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TIGSource ForumsCommunityDevLogsThe Storm Guard - Squad-based Tactical Combat, inspired by XCOM & FTL [RELEASED]
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Author Topic: The Storm Guard - Squad-based Tactical Combat, inspired by XCOM & FTL [RELEASED]  (Read 5387 times)
Sharif
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« Reply #20 on: September 30, 2015, 01:03:45 PM »

Looks good, voted  Smiley
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« Reply #21 on: September 30, 2015, 01:04:48 PM »

Looks good, voted  Smiley
Thanks, appreciate it.  Smiley
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« Reply #22 on: October 04, 2015, 03:43:24 AM »

The Trailer is out:
Watch the Trailer:


Don't forget to vote for us on Steam:


Thanks a lot, every vote counts!
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« Reply #23 on: October 08, 2015, 01:37:16 PM »



After a week, we climbed up to #28 of 1713 games on Steam Greenlight and finally got the green light from Valve. We'd like to thank everybody who voted for us or left an encouraging comment. Your support is much appreciated.

Now we're focusing on adding more maps to the game, working on sound and generally polish and balance the game.
Thanks again, you guys are great!
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« Reply #24 on: October 15, 2015, 01:52:11 PM »

The Storm Guard was migrated from Unity 4.6 to Unity 5.2 which opens up new features. One example is image post processing effects that can provide crisper visuals and better atmosphere. Unity 5 has introduced a lot of changes, including a new lighting model and a new physics engine. We'll need to do quite a bit more testing to see what side effects this may have introduced, but the first smoke test was successful.

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« Reply #25 on: October 15, 2015, 09:23:01 PM »

Nice. Voted yes. Great stuff!
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« Reply #26 on: January 01, 2016, 05:41:19 AM »

Happy new Year 2016 to all our followers. It's going to be a good year, as the wait is almost over. We've invested a lot into balancing and QA and are hoping to make The Storm Guard available in Early Access in January. Just a few minor tweaks to improve accessibility and you'll be able to assume your position, Lord Commander!

In the meantime, all the best to you in 2016!
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« Reply #27 on: January 28, 2016, 12:23:52 PM »

Lord Commander,

it is about time: the Storm Guard is now available on Steam Early Access! Assume your position and lead the order in its quest against the ancient dragon and its minions that are threatening the realm of men. Stand strong and do not falter!



Here's the link to the Early Access page on Steam.
« Last Edit: January 28, 2016, 01:08:46 PM by BitmenStudios » Logged

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« Reply #28 on: February 02, 2016, 11:56:44 AM »

New balance update is life. Added also an Easy difficulty setting for players who find the standard difficulty a bit too rough.

Working on new changes, such as a better targeting UI on the combat screen and a zone of control mechanics that was proposed on the Steam community forums. This will help melee characters zoning opponents to keep them away from the backline.
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« Reply #29 on: February 10, 2016, 01:18:02 AM »

A new update is now available. This patch contains a number of balance changes based on player feedback, new features (many of them proposed in the community forums) and a series of bug fixes.
Most noteworthy is the new zone of control feature. Hostile creatures entering a unit's zone of control will be forced into melee. This helps protect the backline with your frontline, but it works both ways.

For a full list of changes, see the change log below.

Big thanks to the community for the constructive feedback and your dedication!

Cheers,
Bitmen Studios.

Balance Changes
  • Arena random event moved to level 2.
  • Kobold's "Crushing Blow" skill moved to tier 2. Adrenaline cost for Double Blow lowered (3, down from 4). Adrenaline cost for Rage Blow increased (4, up from 3).
  • Griffon's "Peck" skill moved to tier 3.
  • Werewolf's "Triple Hit" skill moved to tier 3.
  • Ghoul's "Dash!" shout moved to tier 2.
  • Hobgoblin's equipment grants lower health boni (15, down from 75).
  • Hobgoblin's "Pain means nothing!" shout grants 150 health for up to 7 turns (down from 300/10).
  • Troll has a new level 3 skill "Crush" that causes knockdown. "Rage!" adrenaline requirement removed.
  • Goblin assassin has more starting energy (15, up from 10).
New Features
  • Mouse pointers on combat map indicate possible actions. This helps explaining what will happen when you click at the current position.
  • Attack confirmations make perfectly clear who is attacking whom with what ability so you don't accidentally hit the wrong guy.
  • Movement paths are now automatically calculated when moving the mouse cursor. When there's a movement path visible, you are about to plot a move.
  • Zone of control implemented. Characters trying to run through a tile controlled by a foe will be forced into melee. This makes it easier to body block foes from reaching the backline.
  • Characters can now use waypoints during movement. This was necessary so you can avoid zones of control with fast characters.
  • Cooldown timers on skill bar now darker to improve their visibility.
  • Potions button on skill bar now has a brighter background, hotkey changed from 0 to 9.
  • Bigger font on mouseovers.
  • Hovering over an enemy character shows its movement & attack range.
Bug Fixes
  • Crippled did not work during its last turn.
  • Remember if a character did hit when reloading to correctly calculate adrenaline losses.
  • Corret wrong hit percentage shown when character is knocked down.
  • Fixed LoS issue on certain maps.
  • Several other minor bugs squashed.
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« Reply #30 on: March 31, 2016, 01:50:34 AM »

We're almost at the end of our second month in early access and have added tons of stuff so far, most things based on suggestions from our great early access community.

There are now two new dwarven heroes: the dwarven priest and the dwarven champion. The priest is a hybrid caster who can use his divine powers to either heal his allies or deal damage to his foes calling devastating lightning strikes from the skies or hitting multiple foes with chain lightning.


The new dwarven heroes

The champion is another tank that can be used either more defensively (with hammer/shield) or more offensively (2h hammer). He excels and crushing foes, causing knockdowns, weakness and other conditions. With his most devastating skills, he can also dish out some serious damage.

Earlier, we also added more mechanics. The zone of control mechanic was requested by the community to be able to zone enemies with your front lines to better protect the backlines. This obviously works both ways as the opponent can use it too. To circumvent zones, the game now has waypoints so you can plot a path around the enemy's zones.

The next update will bring a new taunt mechanic that helps to protect "glass cannons" with your tanks. A taunted character will prioritize the taunter over other targets but we made sure the effect is balanced.

The new zone of control mechanic

We're now working on the final encounter against the dragon but we're by far not done yet. A lot more updates are in the pipeline so stay tuned.

Last but not least, many thanks to those of you who have joined Early Access and have provided invaluable feedback. This really helps improving the game and make it as good as we all want it to be!
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« Reply #31 on: June 06, 2016, 12:10:58 AM »

The final encounter against the dragon has been implemented. It is a difficult battle and the Storm Guard must use all the skills and tactics you have learned during the course of the game.

We're still adding a bit more content (neutral races, more events) and then the game will finally be ready for release.
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« Reply #32 on: June 16, 2016, 04:00:55 AM »

Hi guys,

we just added the last playable hero you can recruit for your team, the dwarven slayer. That having said, early access soon comes to an end. We are in the final stages of testing and the Storm Guard will be available by the end of June. Thanks to everybody who supported us, especially to our great Early Access community who came up with so many great suggestions!


The dwarven slayer sacrifices his own health for powerful attacks and gets stronger the lower his own health.
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« Reply #33 on: July 13, 2016, 05:34:39 AM »

We're happy to announce that the game is now what we call "feature complete". Our last early access update was mostly about bug fixes and balance changes. We're expecting to release it from Early Access to General Availability end of August, after an observation period where we want to iron out the latest bugs without introducing new ones (via new features).

The Storm Guard has been in Steam Early Access since End of January 2016 and we'll soon be getting to the end of this phase - time to recap.
For us, Early Access was a fantastic experience. Our focus clearly was to get a sizable player base so we can get player feedback and make the necessary adjustments. We've been extremely lucky to have attracted numerous great players who have sunken endless hours into the game and came up with great feedback. Not only were we able to find and iron out many bugs, but ended up many great suggestions on how to improve the game. We were able to implement several great ideas and each and every single one inarguably made the game better. Last but not least, the community also helped us balance the game in terms of economy, progression curve and difficulty.


Encounter vs. Dwarves and their Mighty Ballistas
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« Reply #34 on: August 25, 2016, 12:28:57 AM »

Hi guys,

Early Access is over and the game is now released. Thanks to everybody who helped us during our six months of EA shape the game.

Cheers,
Mark.



Watch the Launch Trailer at:

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