Update 18

Date: Sun, 05 May 2024
Warring States Game Banner
Genre: Indie, Strategy
Developer: polynation games ltd
Release Date: Mon, 29 Jan 2018
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.


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 while zoomed out.




Framerate Limiter


A commonly requested feature - we've added a framerate limiter to the options. If you're running on a low spec laptop this lets you slow the game down and keep it from blasting your battery or boosting your CPU and melting your poor legs.

Special Attack Improvements


We've done some really thorough cleaning of the special attack code and fixed tons of softlocks and special case oddities (eg charging along roads not giving a speed benefit). Along with this we added a few features to some of the specials. One example is the Heavy Thrust attacks - when the tile you're attempting to push them into is occupied, it instead damages both units (if an enemy).



Tile Highlighting Improvements


The tile highlight code got a serious rework and testing done - the result should be really clear and consistent highlighting for Zone of Control, limits, enemies and so forth.

Gates and Towers Capturable


When siegeing you can now capture gates and towers, making an entire assault via siege tower possible. This also takes over their auto-firing and they will turn on their former owners.

Along with this - we've cleaned up the tower shooting phase (lovingly called the Upkeep Phase) and the towers now shoot more like archers with continuous fire.



Bugs, Bugs, Bugs


We've hammered out more bugs than I care to recall. There should be no more soft-locks in the game and if one happens, there is now code to recover it and continue the game.

Additionally we've updated our error reporting system to always catch the first error and not spam with any additional errors.

Release Plans


A lot of you (one user in particular) has been quizing us about our final release. Obviously we've blown way past our original plans but we keep wanting to polish the game as much as we can. The project has grown quite large for our team size - so our estimates have been a bit poor.

Despite that, we're now approaching what we see as a releasable game. We have more bug fixing to do, a lot of balance and AI tweaking and localisation. Our release plan depends on getting Chapter 4 out so we can get the final text localised by a third-party. From that point we will nail down an actual release date.

Going forward from here we will probably be doing regular updates with minor fixes and stability improvements (as well as Chapter 4 asap).

We will also be taking the game off Early Access sale in the near future. It doesn't mean the game will be "Out of Early Access" just simply not purchaseable. We don't need any new Early Access users at this point to help out with feedback and testing, and we'd like to have some time off sale to prepare for the final release version. So if you want to get it at the lower EA price now is the last chance.

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