- New Feature, Further Tweaks and Fixes - 11 December 2020
Hey everyone, This is the follow up to the last patch with a series of tweaks, fixes and adjustments. LOS/Viable Target Indicator There is a new indicator when you select movement that dynamically adjusts as you explore potential movement locations to let you know which enemies will be within the selected character’s basic weapons range. You can see the indicator in the shot below, it helps a ton with more precise movements and letting you plan out your strategies more easily. Remaining Accuracy Changes The deep changes done in the last patch changed the feel of the game significantly to round things out some of the hero specials received an accuracy boost to reflect the changes made in the base weapons. Along with these changes the knife hired guns (both player and AI) got a bonus 5% to dodge included on only knife weapons to help restore their survivability and usefulness. Rita was an…
- Combat Tweaks and Bug Fixes - 3 December 2020
Today’s patch covers two things: Bug fixes and some significant tweaks to accuracy/avoidance/AI posse composition. While it may seem like people’s complaints aren’t being heard, we do take every comment and criticism to heart. While we’ve been fixing the bugs that came along with all the new content we’ve also been taking a close look at combat and have made some significant adjustments. As a side note, we did check the RNG and it is working. Cover avoidance has been reduced 5% but cover defense chance has been increased 5% along with a small increase (+1) in the amount of damage it blocks on defense chance success. Hired gun base dodge rates have been decreased. This affects all hired guns. Level ups, gear etc. can still increase these values. Hero dodge values have not changed. Weapon base hit numbers have risen from 80% to 85%. Again, this covers everyone from heroes to hired guns. W…
- Happy Thanksgiving – Fix Patch Next Week - 25 November 2020
Hey everyone. Wanted to wish all Feud players a Happy Thanksgiving if you are in the states and good tidings if you are elsewhere. We’re looking to have a patch next week to clean up the bugs that made it through when the content patch launched. It may include a couple of other quick tweaks as well. Again, thanks to all of our players.
- Unlimited Frontier Content Patch Launch - 17 November 2020
Today is the day, we’re excited to launch the Unlimited West content patch for Feud: Wild West Tactics. Along with the patch we’ll be running a sale for a limited time. If you’ve been on the fence, there’s no better moment to jump in than now! Below are a few of the things you’ll find in the patch: Over 3000 new levels These include Forest, Grassland, Swamp, Mountain and Desert biomes. You can see these maps in Saga, Skirmish and Survival. In Saga the Mine, Mill and Farms also feature a series of new maps broadening the possibilities. Survival Mode A new play mode you can find in the Skirmish area of the game. Take a team of 5 characters and see how long you can last. At the end of each wave a health crate drops from the last enemy, choose wisely which of your posse will use it. Survival comes with personal leaderboards and 3 levels of difficulty. Resource Defenders In saga you can now…
- Content Patch Progress - 30 October 2020
Hey everyone. Just wanted to give a short update on the Feud: Unlimited Frontier, content patch. Everything is in and being fully tested. It’s a big patch and there are a lot of features so we’re trying to make sure patch day goes as clean as possible. Along with all the big stuff we’ve been showing off there ended up being a couple other things we did that made pretty dramatic changes. The first is the adjustment to T2 and above research costs in Saga. They’ve been reduced significantly, and you’ll be able to dip into more research regularly in all levels of difficulty. The second major adjustment was to the reload animations, all of them have been sped up and as a result the game plays a bit more speedily than it used to. There’s also a good number of small fixes that have gone in as well. We’re looking forward to getting out the patch and seeing how people like the new hero, Akima, t…
- Introducing Akima - 19 October 2020
With the Feud: Unlimited Frontier, free content patch nearly ready it’s time to unveil the last, major item coming with the patch. That feature comes in the form a new hero, Akima and a new weapon, the bow! Along the course of Feud’s development there were many characters that narrowly missed making it into the game. We’re happy to bring to you one of those characters finally. Akima plays very differently than the other heroes thanks to his bow and his focus on managing enemies in a more “tank” style of play. His powerful Warcry ability can draw enemies attention. You can choose to spec Akima into a ranged focus character, melee focused character or a mix of both. Using his melee focus you can use abilities like Throw and Advance to close the gap and then combo it into Revitalizing chop for a devastating amount of damage. If you choose to keep him range centric his attacks can confuse e…
- New Events - 9 October 2020
Along with all the other features of the upcoming free content patch are two new events for Saga mode. The first is a “Trip Out West” event that introduces the Desert to Saga mode. Battles that you encounter on your trip take place in the desert maps. Also watch out for catching dysentery on your journey. The second is the “Abandoned Mine” event that brings a new type of location that was only seen in a single-story mode map previously. In the Abandoned Mine event you’ll get to do battle in over 80 different abandoned mine setups that utilize the same new tech that allowed us to expand the map count to over 3000 in other areas. We’ve included some shots of the mine event below. There is just one more “small” thing we’ve been cooking up for the content patch. So keep an eye out for further updates where the final feature will be revealed!
- 3000+ Levels and Friday Stream - 29 September 2020
Hey everyone. Thanks to those that tuned in for the stream a couple weeks ago where we showed off the new Survival Play Mode. During the stream we also revealed a new feature which adds a massive amount of content to Feud. That feature is a combination of randomization and hand built content that allowed us to greatly expand the amount of levels available in Skirmish, Survival and most importantly, Saga. The new system adds over 3000 maps to the game’s 120 or so maps. If we included visual variations like lighting and fog the count does much, much higher. The 3000+ just covers gameplay variations. In Saga you’ll find these new maps in the open world fights on Swamp, Mountain, Forest and Grassland hexes as well as most the Resource Nodes (Mills, Mines and Farms). There are also a couple other places that this tech will be used, but more on that another day. If you want to see some of the…
- Friday Stream - 16 September 2020
Hey everyone. As promised, we’ll be streaming new stuff this Friday the 18th on our Twitch Channel and on Steam at 7:00PM PST. Drop by to check out some of the new stuff early, ask questions and see what else might get revealed. Looking forward to showing off part of the upcoming patch.
- Resource Defenders - 11 September 2020
Resource Defenders are coming along with survival mode and the other “thing” that was in the screenshot from last week. Resource Defenders is a Saga mode feature that allows you and your enemies to assign defenders to protect important resource nodes. You’ll be able to choose from weak, normal or skilled defenders and pay a cost to garrison a 5 man posse of hired guns there. To capture the resource the enemy will have to battle and defeat your defenders to claim victory. The idea is to strategically choose which resources are the most important and to make them harder for an enemy to ride by and capture. Next week we’ll be doing a stream and showing off Survival as well as a rather large feature that was part of the Survival mode screenshot from last week. We’ll get a time posted early next week, feel free to drop by and ask questions.
- Survival Mode - 2 September 2020
So, this is a thing. Survival mode is coming. Take your 5 favorite characters and see how long you can last against waves of deadly enemies. You’ll face off against gunslingers, bears, wolves and who knows what else. The mode comes with a new personal leaderboard where you can see how your teams do and try to beat your own high scores. It has the same difficulties as Skirmish. You can certainly throw together a group of hired guns and try out brutal to see how much punishment you can withstand. Also…. This is only a small part of what is coming. In fact there’s something else entirely new in the level screenshot that we hope will please everyone.
- Tiny Update - 28 August 2020
Hey everyone! It’s been a crazy time since launch. We’re still working on a few fixes and small balance tweaks but the bulk of the time is going to “other Feud related things.”. We hope to be able to share a small peek at some of those things soon.
- More Fixes and the Demo - 17 August 2020
Hey everyone, we’ve been busy with fixes that address everything from abilities to crashes as well as a few more quality of life touch ups. We’ll continue to log, test and adjust fixes though our patch cycle will be slowing down a bit as we focus on other Feud related things. Onward to the fixes! Fixes and Enhancements Hired Gun skin should “glow” a bit less in bright light. Savage Analysis issues fixed Jane Dixon Positive Morale fixed and more informative text for when you use it and nobody is in range Some issues with “End Turn” in saga resolved Characters walking on the water and being knocked off into “off limits” areas resolved Further filters for characters in Saga/Story to prevent them from receiving useless items New tutorial text and tooltip text for Strategy research Blade Mistress ability fixed Some text overlap issues resolved Pinkerton Resistance fixed Tough as Nails fixed…
- Saga Changes and Bug Fixes Live - 4 August 2020
Hey everyone. The Saga patch is ready and brings with it a ton of fixes and changes. While we wanted to get “everything” we felt it was more important to get Saga in order and the other fixes out to everyone quickly. There will be another fix patch coming next week that resolves more of the known issues. As always, we’ll be keeping an eye on everything. Thanks for your patience and onward to the fixes! Saga Difficulty We spent the bulk of the time tuning up Saga based on feedback from everyone. Saga difficulty has been tweaked across the board. Players should find Ranch Hand much easier and Gunslinger, Showdown and Last Stand more balanced. Gone are the mega 11+ unit posses. There are still larger posses than what the player can have but both “large” and “huge” sizes cap out at 7 and 8 respectively. Beyond that the AI power levels that causes larger posses to show up has been changed si…
- The Flare Path Letter Page - 31 July 2020
Dear Simon, Your Dad sounds like a chap after my own heart. It’s quite possible we were both in the Kerovian Republic at the same time. We might even have shared the same aviodyne gondola or stood atop the same stinking jagiphant carcass! In answer to your birthday present recommendations question, as it happens I have recent play experience of both of the titles you are considering. Steam tells me I played Winter War (£15) for ten hours before putting it aside disappointed. (more…)
- Saga Adjustments Coming Soon - 31 July 2020
Hey everyone. We wanted to give an update on the next fix patch. It’s currently in testing and looking good so far. It has some major changes to all saga modes regarding both posse size and the types of posses that spawn for each play mode. We hope to have it live and to you all by early next week. We wanted to attempt to get it in this week but the core changes and fixes warranted more testing. At launch we made the mistake of having things far harder than they should’ve been, especially for new players. We can’t promise that the game will get tweaked to everyone’s perfect personal liking, but the intent is to make it “better” for everyone. Along with the Saga changes will be a variety of other fixes. To all of you who have joined up with us so far. Thanks it means a lot to have you all as part of the Feud: Wild West Tactics community. We read all the posts here and try to respond as f…
- Thanks and Comic Con - 24 July 2020
It has been a busy and exciting week. To those of you that joined us at launch thanks, we’re incredibly grateful to have you as part of the Feud community. We’ve been tracking all the posts and making a list of needed fixes and potential, easily achievable quality of life fixes and are working on getting a patch together. We can’t promise that everything will get hit all at once but did want to let people know our intent is to look into everything that we can. In other news, while we won’t be streaming today ourselves the game will be getting streamed at Comic Con with a brief interview set to play at the beginning of the stream. Stop on by if you want to see some other playing or want to hear a little about the development of the game.
- The Flare Path: A2Z - 24 July 2020
A is for Alphabetised wargame and sim news. Welcome to the cosy corner of RPS where the vehicular is valued, the historical is hallowed, and the paragraphs are shorter than 7.5 cm Kampfwagenkanone 37 L/24 barrels. (more…)
- Launch Beckons - 14 July 2020
Hey everyone. Launch is a week away and we couldn’t be more excited. We’ll be doing another stream this week on Friday at 7:00 PST on Steam and on our Twitch Channel. Feud has been a long term, passion project for all of us working on it. We’ve gone through our ups and downs, had some close calls with publishers and been forced to take extreme measures to see it get across the finish line. For those that have been here the whole time, thank you for being patient. For those that are new, thank you for joining our little community here. Over the course of the project so many features have been added and elements refined that it’s shocking so much made it in. Now it’s launch time and we hope you all find parts of Feud to treasure like we do and share stories of that one hired gun who was luckier than all rest or the epic shootout you had in the snowy mountains. Every time we play or do a s…
- Almost There - 9 July 2020
In less than two weeks we’ll be pushing that launch button. The bug count is low, we’ve successfully gone through the pre-launch checks for Steam and are just making a final few tweaks, fixes and touch ups before launch. We wanted to thank everyone who has played the demo again, we’ve gotten a lot of great feedback from it. In the stream last week we mentioned a few of the final changes which were inspired by you all playing through the demo. TTK (time to kill) has been altered for both Saga and Story, fights are a bit more brutal and choices even more important. You’ll still run into very tough enemies, but not quite as resilient as before. We’ve included an option to tweak camera speeds for keyboard cam users and touched up a few animations and sound effects. There is always “more” you want to tweak and do, but it’s time to get it in everyone’s hands. We’ll be doing a stream tomorrow…