New update is finally here, sorry for the delay!
You can expect to see some improvements to the game’s stability, but as always — please do let us know if any previous problems still persist.
Also, we strongly encourage you to follow us on Twitter (for the bonus content of our studio cat Girya) and follow our channel on Twitch in advance (for the unique chance to tell what you think of us live!).
Update notes 2.24.1:
– Significantly decreased the number of game-crashing errors.
– Increased stability of the game.
– Fixed the handling of draw result in quick combat.
– Increased the hiring cost of Fire Giant.
– The display of hidden resources in provinces.
– Misleading calculation of combat outcome predictions.
– An error with the “Word of Power” spell when cast on the last enemy standing.
– Output of hints during AI turn on 1024×768 display resolution.
– Untimely display of combat outcome predictions while exploring locations.
– Wrong army listing while attacking an enemy hero.
– An error with the camera moving about when units were generated in the castle.
– An error with Archmage hero being unable to cast twice a turn in first turn of the battle.
– An error that prevented a battle to result in victory when all enemy troops run away in panic.
– Fixed an error with “Engage them” dialog with an enemy retreating from a province.
– Fixed an error with ritual animation graphics staying visible when no longer needed.
– Disabled the building ability allowing the AI to decrease player’s income.
– Added display of Divine Favor to the statistics screen.
– Removed the “Autocombat” message during AI turn in tactical battles.
It was Saturday, November 9th 1996. This day, a 22 year old programmer Vitaly Klimov registered a domain called www.snowball.ru. Snowball (sometimes written as Snowball Studios or Snowball Interactive — however people liked it) was a small studio in Moscow. In summer of 1996 brothers Vitaly and Sergey, along with their school friend Alexey Zdorov, released their first game “Pike”.
After that, there was another game in plans: “Fatherdale”. Its genre could be described as RPG/strategy/adventure and it should’ve been out around 1997 together with “Konung” by 1C. The release was delayed, and among gamers in Russia “Fatherdale” got a reputation of “Baldur’s Gate killer”. First it was “killing” Baldur’s Gate 1, then, after a few more delays, it was time to get rid of Baldur’s Gate 2 as well. “Fatherdale” chose to act wisely — to not be involved in the fight directly, instead wait for his opponents in the genre to die from old age, leave isometry behind, be forgotten because of newer trends with homosexual elves and memes about multicolored endings. So that after all these years forever young “Fatherdale” could still be considered to be in development.
In Russia, there’s a phrase about the nineties in our country — we often refer to them as being “audacious”. This saying got too old at this point, but we do believe that every decade has its own audacity. Bot not every decade has its own courage. Take a look at this article on the industrial site Gameindustry.biz — Video Games Are Boring. They are not wrong — games are getting quite boring, but games themselves are not really to blame for it.
“The Witcher 3″ — unfinished, Pillars of Eternity — dropped, just 10 minutes of play in Her Stories (it’s got to be good, everyone’s talking about it, right?), 500 hours of Dota 2 (or Battlefield or LoL). Virtual reality might be quite promising indeed. Being able to try out cyberhelmet from “The Lawnowner Man” and take a walk in the “true” virtual reality (not just described in books) is a captivating thought. Grabbing butts of virtual girls. Kicking some virtual cyberdemons’ ass. Yeah yeah, we’ll need to check out what’s out there at some point.
We’re too spoiled. This conclusion is obvious, but not quite correct. “We are boring” would be more accurate. It’s hard to imagine five people gathering together and deciding to create their own Russian Baldurs’ Gate today.
Little-known fact: Snowball was not only making its own Witcher, but was also working on the “Stormbringer” prototype (Moorcock’s universe) for some time.
We even had a site on that very domain registered 20 years ago. More than that, it’s still working! Oh, those were the days.
New update 2.20.1 for Imperium is now available for download.
Update notes 2.20.1:
– An error with playback of music tracks.
– An error with “Berserk” ability.
– An error with “Round attack” ability.
– An error with AI heroes trying to cast undead-raising spells despite no remains being present on the battlefield.
– An error with dialogue screen being skipped during the “Adventurers” encounter.
– An error with the wrong number of opponent portraits being displayed while processing AI turns.
New update is available for Imperium.
– Sound effects for new units.
– Improved starting conditions for Warrior, Scout, Commander and Wizard heroes.
– Fixed a crash during turn end.
– Fixed incorrect behavior of the switch hero button on item exchange screen.
– Fixed incorrect limitation on the number of skills the Ranger/Pathfinder hero can learn.
– Lowered the requirements to produce obsidian and crystal golems out of ingots.
– Added new map path display for the Pilot hero in flight mode.
If you happen to be a fan of both pirates and zombies, today is your lucky day.
Because today’s update for Blood & Gold is featuring the spooky scary Halloween event called, you guessed it, Blood & Gold & Zombies.
For a limited time, during the Steam’s Halloween Sale only, Blood & Gold offers a unique zombie flavored experience in the Caribbean: travel the sea with your fellow dead men and uncover the mystery behind Baron Samedi.
Launch the game, accept the mission and just dare to see where it may take you.
The game will be on 70% discount during the next four days as well — so don’t miss out!
Today’s update for Imperium includes fixes for some of the bugs you helped us find recently.
Update notes 2.18.1:
– An error when clicking on spells in the library switched the screen to the shop mode.
– An error with construction queue window.
– An error with music playback.
– An error when trying to attack a defender that cannot be fired.
– An error with Mages Tower quest.
– An error with race alliance display in statistics window.
– An error with a rebellion event preventing site exploration from proceeding.
Today’s update for Imperium should help with most of the problems regarding the game’s stability. Please let us know if it helps!
Update notes 2.17.1:
– Temples of the Masters are now visible on the city screen when they are constructed.
– Decreased memory usage by the game by half.
– Optimized music playback.
– Added special effects for divine rituals.
– Added new illustrations for loading screens.
– Fixed an error causing artifacts / disappearing UI elements.
– Fixed a memory leak resulting in frequent “Access Violation” errors — the error itself is not gone completely, so please let us know if you encounter it again.
– Fixed a possibility to browse locations in the deadlands owned by enemy.
– Fixed a freeze during turn resolution after an attempt to hire units in the “Fairy tree” site.
– Fixed an error with the autumn world settings making the units free to hire.
– Fixed an error with music volume slider in game settings.
New update is now available for Imperium.
Update notes 2.16.1:
– Hero recruitment screen has been changed. Now players can hire the Legate, the Sorceress and the Pilot.
– Music has been added to the game.
– Fixed wrong icon for the “Protective Circle” ability.
– Restored corpses suitable for necromancy being left behind by the slain non-summoned demons.
The second feedback round-up is here. Today we’ll be looking into one user’s gigantic post from Steam forums.
Reward management. Let’s say your unit earned a better reward than he had before, and you get to decide if you want to upgrade him with it. You check the unit’ info and can see that he has a notification on his medal icon. If need be — you reward him. If you’re low on resources — you may reduce the unit to a lower rank or block him from receiving any rewards at all.
Soldiers lose their deserved medals only for some serious mistakes, and that in turn affects their loyalty and morality in a very bad way. Offering medals of a lower level puts player before the choice — either he agrees with what’s suggested or he refuses for a possibility to get something better in the future. Giving opportunity to cancel or exchange medals nullifies this choice, which is not very good in our opinion.
There are random events with traders passing by. Why not add events where the guards would go by as well? You could also, for example, have an ability to send expeditions to look for those guards. Those expeditions could have different experience levels and as such have different chances for getting good guards.
From a technical perspective, a trader is actually a single-use location, not a random event. And as all locations, it’s set in stone at the beginning of the map’s generation. To make a similar pseudo-location, where you could get an agreement with a specifically set guard beforehand is possible, but to look for something specific that player wants — is not.
Guard management. Someone from the party is dead? Have an ability to choose any other possible option in exchange. I would also really love to be able to choose (for money of course) a perk or skill for specific creature in the party. It’s been noted before — if a guard is randomly generated with useful skills and in a good location, it can often feel like it’s twice as powerful. And of course, having a possibility to train guards and up the level of creatures in the party would be great. For example, you put a guard in the training phase, and during that time it would be unable to defend a province.
Micromanagement of guards contradicts their whole idea of autonomous creatures, fighting without the player’s involvement. If you start tweaking, train and reward them manually, it would make more sense to abandon the concept of guards altogether and form a province’s security by hand, like garrisons in fortresses.
More buffs in global magic. Like scouting could get +n% during n turns. Or no accidents/bad events for a number of turns and so on.
Should be technically possible, but honestly how interesting would that be?
More on expeditions (maybe some very expensive building could be required for this?) A lot could be expanded on this. Aside the aforementioned searches for guards — you could send for scrolls, buildings, resources, rare traders etc.
This is a very appealing idea in theory, but technical implementation would require a lot of experiments. Immediately it’s hard to say if it’s even possible to implement — Eador has a very, very complicated game structure, and trying to add another part into its system could easily result in different kinds of breakdown or even explosions.
Today we’d like to make a couple of small(-ish) announcements.
Firstly, Blood & Gold is at the deepest discount it’s ever been right — 75% off on Steam until tomorrow. So grab it while you can!
Secondly, we often saw people expressing their love for the music you can hear in-game. And now you can listen to it wherever and whenever you want with the separate Blood & Gold Soundtrack, now available on Steam!
We dedicate this to the composer of the most popular tune from Blood & Gold (cover of “Drunken sailor”), who tragically passed away last year — Vladimir Kochetkov.