've taken the time to make some of our c…
- Version 0.245 : Abandoned Hamlet and River Ford Maps - 5 August 2022
Changes In this update you'll find our two new maps we've been working on, the Abandoned Hamlet and River Ford. We've also fixed a couple of persistent bugs that have plagued the game for a while. Abandoned Hamlet https://i.imgur.com/u2wB6Dk.jpeg The Rebel Interlopers Town In this small 2v2 map you explore the aftermath of the siege enacted upon the Empire Hamlet; traces of the rebel invaders and their foothold still live on. River Ford https://i.imgur.com/6Zm46v1.jpeg The Fort of the Ford The River ford is a mid sized 2v2 map with a valuable fortress rich in Agacite, Bromnium, and Gold located at the center. Fight your enemies over this strategic point! Bug Fixes https://i.imgur.com/Kgs8KDX.jpg Battle at River Ford! -Fixed a bug where combat music would reset and spam -Fixed a visual bug where it would get way too dark in the early morning -Fixed a bug where the host would hear client…
- Version 0.24 : Structure Addons, Tech Requirements - 12 February 2022
Changes Happy new year everyone! This first major update of 2022 is only the start of the many big changes and additions we have planned for The Rebellion this year, and we hope that version .24 gives you guys an idea of the direction we want to take the game. We want to focus on adding in essential systems that make the game flow better (as an example in this update, requirements), finishing up and polishing the gameplay elements we do have (Like the skirmish AI), and refining our code to make sure the game runs smoother. We'll be putting in new content as we go, however making the core of the game meet a certain standard is above all else! Structure Addons https://media.giphy.com/media/u6gELX2wpuqcevU6C7/giphy.gif Building an Addon! You can now expand certain structures with addons! Structures will have a certain amount of slots, indicated over their selection widget, which you can fi…
- 1v1 New Year's Tournament - 30 December 2021
We are proud to announce our first 1v1 tournament for The Rebellion! The official dates are still to be announced, but more updates will follow after we get a head count. First place wins $20 cash and all those who place will receive a prize! The games will be held on the 1v1 Ruins map and will be spectated by a moderator. Our next update is going to contain a ton of changes to how the game is played, so be sure to familiarize yourself with the changes before participating! Please join our discord to enter the tournament: simply express interest to one of our moderators or devs and they will add you to the list! Thank you and see you online! Sincerely, Caz Team
- Version 0.23 : Performance, small changes - 3 November 2021
Changes Small update this time. Primarily focused on back end optimization of units. Loadout Clarity Added some better visualization regarding what loadouts are selected; now you can see what loadout is active when training a unit, and the active loadout will properly load when changing loadouts. https://i.imgur.com/POqYl07.jpeg Some loadout UI Other Changes -Fixed up the ore rocks that wouldn't be harvestable on Hamlet -Fixed visual bugs regarding foundations and the highlight not displaying properly over the object -Optimized the unit class, removing a lot of redundant or bloating code
- Version 0.22 : First Performance Update, Wave Defense Polish - 15 October 2021
Changes The first of our performance updates! This one focuses on trying to optimize units and armor. We also made some fun changes to our Wave Defense mode. Armor Changes We've revisited how we handle armor so that the only information replicated or created is the meshes themselves, along with the added stats. This is going to make it so each unit has 3 less actors associated with it, which should noticeably impact performance. Wave Defense Polish https://i.imgur.com/uCP0L1M.jpeg Lightning! Well really we're just showing the new Widget in the top right We've made some changes to Wave Defense that should make it a better experience overall. Firstly, we've made a UI widget to track the progress of what Battalion you are currently on. We've also changed the way spawning a new battalion works; the timer for a new Battalion will now start upon the death of the previous Battalion's boss. Thi…
- Version 0.21 : Bug fixes, Brightness, and Healing Shrines - 1 October 2021
Changes Hello again! This one took a while, and although a little short on content we've been focused on bug fixing and quality of life over all else. We do have some really interesting content in the works (Ballista!), but we want to polish it a bit more before we release it. Vision Changes We encountered a serious bug with our fog of war system that caused the vision of client players to be related to the server's state. Fixing this turned out to be much more complicated than we had planned, however we managed to get it working, and working a bit faster on top of that. Brightness Sliders We've heard your feedback, and we understand that the game is too dark on a lot of monitors. To remedy this, we've added in brightness and exposure sliders to the main menu that should allow players to set the brightness to their pleasing. We've also finally fixed the sound settings so that they save…
- Version 0.20 : Combat, Unit AI, Stances - 5 September 2021
Changes Hey guys! Been a little since our last update; however rest easy, we've been hard at work on version 0.20. There are a few things that we still have coming in regards to this update (ballista towers, walls, abilities! ːsteamthisː), but the meat of it is here! Unit AI Update https://media.giphy.com/media/BRemuP9oyFY2KgQozI/giphy.gif The new AI engaging The biggest change you'll notice in 0.20 is regarding unit AI. We've completely changed unit decision making and target acquisition in order to make them smarter and more reactive across the board. Units will now approach with shield raised, charge wielding two handers, play defensively if low on health or poise, and back off and regain stamina when winded. Gone are the times when you could just run up and attack a group of enemies from behind without them noticing; they'll notice you and be rightfully angry! Units will now attack…
- Version 0.13 : Hit Feedback and Flying Ragdolls - 3 August 2021
Changes Back again with another update! We've pushed a lot of these updates already this week, but it's about time to catalogue all of the changes that we can remember. You'll find new, fun physics mechanics, better hit feedback, and a more clear loadout menu among other things in this weeks push. https://www.youtube.com/watch?v=F8VcIoWkF4M Taking Advantage of the New Ragdoll If you've familiarized yourself with our poise system in The Rebellion; then you'll know that it's possible to completely knock down units, turning them into a ragdoll temporarily (this same effect happens on death as well). Up until now, we haven't really put much attention into the ragdoll physics, so units used to kind of just turn into gelatin then collapse after being poise broken. Units would also tend to fall through the world; fortunately we've completely fixed this bug. Furthermore, we've had a breakthroug…
- Version 0.12 : Unit Weight and Movement Speed - 27 July 2021
Changes We've finally got around to making character weight actually mean something; we made the hero stat page a lot more useful, and improved poise break so that units fall through the world a lot less often. That and more in this weeks update! https://www.youtube.com/watch?v=hqfzk7Pq8VQ Unit Weight and Movement Speed Fun fact about The Rebellion; every item and resource has a weight value associated with it. This isn't something we've ever put front and center, and because of the Early Access state we're in, we haven't had the chance to really start utilizing this in gameplay. With Armor being a bit more powerful due to the recent changes, we've now made the weight of a unit's equipment change how fast he can move. https://media.giphy.com/media/CMSJBrVEkfMX6wvfNN/giphy.gif Light encumberment A pretty simple calculation happens; the Strength of the unit is "weighed" against the total…
- Version 0.11 : Wave Defense Rebalance; Major Crash Fixes! - 19 July 2021
Changes We've been working hard this week on fixing as many of the frustrating crashes as possible. We've made good progress on this before, but there were a few lingering ones, such as the defeat crashes, that persisted until now. We still have more to do, but the game is becoming a lot more stable as a result of our work! Wave Defense Rebalance https://i.imgur.com/CC9S0LI.jpeg A tough fight to the end... With the change in pacing in regards to the Wave Defense mode, we've noticed that the game became a lot more difficult; bordering on impossible on the higher difficulties. We've changed it so that enemy equipment is more dependent on the Battalion number, with the difficulty factored in. Basically, on all difficulties it will be easier early on; while later on enemies will always equip stronger equipment, varied with difficulty. Poise Break Changes We've decided to implement a change…
- Version 0.1 : Skirmish AI, Wave Defense Revamp, and Much More! - 10 July 2021
Changes So this is a big one! We don't have an exact changelog, forgive us as we've been hyper focused and working around the clock on making these new systems and fixes. Skirmish AI https://i.imgur.com/b6FfvVs.jpeg Attacking an Enemy AI We've added in our first iteration of the Skirmish AI to the game! There is a lot more to do with this, and we'll be periodically updating the AI constantly. In order to play with AI, just create a game and click on an open slot to add an AI player. Wave Defense Revamp https://i.imgur.com/pCDeBJG.jpeg The new Hamlet! The Wave Defense game mode was simply inadequate as a game mode, especially after the addition of Skirmish AI. We've changed the pacing and AI in order to make the mode feel more like a desperate holdout, as opposed to the sluggish flow the mode had before. We've also redone the entire Hamlet map to look and play a lot better; I'd recommend…
- The Skirmish AI update is now on the public Tester branch! - 22 June 2021
We've been hard at work adding in Skirmish AI for our game; and although it's not quite ready for an official release we want you guys to be able to see for yourselves what we've been working on. We've removed the requirement for the beta tester branch; now you don't have to worry about entering a code or anything, just select it from the beta opt in menu. Expect updates pretty often on this build; but beware, some builds might be very experimental! if you do opt in, we'd LOVE to hear your feedback! We'll always respond here or on our Discord. Changes We'll catalogue all the quite numerous changes and additions in the patch notes when we finally release the update, but for now we'll just talk about some of the cool stuff you'll find on the tester branch! Skirmish AI https://media.giphy.com/media/cYtmtoEdf1Gx1xwkvw/giphy.gif An AI player starting their base up We've finally gotten the fr…
- Version 0.07 - Heavy Iron Weaponry - 20 May 2021
Hey guys! Last big update before we add in skirmish AI. This update primarily adds in a new weapon tier, while doing some necessary quality of life changes that we will always be implementing as we create new content. Heavy Iron Weapons Added a new set of weapons to match the Full Iron plate armor. Think of these as a middle ground between Agacite and Bromnium; high Iron cost weaponry which specialize in versatility. Balance Gave the Guard Captain an Iron Broadsword instead of an Iron Longsword Increased Storagehouse capacity to 10000 weight units from 8000 Added a gold ore node to every spawn point With the addition of Heavy Iron weaponry, we felt that the Bromnium and Agacite weaponry fell a little short in power compared to the amount of effort required to get them. We’ve increased their strength by 10-20% across the board to account for this. Increased the Agacite Pike damage/force…
- Version 0.06 - Harvesting, Construction, and Massive Rebalancing - 30 April 2021
We've been hard at work making sure the systems we have are in good shape as we move towards adding in Skirmish AI! Here are the latest changes. Worker Changes We’ve made some pretty big changes to workers this update. First; we’ve made workers a bit tougher, as we believe that they died way too easily beforehand. We’ve also removed the iron and lumber cost on workers while slightly increasing the food cost. Harvesting We’ve made across the board improvements to harvesting. We aren’t quite done yet; but at least this will make harvesting feel a lot better until we put more love into it. Workers will now always move to the closest resource to the drop off on returning to a resource patch New particle effects on harvesting impact Added a new satchel to the worker, so they are better identified Fixed visual and animation errors regarding dropping off and resource loads Construction We are…
- New Engine version, across the board improvements! - 18 April 2021
Gameplay -We are playing around with Sprinting and attacking; you can now initiate an attack while sprinting, and you'll sprint through the windup of the attack into your swing. We hope this makes Hero play a bit more aggressive; especially when chasing down targets. When we get around to revamping the AI, units will also be capable of this. Health regen Improved the health regeneration rate of units across the board. Overseer - From 5 health per minute to 8 health per minute. Guardsman - From 1 health per minute to 5 health per minute. Vanguard - From 1 health per minute to 8 health per minute. Sergeant - From 1 health per minute to 10 health per minute. Lobby Made improvements to the lobby; now players can correctly see each other in game. We still have a lot more we could do in this department and we’re working to make this experience better every day Bug fixes/Performance -The file…
- Important! Startup Crash, Temporary Fix. - 9 April 2021
We've run into a couple of client and engine errors that we hadn't experienced beforehand, which we are now putting effort into resolving. First, it seems like switching to and from fullscreen to windowed is causing errors. I'd recommend not doing this until we resolve the errors, and we apologize for this problem. As it goes for the startup crash, we believe we found a temporary solution. Please follow these steps to fix the issue. 1 : Go to your OS install directory; typically your C: Drive. 2 : Go to the "Users" folder. 3 : Go to the User you are attempting to start the game with (i.e. Zack, Admin, etc) 4 : Enter the "AppData" folder (NOTE: This folder is typically hidden, if you go to view at the top of your explorer, and toggle Hidden Items on, this will display it.) 5 : Go to the "Local" folder. 6 : Find the folder called "Rebellion" here 7 : Enter the "Saved" folder 8 : Delete th…