Community Update #3 Out Now!
Hello mercenaries!
We’re very excited and proud to present the third community update for Wartales! This update focuses on some of the more popular community requests, bringing character relationships, customisation, balancing passes, economic improvements and more to Wartales!
In addition, the much requested Chinese localisation is nearly complete. And we plan to run a beta with our Chinese players in June with a view to release fully shortly afterwards. We'll share more news with you all about this soon.
Finally, for our non-English speaking players, please note that due to some issues with localisation, some text may not be translated correctly/at all. We are aware of this issue and will have it fixed when the final translations are provided to us early next week.
With all that out of the way, let's take a look at what's new!
Changelist:
NEW SYSTEM Confessions!
In Wartales, many things happen every day. The loss of a companion, a particularly poorly negotiated battle or, on the contrary, the heroic fight led by your captain can leave a mark on your companions' minds.
To represent this, we have devised a system in which your companions react, according to their own personality, to these events in the form of a speech punctuated by decisions to be made.
Will you make your companion drink after the death of his boar friend? Or will he help himself to the common fund to compensate for his grief? The choices you will make will deeply affect your companion for the rest of their life, leading them to strengthen up or, on the contrary, to leave the troop.
NEW SYSTEM Relations!
In addition to the confession system, we have developed a system of relationships between your companions. Wartales is first and foremost a story about a group of mercenaries who live from day to day and who fight, grow rich or die together.
To represent this, your companions can form friendships or enmities with others. The consequences are numerous: they generate Happiness together, fight better side by side and can even fall in love. On the other hand, they may hate each other, in which case it would not be a good idea to have them sleep together, unless you risk finding one of your protégés with his throat slit during the night.
Different actions have a chance to increase or decrease the relationships.
REWORK Prisoners
Do not let them escape! Prisoners now have a chance to escape. To represent this, they have an 'escape ability' stat. To prevent a prisoner from escaping, you can place companions close to them during a Rest. Obviously, some companions will be more effective than others in this exercise.
Recruit your prisoners! Prisoners who spend time with you and are treated well may one day ask to join your troop. Yes, it is possible to reconstitute a real Inquisition troop!
A new piece of camp equipment is introduced: the whip. Assign a foreman to whip your companions and make them work more efficiently. Indeed, a whipped companion produces twice as fast when assigned to a production camp equipment! Be careful not to overuse it or it may succumb to the blows.
A new piece of camp equipment has been introduced: the pillory. Tie your prisoners to the pillory to prevent them from escaping!
Prisoners that escape your troop can be found in the world. Their fate is yours to decide…
If you deliver a prisoner in prison, he can now escape and seek revenge…
Tombs of the Ancients
Starting options
- If you do not want to solve a puzzle, you will now get some help: in exchange for Krowns or Influence, somebody might be able to solve it for you.
Game over
- You can now select starting traits for your companions.
- You can now select the color of your pony’s dress.
- The willpower of your starting companions should now be 10.
Some Game over mechanics were frustrating, especially for Ironman mode players. We decided to tune them:
Traits
- When you have no more torches, you are now expelled from the ruin with armor to repair and injuries instead of getting a game over.
- Important allies can now start Dying.
- If an important ally starts Dying, you can now instantly retreat.
Camp
- Some traits are now hidden. Your companions may come into the world with hidden personality traits or talents that can be revealed when the conditions are met.
- A lot of new traits have been added.
Camping gear
- You can now feed and pay your companions even if you don’t have enough krowns or food to do it. Your loss of Happiness will be adjusted to match the amount.
Economy
- Some camp equipment has become production camp equipment : workshop, brew barrel, meat dryer, skin drying rack and beehive.
- You now must assign a companion to them to make them work.
- Whipped companions work twice as fast on these.
- You can now assign a Thief to the chest to launder any stolen items.
- Watch stool now also reduces the prisoners' chances to escape when a companion is assigned to it.
- Lectern now generates knowledge points when a scholar is assigned to it.
- You can now play the lute minigame in taverns.
Items
- We also did an economic balancing pass with several goals in mind: to make the start of the game smoother and to make the game more challenging with higher levels while making the management of very large groups more economically challenging.
- The purchase price of items depends on their level: at low levels, they are proportionally cheaper while at high levels, they are proportionally more expensive
- The selling price of items has been globally reduced.
- Krowns gained in missions are always proportional to the size of the troop and increase less and less as the troop grows.
- The influence cost of mission bonus negotiations increases proportionally to the gain in krowns
- The cost of recruiting now increases with troop size, rather than linearly.
- The cost in krowns for prisoners is increased.
- Wages increase more and more with the level of the companion and no longer linearly.
World
- Like the crafted items, each item now has a prerequisite level to be equipped
- You can now upgrade the level of your legendary weapons in exchange of Krowns in a Companion Training Grounds.
New options
- Directional signs are now placed in the regions to indicate the direction of the different villages
- Enemies aggro range now scales with the power of your troop. The more you have, the less they want to fight you.
- Rat invasions now respawn in Harag.
Graphics
- You now have a huge list of options for the game. For example, you can now choose new keybinds for your skill bar or disable the weather visual effects.
- An icon indicating the weather status of the day has been added next to the calendar
- Credits have been added.
Skills
- Faces and hairstyles have been updated!
Bugfixes
- Functional duo has been reworked : Now deals 40-60% of Strength to a target and applies Riposte to the engaged ally.
- Attack order has been reworked : Now deals 30-50% of Dexterity to a target and if this backstabs, the engaged ally launches an opportunity attack.
- Fixed attacks during Rest happening too often.
- Fixed a crash when an unit has too many skills
- Bionn should now always be a woman.
- Animals should no longer disengage in combat for no reason.
- General gameplay, AI and optimisation based fixes
As always, Thank you all for your feedback and suggestions, we're looking forward to hearing your thoughts and feedback so we can start planning out our next community update!
But before that, we'll have our second major content update and the highly anticipated co-op update, which we'll have more news to share with you on very soon. Stay tuned...
Shiro Games
What "butthurt" and why would you care in a single player game?Nah, it looks like a turd that looks like an alligator lol.
Tried the game and i kinda like it, managing your own merc band but without all the butthurt of Battle Brothers is relaxing. I hope they add helmets though... and paper bags for those stunning and brave wymmin-warriors.
If you don't like mercenary relationships, you don't like Jagged Alliance, so take a hike.Oh for fuck sake...
If you don't like mercenary relationships, you don't like Jagged Alliance, so take a hike.Oh for fuck sake...
So you like JA but hate mercenary relationship systems? Seems like you have a choice to make.It's funny, because I actually play JA2 1.13 rn. Comparing this turd to all-time classic is crime against humanityIf you don't like mercenary relationships, you don't like Jagged Alliance, so take a hike.Oh for fuck sake...
Aren't merc relationships scripted in Jagged Alliances?So you like JA but hate mercenary relationship systems? Seems like you have a choice to make.It's funny, because I actually play JA2 1.13 rn. Comparing this turd to all-time classic is crime against humanityIf you don't like mercenary relationships, you don't like Jagged Alliance, so take a hike.Oh for fuck sake...
Aren't merc relationships scripted in Jagged Alliances?
This sounds more dynamic system.
Attention mercenaries! #Wartales will be featured in Sunday’s #PCGamingShow, as we detail some of what you can expect to see in the game’s next major update Bring your friends, we’ll see you there: 12:30 PM PDT / 3:30 PM EDT - http://twitch.tv/pcgamer
A bit about Wartales here:
Wartales Roadmap Update [21/06/2022]
Following up on the release of our 3rd community update last month, we have now finalised our plans for the next couple of updates and have updated our roadmap accordingly!
So check out the newly updated roadmap which details the plans for the next community update, major summer content update and more below...
Community Update #4 Out Now!
Attention mercenaries!
We’re very proud to release to you all the fourth community update for Wartales! This update is built primarily around some of the most popular community requests we've been receiving, addresses and implements a number of issues and suggestions we've seen over the last few months and massively changes multiple aspects of the game!
In addition, following a very successful beta period, the much requested Chinese localisation is now live!
So... let's take a look at what's new!
各位玩家,欢迎来玩。
Chinese language has been implemented and is now available in game.
SYSTEM UPDATE - Fleeing merchants!
When you attack a merchant caravan, the merchant units and their ponies will try to flee the fight while their mercenaries will fight you. Catch them before they run away with their cargo!
SYSTEM UPDATE - Suspicion
After much feedback, we wanted to allow more freedom and risk-taking with the suspicion system.
In this sense, the suspicion is now divided into 5 wanted levels of 100 points each. You become wanted when you pass the first level and each level will make your life more difficult by sending more powerful and better prepared patrols with waves of reinforcements.
Unlike now, you will also be able to steal while being wanted unless you have reached the final search level which makes you public enemy n°1. At this stage, we don't give a damn about your skin...
To round off this update, we've also reviewed the various bonuses and penalties for suspicion.
If you're feeling like a thief, then brace your horses and get ready to run!
SYSTEM UPDATE - Choose your companies specialities
Following your feedback, we have decided to limit the randomness in the leveling of your units. In this sense, we have implemented a new knowledge that allows you to spend Influence to allocate your units' Attribute points as you wish and keep total control over your companions' evolution.
SYSTEM UPDATE - Partially-controlled ally!
Your extensive feedback on the subject has helped us to improve the ally system. So now, for each ally that fights alongside you, you can now select a stance that gives you more control: Flee, Defense or Attack. Meaning no more incidents of your allies randomly marching themselves to their doom…
NEW Tomb of the Ancients!
Recent excavations have uncovered a new ruin at Tiltrën.
ECONOMY BALANCING
KNOWLEDGE
- Fangs selling price has been updated (is now 0 gold, as originally thought)
- Component selling price has been decreased
- Captain/Lieutenant wages have been increased
- Trade : You can now make bigger profits if you sell trade goods far from where you bought them but you can no longer make profits with trade goods in the same region where they are produced
- Refugee caravans can no longer buy or sell items
- You can now cross the path of “golden caravans” carrying all the items that are sellable by a caravan!
PRISONER SPECIALIZATION
- “Path runners” will now provides 20% speed bonus on road (was 10% before)
- “Artful dodgers” will now provides +10% suspicion reduction speed
- “Career plan” (cf attribute point rework)
UNITS
- Prisoners can now learn their original faction passive ability lvl 6
- Since they have less power than your mercenaries, their wages are divided by 2
- You can now assign attribute points to prisoners when leveling up
- You now have access to a “Trust log” for your prisoners. You will now be able to know what affects them!
PATH
- Ponies now start with 6 food consumption instead of 4
- Also, some of their passives have been reworked
- Willpower seemed to us to be a slightly weaker statistic than the others and less popular. To make it more interesting, we boosted it a bit: when a unit reaches 12 points of Willpower, the first time it dies in combat is ignored and it remains at 1 HP. Think of it as a sort of "Dying" bonus!
- You can now demote your Captains and Lieutenants to promote new ones
- Each point of Constitution now grants 2 Health (was 1 before)
- Besides Ponies, animals have no Carrying capacity (you can still equip accessories, no worries!)
- The previous limit of 20 Carrying capacity per unit has been removed
- Each point of Constitution now grants 0,3 Carrying capacity
- Eating Fish now counts as Meat to fulfill the Carnivorous requirement
SKILLS
- Shameless achievement should now be fixed
TITLES
- « King of the forest » & « Guard Wolf » : The bear/wolf no longer loses their galvanisation when team galvanisation happens
- « Master Fisher » will no longer get dried fish
- « Natural Born Hunter » : Venison will be correctly added to your inventory
- « Last Push » targets ally instead of enemy
- « Spear wall » combined with « Sweet spot » will correctly trigger destabilization. We also fixed the bug where enemies weren't stopped when inside the AoE
- « Deftness » (Aim) will no longer be canceled by « dash »
- « Destabilizing strike » upgraded will trigger critical hit as stated without exception
- « Animal Affinity » upgraded will now provide two passives as intended
- “Taming Arrow” will no longer count towards “cross-eyed” title (Related crash has been fixed too)
- “Ecstasy” will no longer trigger crits for the whole team
- « Temperance » lvl 8 passive skill can now be upgraded
- “Hardcore training” lvl8 passive skill has been fixed
- When multiple opportunity attacks are planned on an unit, once the enemy is dead the remaining opportunity attacks will not take effect
TRAITS
- « the Nimble Elbow » no longer applies to animals
- « the Pigs Bane », « the Wolf Tanner » & « the Braggart » : Requirements need to be achieved in one battle (as stated)
ITEMS
- « Drunkard » : You will no longer get a happiness penalty once the trait is removed
- « Night Vision » has been fixed
- « Solitary » & « Cooperative » have been fixed
- Plagued companions will permanently earn the « carnivorous » trait if not healed
UI- Crafting UI has been improved
- When hovering over an object you are about to steal the suspicion display now correctly takes into account the game's bonus/malus
- Consistency in skill layout in battle and character panel
- Tier 2 & 3 Meals display each food requirement (alcohol, meat, vegetable) they can fill
- You can now sell/buy a whole stack of items using CTRL + LMB
- Same QoL improvements have been added to compose your meal before rest
BATTLE
- « Horseshoe » has been fixed and will now provides 3% speed bonus stackable (was 5% before)
- « Perforating oil I » has been fixed
- “swamp flask “ should now be consumed correctly after use
- Possessing two « The ingenious One » legendary maces in your inventory will result in one of them being converted into « Horoun » legendary spear
- Runes & Codex association have been updated
CRAFTING
- Number of free slots during deployment has been doubled
QUEST
- Stolen components will now be prioritized when crafting
- Forge minigame has been disabled for items without quality
POI
- Sanka Bael bounty (Vertruse) can now be resolved by convincing hired killers (and not only by killing them)
- Corpse scavenger bounty (Arthes) can now be resolved
- Bandits in Tiltren sawmill will now run correctly towards your troop (they were walking very slowly)
- «Tomb raiders » has been fixed (mission log should be ticked correctly)
- Fixed the exploit where you could get Alazar Chains during Ludern scenario
- A patch has been implemented for Septelle quest when she’s stuck in your team after Lieutenant perrault is defeated
- Crash occurring during the final battle in Stromkapp has been fixed
PROFESSIONS
- It’s now possible to fish in the Arthes and Vertruse Fisheries
CAMP
- You can no longer unlock songs if the bard job isn’t discovered yet
STATUS
- We have new animations for your companions in camp!
- Assigning a Captain to the Strategy table now also generates Valor Points
ART
- Status earned through confessions should be removed correctly after the right number of rests
- “Verminator ” has been fixed and description updated
- Fire status will no longer get stuck on units after a dash, a charge or reinforcement
OTHER
- VFX improvement
- New idle animations in the camp
- New finisher/capture animations
- New pony skins
- Few icons reworked
OTHER FIXES
- Second Ghost swarm reinforcement wave will not spawn from the same spot than the first reinforcement wave
- New achievements have been added
WORK IN PROGRESS
- Tomb of Ludern should be fixed now
- Brunhilde will no longer be seen without noble clothes
- Fixed the bug where you could get money by buying items
- Secret camp in Ludern has been moved near Nerprun Clan
- Broodmother & VIP can no longer be killed by rocks/lightning in battle
- Pause should no longer softlock the game
- and many other fixes…
- Unfortunately, we have experienced some issues with the "Brigands Inroad System" promised in the roadmap, and as such it has been delayed until we are satisfied with the system. This will be released in a later update, bear with us
Thank you all for your feedback and suggestions, we can't wait to hear your thoughts and feedback!
But next up, we have our second major content update featuring a massive new region and the highly anticipated co-op mode, which we'll be showing off very soon...
Shiro Games
Maybe it's just me not being the target audience for this addition, but I'm still not entirely sure what the game would gain from having coop support. To me it just doesn't seem like the type of game I'd want to play with someone else.
I don't like Jagged Alliance. I don't like the stealth, I don't like the ui, I don't like the humor, and frankly its boring.If you don't like mercenary relationships, you don't like Jagged Alliance, so take a hike.Oh for fuck sake...
So take a hike.I don't like Jagged Alliance. I don't like the stealth, I don't like the ui, I don't like the humor, and frankly its boring.If you don't like mercenary relationships, you don't like Jagged Alliance, so take a hike.Oh for fuck sake...
Are you sure. People that don't listed to Zombra get a mossad/nazi death squad at their door, which one depending on how he is feeling that day.
I don't like Jagged Alliance.