Thanks for the reply, is great know that you see mods as bonus to sell more games.
I am another newbie. I discovered the game via the spanish forum "Puntadelanza" (oh , yeah... globalization is here), where GS has a thread now. A little push for the game in another countries.
But the game, as OrkrRaider said, is unknow and needs more pub.
The WW2 wargame is interesting too, very interesting.
Welcome aboard Piteas!
If we ever need someone to provide localization for a Spanish speaking kingdom in game, then I know who to turn to
Thank you for letting me know about Punta de Lanza, I am very happy to see that we are getting discovered internationally! Starting tomorrow, we will be pushing the publicity much harder, I appreciate all the help we can get!
Hey o/ good to see more new faces. Game still new but look forward to playing some games with with everyone. Spread the word!!! Don't forget to bring your anti- giant screaming death chicken spray.
Now in a more serious point... any info about the price range???
The planned full price is $24.99. But there will be a 20% discount for the first week. So for the first week of release it will be $19.99 in US Dollars.
For our European friends that will be €22.99 for full price, and about €18.40 during the first week after release.
See my post below for an update on the price.
Thanks for the fast and precise info, is rare see it in wargaming niche.
Is a little in the line of the last games i see like "Warbanners", i think that need redo again my buy list hehehe.
A little questions about game:
1-the images we see are using the normal zoom... but are more zoom levels??? specially zoom in to see better units and terrain.
2-units suffer permanent casualties or is possible recover units power??? i think in something like in Tiller games with units not using action points recover soldiers or like in TOAW with a system of replacements???
And as suggestion... with units that represent regiments with companies as subunits... is possible see in the unit counter that info??? i refer show dots to represent the number of companies that form the counter (if is a single company no dot, if has 3 companies 3 dots...) with a colour system, yellow represent cavalry, red shot units, brown infantry, green skirmishers... and even diference between heavy-medium-light, square for heavy, dot for medium and triangle for light.
Could be good to have in counters unit important values (combat) but use images in counters leave small space for it.
We are only using 1 zoom level at the moment.
Casualties cannot be recovered. But cohesion can be. Although we did have a replacement system in CAOS, so the code exists to recover casualties if we want to add the feature.
I really like your dot idea. I am not entirely sure how we would fit it on the unit counter considering the way we use images, but I can brainstorm a few ideas with Archimedes about it. Currently we color code the company cards when you open up the regiment's card. Like in this example:
Blue = Heavy Cavalry, Brown = Light Infantry, Red = Heavy Infantry, Yellow = Fire. Light Cavalry (although there is none in this picture) is Light Green.
By the way, tomorrow I am going to create a Frequently Asked Questions thread for the game. So feel free to think up all kinds of questions for us
Also a quick note on the pricing, we have decided to lower the price to $19.99/€19.99. We will still be keeping the 20% first week discount too. We are just waiting for Steam to confirm the price change.
Yes, i notice it, maybe use a more visible ribbon around the company table...
In counters add dots with colours to show the individual company type is hard because unit image uses a lot space but is possible do like in "Flashpoint campaigns" and use numbers... i think in numbers in the colour of company type, for example in the image you post is possible show in corners that numbers
4/1 (4 knights + 1 jager)
1/2/2 (1 knight, 2 Jagers, 2 crossbows)
Sorry i dont know why the numbers colour doesnt change to the unit type colour.
But is is not possible by size dots around the counter in the type unit colour is a good help to.
Maybe the ponit is reduce the number of clicks to know what you see in map.
In the casualties... i think that if humans can rise levies goblins could maybe "buy" mercenaries with the gold they obtain in raids, at least in the invasion mission because i think that in an invasion to defeat humans you need earn power at same time you take human areas and they fail to hold-defend them... not a lot mercenary units but some from other goblin clans you are not using in the battle, with a higher price and with a limitation in the time they are avaliable.
Zoom for me depends a lot of how is showed in the map and how usefull is the minimap to find units... but have 1 extra zoom in and out levels never is bad in wargames.
Nice change i think a game like this depends a lot of first impresions and lower price help customers be less sharp and risk more in an impulsive buy but is true that 1€=1$ hurt when you are not buying with a very high discount (75% or superior) in Europe.
PD: maybe with release in a week somekind of AAR or video to show game working is interesting.
I tried some graphical experiments today with colored dots or squares around the unit chits, but I have had a hard time coming up with a combination which is large enough to be readable, and small enough to not get in the way of other graphics. But I will keep thinking of other possible ways to do it.
In terms of reinforcements, in CAOS we had a scenario type called 'invasion' where both sides could purchase reinforcements every 5 turns. Theoretically, a similar scenario type could be made for Goblin Storm. After release we will create a forum thread to discuss concepts for new scenario/objective types with you guys and talk about planned and possible features for future content updates as well.
I am going to start working on a let's play style video for the first few turns of a game this week, and get it up on youtube before release. That way people can both see the game in action, and as a developer I can explain how the game works and talk about the mechanics.
Just 1 more week to launch!
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