- Warring States - Released! - 29 January 2018
Warring States: Tactics has been Released! https://i.imgur.com/UAGyMt0.png It's finally here, after a long road. At the bottom of this post you'll see a list of changes from the Beta update. From the bottom of our hearts, thanks to all of you that put up with us on this long journey for our small game. Release Trailer https://www.youtube.com/watch?v=Zd2fBH-YpiQ For a bit of fun, compare this to our OLD Greenlight Trailer from 2013! https://www.youtube.com/watch?v=sKasc0qUO0g New Website https://www.warringstatestactics.com/ https://i.imgur.com/h9WumVt.png Changes The Beta was the last News announcement we posted, but we've been releasing small updates and maintaining a thread on the old Early Access general forum of the patch notes. Here is a complete list of all changes since the Beta update. Improved handling of AI threads Fixed error caused by killing all remaining Supply Depots in M…
- Warring States - Released! - 29 January 2018
Warring States: Tactics has been Released! https://i.imgur.com/UAGyMt0.png It's finally here, after a long road. At the bottom of this post you'll see a list of changes from the Beta update. From the bottom of our hearts, thanks to all of you that put up with us on this long journey for our small game. Release Trailer https://www.youtube.com/watch?v=Zd2fBH-YpiQ For a bit of fun, compare this to our OLD Greenlight Trailer from 2013! https://www.youtube.com/watch?v=sKasc0qUO0g New Website https://www.warringstatestactics.com/ https://i.imgur.com/h9WumVt.png Changes The Beta was the last News announcement we posted, but we've been releasing small updates and maintaining a thread on the old Early Access general forum of the patch notes. Here is a complete list of all changes since the Beta update. Improved handling of AI threads Fixed error caused by killing all remaining Supply Depots in M…
- Update 21 - Beta - 17 December 2017
Long time no see! It's time for an update and it's a pretty big one with lots of changes across the board. We're calling this 'beta' because it has all the content in we want for the game and what's left is balances, fixes and polish. This update will go live today. Where have we been? It's not an excuse, but the reason the updates have stopped is because of our small team, I was the one doing updates. At the start of the year I got really really ill and spent a good half of the year dealing with it, including numerous trips to the hospital and an unpleasant procedure. Despite this work did not stop on the game at all. But we don't like to put out updates with half finished work and loads of my work went half touched. Now that I'm back we've been busting the past few months to bring all of the year's work together into an update. All I can do is apologise for the lack of updates and poo…
- Update 21 - Beta - 17 December 2017
Long time no see! It's time for an update and it's a pretty big one with lots of changes across the board. We're calling this 'beta' because it has all the content in we want for the game and what's left is balances, fixes and polish. This update will go live today. Where have we been? It's not an excuse, but the reason the updates have stopped is because of our small team, I was the one doing updates. At the start of the year I got really really ill and spent a good half of the year dealing with it, including numerous trips to the hospital and an unpleasant procedure. Despite this work did not stop on the game at all. But we don't like to put out updates with half finished work and loads of my work went half touched. Now that I'm back we've been busting the past few months to bring all of the year's work together into an update. All I can do is apologise for the lack of updates and poo…
- Update 20 - New Multiplayer Maps - 27 November 2016
New Multiplayer Maps We've added 4 new Multiplayer/Battle Maps (2 small, 2 medium). There is an additional large map coming next week, but we didn't want to delay the update. Small - South Sea Island http://i.imgur.com/kU4Q0cM.png Two sides battle to claim the island for their own. Positioning will be crucial to overcoming your enemy. Small - Bridge Control http://i.imgur.com/DXT1kPb.png Two armies fight with only a small river seperating them. Control of the only two bridges will be the key to success. Medium - Hidden Paradise http://i.imgur.com/oqHd99K.png Two armies face each other head on along this winding path. Position ranged units carefully along the banks and out of reach from melee attacks Medium - Serpents Way http://i.imgur.com/h5nLWl0.png Two scouting parties discover a clearing amidst the stone forest. Use the paths to travel quickly around the sides or venture into the fo…
- Update 20 - New Multiplayer Maps - 27 November 2016
New Multiplayer Maps We've added 4 new Multiplayer/Battle Maps (2 small, 2 medium). There is an additional large map coming next week, but we didn't want to delay the update. Small - South Sea Island http://i.imgur.com/kU4Q0cM.png Two sides battle to claim the island for their own. Positioning will be crucial to overcoming your enemy. Small - Bridge Control http://i.imgur.com/DXT1kPb.png Two armies fight with only a small river seperating them. Control of the only two bridges will be the key to success. Medium - Hidden Paradise http://i.imgur.com/oqHd99K.png Two armies face each other head on along this winding path. Position ranged units carefully along the banks and out of reach from melee attacks Medium - Serpents Way http://i.imgur.com/h5nLWl0.png Two scouting parties discover a clearing amidst the stone forest. Use the paths to travel quickly around the sides or venture into the fo…
- Update 19 - In Game Guide - 15 November 2016
Smaller update content-wise but with a lot of bug fixes. Gameplay Guide We've added an in-game guide to explain some of the key concepts of gameplay. You can access it with the ? button in the top right by the minimap. http://i.imgur.com/wbHtZxY.png It covers a variety of topics which you can view in an index. If you can think of any topics we're missing, do e-mail us and we will take it into account. http://i.imgur.com/GYVtFzu.png The text for each entry isn't too wordy. We've tried to keep it concise but clear with images to reinforce it. The images are mostly placeholder as we intend a beauty pass in the next update, but we wanted to get the text out there for people to comment on. http://i.imgur.com/rNoO44p.png Font Rendering Optimisation A big part of this update is behind the scenes. One of the changes is to the font rendering. A big gripe in Unity3D games is their loading times,…
- Update 19 - In Game Guide - 15 November 2016
Smaller update content-wise but with a lot of bug fixes. Gameplay Guide We've added an in-game guide to explain some of the key concepts of gameplay. You can access it with the ? button in the top right by the minimap. http://i.imgur.com/wbHtZxY.png It covers a variety of topics which you can view in an index. If you can think of any topics we're missing, do e-mail us and we will take it into account. http://i.imgur.com/GYVtFzu.png The text for each entry isn't too wordy. We've tried to keep it concise but clear with images to reinforce it. The images are mostly placeholder as we intend a beauty pass in the next update, but we wanted to get the text out there for people to comment on. http://i.imgur.com/rNoO44p.png Font Rendering Optimisation A big part of this update is behind the scenes. One of the changes is to the font rendering. A big gripe in Unity3D games is their loading times,…
- Update 18 - 19 September 2016
New update rolling out as this message is posted. I had hoped to get Chapter 4 in the update but we found an issue at the last minute with the missions and rather than postpone the update any further I wanted to get it out - since it included a ton of bug fixes. Waypoint Movement Sometimes you really want to move your unit a very specific way, but the pathing is forcing you down a specific route. Now you can use waypoints (hold shift + right click) to define the path you take. Avoid that scary forest you *know* has an ambush waiting. http://i.imgur.com/BCwb4L0.png New Unit Flags The previous unit flags had some needless information and we're very clear. We've cleaned them up and also made them change size depending on your zoom level (which is adjustable in the options under Flag Zoom Threshold). Unit information is now more direct and clear and it should be easier to identify units whi…
- Update 18 - 19 September 2016
New update rolling out as this message is posted. I had hoped to get Chapter 4 in the update but we found an issue at the last minute with the missions and rather than postpone the update any further I wanted to get it out - since it included a ton of bug fixes. Waypoint Movement Sometimes you really want to move your unit a very specific way, but the pathing is forcing you down a specific route. Now you can use waypoints (hold shift + right click) to define the path you take. Avoid that scary forest you *know* has an ambush waiting. http://i.imgur.com/BCwb4L0.png New Unit Flags The previous unit flags had some needless information and we're very clear. We've cleaned them up and also made them change size depending on your zoom level (which is adjustable in the options under Flag Zoom Threshold). Unit information is now more direct and clear and it should be easier to identify units whi…
- Update 17 - Big One - 11 June 2016
Hey everyone! It's been a while since our last update. The reason for this is primarily because we were doing a big overhaul of the combat system, which required poking everything in the game in terms of art, animation, code and design. With just four of us, you can imagine that takes a while. Thanks for your patience! Combat Update For combat we had a couple major issues we wanted to address. The first was clarity. We really wanted it to be clear how your choices of terrain and positioning impacted combat. For this to work, we had to expand on the combat system a bit, adding some depth that actually simplified interaction. Combat Engagement http://i.giphy.com/l46CelqHIDczxrwxG.gif All units now have a concept called engaged. If two units that aren't engaged fight in melee combat, they become engaged to each other. This means that while the engage is active, they can only target each ot…
- Update 17 - Big One - 11 June 2016
Hey everyone! It's been a while since our last update. The reason for this is primarily because we were doing a big overhaul of the combat system, which required poking everything in the game in terms of art, animation, code and design. With just four of us, you can imagine that takes a while. Thanks for your patience! Combat Update For combat we had a couple major issues we wanted to address. The first was clarity. We really wanted it to be clear how your choices of terrain and positioning impacted combat. For this to work, we had to expand on the combat system a bit, adding some depth that actually simplified interaction. Combat Engagement http://i.giphy.com/l46CelqHIDczxrwxG.gif All units now have a concept called engaged. If two units that aren't engaged fight in melee combat, they become engaged to each other. This means that while the engage is active, they can only target each ot…
- Update 16 - Achievements and more - 23 February 2016
Our last update was just before Christmas, so this update is a bigger one. There have been a lot of behind the scenes changes (Unity 5 the biggest among them) but also a lot of new useful stuff for players. Achievements, Trading Cards, Badges and Emoticons They've been very commonly requested, and we were always going to do them, but it was never a huge priority at the start when we had a lot of a game to finish. Now as we're approaching our end goals we've managed to get them in. A few achievements are disabled (namely Rank related achievements) since these scores aren't finalised. http://i.imgur.com/WVNQktk.png http://i.imgur.com/uLVrT3A.png Custom Keybindings No PC game is complete without custom keybindings. This also helps our players with international keyboards where the default setup doesn't work well for them. We may adjust the default before final release and I'd also like to…
- Update 16 - Achievements and more - 23 February 2016
Our last update was just before Christmas, so this update is a bigger one. There have been a lot of behind the scenes changes (Unity 5 the biggest among them) but also a lot of new useful stuff for players. Achievements, Trading Cards, Badges and Emoticons They've been very commonly requested, and we were always going to do them, but it was never a huge priority at the start when we had a lot of a game to finish. Now as we're approaching our end goals we've managed to get them in. A few achievements are disabled (namely Rank related achievements) since these scores aren't finalised. http://i.imgur.com/WVNQktk.png http://i.imgur.com/uLVrT3A.png Custom Keybindings No PC game is complete without custom keybindings. This also helps our players with international keyboards where the default setup doesn't work well for them. We may adjust the default before final release and I'd also like to…
- Update 15 - 7 December 2015
Time for another update! Lots of little things have gone into this update along with a bunch of bug fixes. Updated Floating Unit Info We've added a morale indicator to the floating unit info, which corresponds in color to the morale level on the unit panel. This gives you morale info of numerous units at a glance. http://i.imgur.com/kQDVEpG.png Multiplayer Team Info We've gone through and made sure the Team and Steam Player names were communicated well throughout the multiplayer screens. In game there is a HUD element indicating players, as well as an improved game results screen. http://i.imgur.com/u3iMQ3j.png Multiplayer Results Screen Multiplayer games exited the same as single player. This was rather poor, and we always intended a more complete results screen. http://i.imgur.com/GiEM4PY.png Mission Intro Maps We've finished all of the mission intro maps and even updated the original…
- Update 15 - 7 December 2015
Time for another update! Lots of little things have gone into this update along with a bunch of bug fixes. Updated Floating Unit Info We've added a morale indicator to the floating unit info, which corresponds in color to the morale level on the unit panel. This gives you morale info of numerous units at a glance. http://i.imgur.com/kQDVEpG.png Multiplayer Team Info We've gone through and made sure the Team and Steam Player names were communicated well throughout the multiplayer screens. In game there is a HUD element indicating players, as well as an improved game results screen. http://i.imgur.com/u3iMQ3j.png Multiplayer Results Screen Multiplayer games exited the same as single player. This was rather poor, and we always intended a more complete results screen. http://i.imgur.com/GiEM4PY.png Mission Intro Maps We've finished all of the mission intro maps and even updated the original…
- Update 14 - 12 November 2015
Hey everyone! This week we have had quite a few bug fixes go in, but also a couple cool features. In the past we've slipped bug fixes in with occasional ninja updates during the week, but we've been prompted by a few asking what are in these updates. We don't really want to post a Steam announcement for that, so instead we'll keep the forum post updated with any additions. Tactical Map To be honest, this hasn't been a very requested feature. Despite that, we really feel it helps on the larger maps and it looks pretty too! You can zoom for more detail, scroll the map, drag the camera view. It also shows objective icons on specific maps such as Capture the Flag or Campaign marker objectives. http://i.imgur.com/sH4M778.png?1 Faction Colors on Buildings All controllable buildings in game now have flags identifying the owner. Previously you had to rely on tooltips or selection to make it cle…
- Update 14 - 12 November 2015
Hey everyone! This week we have had quite a few bug fixes go in, but also a couple cool features. In the past we've slipped bug fixes in with occasional ninja updates during the week, but we've been prompted by a few asking what are in these updates. We don't really want to post a Steam announcement for that, so instead we'll keep the forum post updated with any additions. Tactical Map To be honest, this hasn't been a very requested feature. Despite that, we really feel it helps on the larger maps and it looks pretty too! You can zoom for more detail, scroll the map, drag the camera view. It also shows objective icons on specific maps such as Capture the Flag or Campaign marker objectives. http://i.imgur.com/sH4M778.png?1 Faction Colors on Buildings All controllable buildings in game now have flags identifying the owner. Previously you had to rely on tooltips or selection to make it cle…
- Update 13 - 21 October 2015
This week we're adding the previously mentioned Multiplayer modes that were in development and held up by our front-end update. Along with these modes includes new maps and we've expanded the number of players up to 4. Multiplayer Modes We've added a few different modes and options to play besides the original battle. There was a lack of win conditions previously, or limits which meant you could find yourself in a stand-off where neither side wanted to advance. You can still have this if you want, but now you can break this up with the following options: Attacker VS Defender - The defender wins if he holds out for a specific amount of turns, while the attacker wins if the defender is defeated or routed from the map. In this mode, you can specific the deployment points of each team independently. Capture of the Flag - Capturable flag points are scattered around the map to be taken and he…
- Update 13 - 21 October 2015
This week we're adding the previously mentioned Multiplayer modes that were in development and held up by our front-end update. Along with these modes includes new maps and we've expanded the number of players up to 4. Multiplayer Modes We've added a few different modes and options to play besides the original battle. There was a lack of win conditions previously, or limits which meant you could find yourself in a stand-off where neither side wanted to advance. You can still have this if you want, but now you can break this up with the following options: Attacker VS Defender - The defender wins if he holds out for a specific amount of turns, while the attacker wins if the defender is defeated or routed from the map. In this mode, you can specific the deployment points of each team independently. Capture of the Flag - Capturable flag points are scattered around the map to be taken and he…