We have to let you know that the big July update we announced earlier won’t be coming — instead, it’s going to become even bigger and land in August. We’ll share the reasons behind this decision, as well our current work progress, below:
Boarding. We think that boarding is the heart of combat gameplay, even more important than sea battles. The current version of the boarding fights stopped being satisfactory for us a long time ago, and as a result we’re redoing it from scratch.
Graphic quality of the boarding locations was too poor compared to the character models so all ships are being completely redone. Besides the evident difference in textures, we redesigned level geometry: got rid off jamming on decks and unnecessary rooms, made the movement on ships more clear and free for the player. We also added crow’s nests on masts, to provide riflemen with additional spots.
Naval combat. The second most important element of the game. We’re still torn between which path to choose: making everything more simple and arcady or adding more options for strategy and control. But our internal tests showed that either way we’d need to deal with current small locations. Right now gameplay functions well only with 2 vs. 2 ship battles. Our limit is 12 ships on the scene, and with that amount of ships there’s very little room for everyone in the sea. Making the location bigger is a challenge as we have to work around the engine’s limitations. So for now our programmer added a ‘spyglass’ option that many of you asked for. More significant updates in this area should be coming in September.
Trading and economy. Initially it was supposed to be a side gameplay element, but we want to increase its importance in the game. Actually, working on economy takes more time than anything else at the moment as we keep changing some basic things in M&B engine. For example, right now we separate player’s personal inventory and his cargo. It’s not very convenient and logical to carry not only a set of 12 breastplates but two tons of cacao as well. Another new element is building construction in the towns — there’s so much to do here that we won’t even dare to promise it done by August.
Strategic map. We got a lot of feedback on geography of our map and its flaws. Apologies for the inaccuracies — that was our first try to befriend realism with gaming. In August we’ll do our best to finish the new world map, more accurate and, possibly, far more attractive.
The plans are pretty ambitious for us, and we hope we can implement all of this with no problem. After the August update we’ll be ready to switch to the next big step — refining land battles and implementing city sieges.Leave comment
New update 1.4.5 is now available for Eador.
- Improved tooltip’s information display about dealt spell damage during a fight.
- All game freezes upon turn change on the tactical map should be fixed now.
- Movement for flying units.
- ‘Dragon form’ spell bug.
- Game freeze caused by attacking some sites.
- Items that weren’t put in the inventory but reemerged after an event caused the game to freeze.
- Bug in the ‘Drainage of swamp’ event.
- ‘No magic can be used’ setting bug in auto-combat.
- ‘Magic weapon’ spell restoring more ammunition than needed.
- ‘Blizzard’ spell not blocking enemy heroes.
- ‘Taint’ skill affecting golems, demons and undead.
New update 0.802 is available today. Not a big one, but consider it to be a foundation for a huge update in July.
- Added functional for ammunition consumption in naval battles (ammunition can be bought in the harbor).
- Added two new ship models.
- Added new economic model for testing – reset raw material and product types, adjusted production and consumption.
- Sound effects partly changed.
- Removed unnecessary test content.Leave comment
New update 1.4.4 is coming later today.
- Added and improved sounds for a number of units.
- Changed balance (characteristics, skills, upgrades etc.) for a number of units.
- Improved tooltip display during tactical battles.
- Income tooltip is now shown at the bottom of the screen after finishing a turn on the strategic map.
- Foreign quarter’s buildings not increasing gold income.
- Incorrect health display for province guards under player’s control after their bribery.
- Units hatched from the eggs of ‘Black Widow’ shown on the victory screen.
- Units immobilized by ‘Slyboots’ ability being able to retreat in close combat.
- Income calculation for the Hippodrome building.
- ‘Roots’ spell bug.
- Catapult and Ballista units can no longer attack other units at close range.
Today we’re releasing a new DLC for Eador called Allied Forces.
As you know, Eador doesn’t exactly lack in the unit department, especially after last month’s update. However, we thought that the benefits of befriending one of the seven races in Eador could be a bit more rewarding.
So there it is, inside you’ll find 14 brand new units (two for each race) with their unique skills and abilities.
Let’s take the gentlemen on this picture as an example:
- Orc Witchdoctor – the witchdoctors can inspire their kin, improving their fighting ability. Moreover, they can harm their enemies with the «Scream of Urugu,» a curious spell never studied by the magicians too preoccupied by loftier matters.
- Dwarf Guardsman – these elite dwarven warriors are armed with long halberds, and wield them with great efficiency despite their short stature. Their ability to strike with blazing speed often surprises their opponents thinking themselves safe behind the cover of their troops.
- Lizardman Turtleback - while untrained and unprepared for regular formation fighting, the lizardmen have invented another way to protect themselves from an attack from behind. The strongest and most resilient among lizardmen become Turtleback warriors, armored with a great tortoise shell on their back, able to deflect almost any attack.
- Elf Ranger - elves who completed their training at the «Maple Branch» school are called rangers. These warriors are skilled at tracking and ambushing, and their training includes not just the mastery of a bow, but outstanding swordsmanship as well, making them able to stand their ground in melee.
Nice, right? You can get the DLC on Steam and (coming soon) GOG for $3,99.
There’s even more good news — along with new content we also release the long-awaited Linux version on Steam. Yes, it’s taken us quite some time but the promise has been kept and hopefully it would have been worth the wait. Please let us know how it plays, Linux folk.
Freezes after spell uses and 0 HP bug should be fixed today (hopefully).
Update notes 1.4.2:
- Added Linux support.
- Added new sounds for a number of units.
- Incorrect pop-up tips for some abilities used in a battle.
- Exploit that let players hiring trolls in their lair after hero’s defeat.
- ‘TODO’ text shown instead of the Scout’s ability name.
- ‘Life Drain’ spell’s function.
- Crystal of Power giving the same quest repeatedly after player refused completing it once before.
- Icons for golem ingots.
- Incorrect HP display for province guards.
- Bug that affected desert trolls lair and mercenary guild.
- Savegames on Windows XP.
- AI units movement being weird during tactical battles.
- Crystal golem no longer has magic immunity.
New update for ‘Caribbean!’ is available now.
Version 0.801 update notes:
New / Changes:
- Improved water display.
- Increased default speed for naval combat.
- Changed balance for the damage done in naval combat.
- Changed balance for firearms (reduced firing range).
- Improved functionality for sails controls.
- Possibility to sell a ship in the repair and ship purchase interface.
- Possibility to join one of the factions or remain independent at the start of the game.
- Amount of the gold earned in battle now depends on the player’s renown.
- Player’s purchases and sales no longer affect the prices of goods in the world.
- Ability to plunder cities without creating your own faction.
- Improved sky reflection in the sea on the strategic map.
- Fixed in-game text in a few places.
- Fixed conditions for the starting quest.
- Balance changes for ships in naval combat.
- Initial entrypoints for boarding locations.
- DirectX 7 option is now blocked in launcher and game settings.
- Player getting random messages about hired soldiers, like ‘Pirates you ordered has been made available”.
- Log errors caused by capturing a city while being in a faction.
- Bug that caused the game to see male characters as female ones.
- Mouse cursor bug appearing in one of the village locations.
- Loot screen is no longer showed if there isn’t any loot after the battle.
- Bug that caused enemy fleet to remain on the strategic map after its defeat.
- Player will now leave his own faction if his last city is captured.
- Repeated request for joining a faction.
- Incorrect Dutch flag.
- Inability to engage enemy in naval battle if there’s few sailors on the ship.
- Player’s starting position during the siege.
- Speed parameter of Cavalry Broadsword.
- Some bugs in boarding locations.
- Hiring of continental soldiers.
A small note: after this update please only complete the starting quest if you’re neutral. In any other cases you may stumble upon some nasty problems.Leave comment
This past week has been very busy and intense for our studio. We released a free DLC for our turn-based strategy game, ‘Eador’ and launched ‘Caribbean!’ onto Early Access. But that didn’t stop us from reading through all the feedback on our pirate RPG. A ton of questions were asked, but as it’s difficult to answer to each and every one, we decided to lay our thoughts and plans in this one post.
The main question — “Why would I pay for a mod that’s not even complete?”. The answer is obvious, because ‘Caribbean!’ is not a mod. Just the scope of code work that went into the engine changes we requested has been tremendous.
You can look at screenshots of Crusader Kings 2 and say it’s merely a mod of Europa Universalis 4. Both games do share a lot in common — provinces, map, menus. But they remain very different projects, and their audiences aren’t necessarily the same. In the case of our Caribbean project we rely on M&B Warband’s engine but at the same time build a game that’s going to be very different. We don’t want to simply change the character models, we want to create another system for this game’s world.
As many of you noticed, earning gold in the game is currently not very fun. Honestly, we intentionally simplified the game’s economy to this ‘bare bones’ state. A new production system and new trading system are our main development goals for the upcoming month. You probably remember the old city-building strategy games. A lumberjack goes to the forest, chops trees, and brings wood to the storage. Then a carpenter takes it from there, makes a chair and so on. Goods are physically produced and moved around the game world. In our case, we have a game in the era of plantations, West-Indian campaigns and the origins of capitalism. So the medieval economic system of attacking enemy troops, looting 40 pairs of boots and then selling them in the nearest town doesn’t really suit us. We won’t go into detail at the moment until we have working code for this part of the game, but the plans for economy are very ambitious.
Another important part is monotonous naval battles. This is a very difficult aspect of the game and community feedback on this would be very much appreciated. The current implementation of naval battles is a compromise between simple arcade fun and something more realistic. We tried experimenting with turbo-ships at the beginning, but thought it contrasted way too much with the rest of the game. We also have a few ideas for adding strategic elements, to let players interact with his fleet. However, we don’t want to overdo it and turn the game to a simulation of Horace Nelson’s workday. If you have any ideas on this yourself, please don’t hesitate to share them with us.
Speaking of the boarding; as we mentioned in the devblog video, current boarding locations are more like placeholders and are not final. They will be replaced with new models, updated with quality textures and those sudden deaths from a random bullet in the first second of a fight will be dealt with as well. Pre-battle troop management for boarding fights has also crossed our minds.
Lastly, ‘walking around the towns’ and land locations. To be honest, we can’t really provide the content to a proper standard in this regard at the moment. This aspect needs some financial help, and that is one of the Early Access stage’s goals. We want to complete the game the way we see it.
We haven’t addressed many of the other matters — like multiplayer, interaction with native Americans, a meta-goal system and so on. These would need their own separate posts. For now we’d like to note that Warband’s engine allows us to create the best conditions for roleplaying — a chance to be a hero that changes the game’s world, not just a set of attack and defense attributes. We hope ‘Caribbean!’ will become a fine example of that.Leave comment
Our studio will never forget the release of Eador. It was a complete chaotic mess in the best of Russian traditions.
Emergency patching helped the game to stay alive but it wasn’t us who truly saved Eador. First and foremost the game survived thanks to the players, their patience, critique and understanding of the situation.
This is why we decided to celebrate the one year anniversary of Eador. MotBW with a free content update humbly named ‘Sacred Gift’.
The DLC adds the long awaited shard multiplayer — now you can challenge your friend over the shard’s reign, against each other only or with AI Masters.
Besides, we’ve added a set of 17 new units:
- Ice Demon
- Black Widow
- Fire Giant
- White Wizard
- Black Wizard
- Fire Dragon
- Cursed Dragon
- Storm Dragon
- Tainted Unicorn
- Dark Treant
- Desert Troll
- Clay Golem
- Crystal Golem
- Obsidian Golem
- Crystal Gargoyle
- Obsidian Gargoyle
These units are based on the old ones but with new abilities. For example, Black widow can lay eggs in dead bodies of fallen enemies, letting it create new spiders; and Succubus gains a ‘Mental slave’ spell at level 10.
Looking back at our experience, it’s quite risky to state that the game is completely bug free. But we hope that today’s Eador can be considered beatable, playable and stable.
Thanks for being with us this year!
- Fixed a bug that caused units with 0 hp to remain on the tactical map.
- Fixed a bug that affected thief guild, desert trolls lair, mercenary guild and other sites.
- ‘Black widow’ units now can only lay its eggs in heroes and mortal units, as it’s supposed to.
Full changelist for version 1.4.0:
- Multiplayer shard battle (via Internet) — 2 players + AI.
- Multiplayer battle on a tactical map (via Internet).
- 17 new units.
- 2 new sites.
- 7 new spells.
- A lot of new abilities and upgrades for the new units.
- New types of province guards.
- Generation of random settings for a new shard for custom shard battle.
- Province tooltip now shows active rituals.
- More cases causing Invalid Pointer Operation.
- Bug that caused enemy army’s freeze in a province after being captured by the player.
- Bug that caused order for province exploration to be canceled after speaking with traveling trader of rarities.
- Bug that caused difficulty change in config.exe.
- Length limitation for player’s name.
- Heroes can’t attack enemy castle anymore if it’s already besieged by another of the player’s heroes.
- Bug that caused mirroring the army upon province attack.
We’re happy to announce that today ‘Caribbean!’ becomes available as Early Access title on Steam.
‘Caribbean!’ is currently in the alpha and has reached the stage where it could really use some of the players’ feedback.
The game has its basic features already in, and content-wise (weapons, armor, locations, sounds) we’re 70% done. What we’re mostly planning to do from this point is to build upon and improve what we already have with regular updates and your help.
Please note that you might be put off by the current simple economic system, visually incomplete locations and balance problems — these parts of the game will be reworked during the Early Access stage.
The price is lowered during the early access stage and all future updates will come for free. Full version release is planned for Autumn 2014.
Thanks a lot in advance for helping us to shape the future development! Here’s a short video devblog we made to show you the current state of the game and tell you some of the plans for the future:
Shard multiplayer (two players support at the moment + AI opponents) is almost complete, and now we’d like to let some people in to check it out.
We know it’s not without its problems but if you’re curious of how it plays, you now have a chance to try it out.
You’ll need a Steam key, that should be activated through Games –> Activate a Product on Steam…
After successful activation you should see this in Eador’s DLC tab (DLC Multiplayer):
There’s a save support — so if you encounter some technical difficulties you’ll be able to continue the game from the last autosave. Newly created room in the lobby will only be seen by the player who took part in the same game.
And here are the keys, go grab them: