- Update v0.7.0 - 19 December 2024
Many improvements in this update and useful additions (like the "move all" buttons), thanks to feedbacks from users and fellow devs. The highlight on pratically all elements of the UI turned out to be very useful to discover hidden functionalities of the game, for parts that are not yet covered by tutorial or hints. You just need to explore the user interface with the pointer to find out things you didn't know! Also, a couple of critical bugs were fixed among other quality-of-life fixes and additions (like the map panning speed with keys and the bar on cities to show the upgrade progress). The complete changelog: v0.7.0 - Added highlight effect on mouse-over for all interactable elements - Changed all references to "Shop" in "Upgrades" (to avoid confusion with pay2win mechanics) - Main Menu, shows how many florins are available near the Upgrades button - Move panel, city icon can be cli…
- Update v0.6.9 - 26 September 2024
In this update the loots, which are an important part of the game, received a big rework/rewrite. Also, you can now obtain some "years" by completing quests. Since time is a resource like all others in the game (the most important one), you will now lose it while playing but you can also regain back some of the time lost! Resources and items in loots received some major changes too. You will receive resources that are useful for the current phase of the game, hence you won't receive advanced resources in the initial phase of the game. If you miss any basic resource (like wood or iron) it's more probable that you will receive them in loots. Items (weapons, armors, etc), are now grouped by category. So, the items you'll receive can be a pack of magic items (scrolls + potions), weapons or armors + shields. No more totally random items like before. Here is the complete changelog: - Resource…
- Working on a new faction - 19 May 2024
We are working on a new faction with five new characters. This will be the faction of 'neutrals' that will be guarding the structures on map. Until now, you had to combat against units of the opponent faction in order to capture the structures on map. This was a temporary solution, and the appropriate faction was planned to be made in the future. The Rogues So here they are! The rogues are bandits and outlaws. They are banished from cities and that's why they settled themselves in old temples, mines or near ports. They took control of the resources of the place they live in, so they will fight until death to keep them! Unlike the units that you control, which are very generic, every unit of the rogues have a specific role: there are two warriors, a captain, an archer and a mage. Finally, at least a new game mode will be based on this new faction. In this game mode you will have to hunt…
- Update v0.6.8 - 7 March 2024
In this update I added villagers and fixed some critical bugs. With villagers, for the first time we have an idea of the people living in these lands. These poor souls calmly walk in their cities until the hordes of angels and devils suddenly appear for the battle! Also, a very cool "blinking" effect has been added in battle when the units are hit. This is very useful in the mess of the battle to understand who is taking damage and who is not. A lot of polishing and fixes have been done. In particular, a critical saving/loading bug that could cause issues with resources (making impossible to find the wood resource in some cases on map). Also fixed some bugs related to camera movement while pausing the game. This is the complete changelog: v0.6.8 - New villager characters! They run in their homes when battle starts - Units blink when they take damage by weapon, arrow or magic - Fix, miss…
- Update v0.6.7 - 15 June 2023
For this update I focused on balancing a lot of aspects of the game, like the damage and parry system. Some of them have been reworked in depth. The info UI during battles was just a placeholder in the previous version, now the layout is much better! I finally introduced a new curve trajectory for arrows and fixed a ton of bugs that were on my backlog for a long time. Also a critical bug was fixed that was giving units with shield and armor quite unlimited protection... v0.6.7 - Improved battle UI layout - Arrows, on launch they make a more natural trajectory - Game balance, reworked how unit speed works in battles - Game balance, reworked parry system, rebalanced parry bonus values for items - Game balance, parry should be more frequent for units with high agility - Game balance, reviewed weapon damage and protection values for armors - Game balance, increased city capture speed - "How…
- Update v0.6.6 - 21 May 2023
A new update is ready, with a lot of improvements and many reworked parts! New useful notifications are displayed during battles and the retreating mechanic now works in a more appropriate way. v0.6.6 - New appearing/disappearing effect for units in battle - Retreat, units now must reach the battlefield border in order to retreat - Battle, added notification on unit when ammo is depleted - Battle, unit level-up is now displayed with a new cool text and rank icon - Battle, added the name of the city in the UI - Map, units retreating are now semi-transparent - AI, improved behaviour with "exclusive" actions - Added hints with wepon/armor/shield info on mouse over - Improved bullets handling and damage - Added protection values to shields - Rebalanced items parry and protection values - Fix, retreating units won't stop fighting anymore - Fix, fixed disappearing fx on shield - Fix, fixed a…
- Update v0.6.5 - 9 March 2023
With this update we released a much more stable version of the game, with a lot of fixes and scenery optimizations. v0.6.5 - Fix, survive waves mode freezes once the mission is over - Florins won cannot exceed the max unlockable items cost - Fix, now party banners overlap correctly - Fix, Demon, was too slow in battle - Sceneries, optimizations and small fixes - Sceneries, enabled instancing for many materials - Sceneries, small changes to Woodcutter and Mine - Darker shadows for main light in sceneries - Tutorial, new steps, changed some texts - Tutorial, fixed camera glitch when pointing a city And a personal note: last year I was so lucky working almost full-time on this project. It was a fantastic year and I was able to make huge progresses on the game. This year things have changed and I had to start a new job as a freelancer. This is why updates and new content will come at a slow…
- Update v0.6.4 - 10 December 2022
With this update we introduced a new tutorial system and we solved a lot of problems related to resolutions different from 16:9. Now the UI layouts should adapt dynamically to show all content correctly regardless of the specific resolution of the screen. v0.6.4 - New tutorial that explains the basic game mechanics - Support for aspect ratio resolutions different from 16:9 - "How to play" is not automatically showed anymore on first mission (but is still available in the menu) - New intro clip scene - Fixed a bug that was generating too small maps in some mission modes Game balance - Now is more hard to get only one depot at the start of the game
- Roadmap - 18 November 2022
A new public roadmap is now available on Trello at this link: https://trello.com/b/tXiJBnBk/a-thousand-years In the roadmap I defined all the important tasks for the next two main releases (v0.7 and v0.8 in this case) with some info and what is currently in progress. On the roadmap you can find out what is coming next and what is planned for the future. One of the most interesting things, that is planned for the v0.8, is the introductoin of the heroes and the evocation room. It's one of the biggest things that still need to be added to the game. I can't wait to start working on that but first we have to fix a lot of other aspetcs of the gameplay and we have to add other contents (like new magic scrolls, the golems, the villagers...) that will come first. Cheers, Max
- Update v0.6.3 - 28 October 2022
A lot of quality-of-life improvements with the last update! Mostly related to map and exploring. v0.6.3 - parties movement are now more reactive to commands - defenders in structures are detected from distance (no need to explore them anymore) - parties now reach and leave from the center of cities - fixed duplicated depots in enemy cities - added new map size (tiny) - added surrender button (system menu) Game balancing - more resource randomness added to starting cities - map size increasing in campaign stages is more gradual
- -2 to Early Access release! - 22 October 2022
Here we are, finally! The release of ATY is closer than ever. Recent Next Fest was useful and lot of people played the demo. And even though time has passed quickly over the past few months, we managed to finish the most important parts of the game. Campaign mode It's the "1000 years mode" and the main challenge of the game. You have a budget of time that must be used wisely to face 7 generated missions. You will lose time while the game flows and if the time drops to zero the campaign is lost. Also, an optional "roguelite mode" will end the campaign if you lose a mission (a stage of the campaign) against the enemy. If you lose, you have the chance to unlock new items and units in the shop and try again. Later we will implement some ways to recover some of the time lost (a prize for the solved quests, special events and other ways). Maybe we'll need to better balance the "length" of the…
- Upcoming Demo - 22 July 2022
We are working hard these weeks polishing and refining our game 'cause we think we are almost ready to publish a public demo. This is such an important milestone for us and we don't want to leave any critical bug or gameplay problem behind. We introduced some interesting features lately, like the possibility to craft spells and potions using resources. You can equip your units with these crafted items, as for any other item, and they will decide when to use them in battle. I.e., angels have a teleport scroll that instantly takes back one unit to the nearest city. When the unit is in danger because his health is low, he will try to use the teleport. Angels have a repertory of more defensive scrolls, while devils have more offensive ones. Crafting recipes can be acquired playing around in the Alchemist screen or you can learn new recipes by solving quests and finding loots on map. Later w…