- Changelog for May 19th 2020 v24 - 19 May 2020
This week's update contains a ton of small tweaks and features designed on smoothing out some of the main game phases, and fixing a pesky bug Kronlach reported in the forums so thank you for that! As always, I'm looking for feedback on the game flow, the difficulty, or even if you've got cool ideas! Thanks for reading! Features: New 'Wounded Humanoid' event Attribute scaling significantly increased, all units will now hit harder and have more protection to make battles less lethal Tweaks: Can now open and view the equipment the Ensemble's Packmule is carrying, with a warning that they cannot be moved to the Armory until returning to the Capital Can now open and view the resources the Ensemble's Packmule is carrying, with the above warning. Reworked Ensemble status rendering to clarify what the Ensemble did last week versus what they are about to do Added a tooltip for the Ensemble's sta…
- Changelog for April 26th 2020 v23 - 27 April 2020
This week's update includes a fancy tutorial and a ton of fixes, but more importantly it includes the long awaited Event System rework, which is to say that from now on, creating new events will take significantly less time, and will one day lead to them being fully moddable. But for now, it's baby steps. All the events in the game, as of v23, are the same as they used to be, only they're using the new system. Here's a little capture of how they look in the new tool I've been working on: Nothing crazy to look at, but man does it make life easier! The goal is now to start creating events with a constant regularity that'll make Dominions 5 look like easy mode! Please continue to use the crash reporter, and make sure to allow it to include the save file and log file. It'll let me reproduce the issues a whole heck of a lot easier, since I can just jump right to where you were when the issue…
- Changelog For January 3th 2020 v22 - 7 January 2020
This is the first post-Early Access release! It's got a ton of crash fixes and a lot of integrated feedback from you guys! Don't forget that there's a free demo live that you can try out, which is actually the entire game. You can now cast a magical ritual named Dark Promotion at the Mages Tower to revive a dead minion (non-Hero) unit and have them become the leader of their own Ensemble. There isn't currently a cost to doing so, so I recommend making a handful to really get your exploration going! I'm still working on writing the new event system so hopefully that'll come out sooner than later now that the holidays are over. Hope you folks are enjoying the game, it's been a lot of fun working on it! Highlights: Creating new Ensembles, quality of life improvements and a crash reporter! Features: Add a new ritual that lets you revive dead minions and promote them to Hero, allowing you to…
- Early Access Release! - 3 December 2019
It's been over a year since I started working on the game, first as a simple little app to simulate how the systems might work, to giving it a very rough UI, to adding features and mechanics, and even potential modding support (way down the line!), it's been crazy. I'm excited and nervous at the same time, the last game I put out was a little brick breaker but Tactics is becoming something several times more complex and is all kinds of challenging to build. I've learned a lot, and I can't wait to see how the next year of development will look with your feedback! I hope that I can put up a free demo version of the game so that you can give me feedback as easily as possible, but only time will tell. I figure it makes sense to make the game as accessible as possible while it's being built. There's so much left to do, so I'm going to get back to it! A special thanks to Dopamine, Cablenexus…
- New beta update: V19, October 8th 2019 - 8 October 2019
After a long wait, this beta update has finally arrived! Thanks to everyone who contributed ideas and bug reports! This marks a year Magnolia has been in development and I believe an Early Access release isn't more than a few months away! So much to do though, more quests, way more events, more unit progression, and much more is in development. Brooke and I have been kicking around some neat ideas for ways the Itinerary can be manipulated, whether it's by enemies confusing you, finding an artifact on an excursion, boosting your units' power, or by adding perks for itineraries with a specific length. A lot of cool stuff to come! Don't forget to add Magnolia to your wishlist, and to join the discord to get a free beta key to try these updates yourself! Last but not least, here's the changelist in this update! Features: Added The Chapel for burying the dead Can now move dead units from an…
- Update! New Capital, Rituals to cast, New Events! - 19 June 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34379596%2F75fe85b4db8e6e8bec2f1c0dc5266fc69feb8fe3.png This week's beta update has a ton of crazy stuff to check out. Now your Ensembles remember their fallen, you can take prisoners from battles, and so much more. I'm really happy with the way things are shaping up! I mean just take a look at that art! Let me know what you think of the changes! Would you be interested in having the beta build available as a demo on the Store page, before the game goes into Early Access, or are you happy keeping it to the folks in the discord? --------- Changelog for June 19th 2019 v18 Highlights: Rituals to cast, Prisoners to capture, Reworked Capital art, New choices to make! Features: Added 'Rituals', a style of out-of-combat magic that allows you to manipulate the world Can now attempt to capture defeated enemies, in order to hold the…
- Update! New art, units remember things, and combat animations! May 29th 2019 v17 - 30 May 2019
This weeks patch smooths out a few edges, adds some new polish to the UI and as always, fixes a few crashes. Let me know on discord what you think! Check it out: Changelog for May 29th 2019 v17 Highlights: Week recaps, Heroes and Minions track their own stats, and more icons Features: At the end of every week, you are now shown a recap of everything that happened Added a 'disable recaps' option Units track a dozen stats, from number of battles, to weeks spent on excursion, visible whenever inspecting a unit Equipment and Resources now has visible icons Battle replays have simple swipe animations Tweaks: Resources in storage are now visible on the AllEnsemblesOverview Resources in the Ensembles' packmules are now visible on the ItineraryOverview Minions are rendered on the map, next to their leading Heroes now show equipped weapon and armor in PostBattle add a placeholder for eventually…
- Changelog for May 21st 2019 v16, New UI, New Art, New Mechanics - 21 May 2019
This is a big change! Adds all kinds of great little pieces of art to the game! Reworking how the Alert Level works, making the UI easier to use and a ton more. --- Changelog for May 22nd 2019 v16 Highlights: Totally reworked main screen layout! New portraits, equipment images and status icons! NOTE: This wipes your save, and you should use the new Erase Savegame in the Options if not! Features: Reworked main map screen Can still access old UI by hitting TAB (for now!) Added a main menu Hitting ESC now moves you back to this, instead of quitting New unit portraits! New weapon/armor images! Can now tell what equipment is without clicking on it New Ensemble status icons! Can now see what Ensembles are up to at a glance New Map image! New Highwayman event where you may lose resources to ransom Added the World Log (back in) Added a 'delete save' button to Options Tweaks: Can now right click…
- Changelog for May 10th 2019 v15, Hero Creator, SFX, New Tactics and more! - 18 April 2019
Wishlist the game and join the discord to try the closed beta! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34379596%2F72d7fe7fdef5adfec2aec86897809d86139dc37f.png I'm excited to say that this new update has finally released! So much is new, and the game is so much smoother to play. Quality of life fixes like improved tactic management, clearer tooltips, new music and SFX and so much more. I can't put it any better than just pointing you at the massive list below and taking a look for yourself. --- Changelog for May 10th 2019 v15 Highlights: Hero Creator, Retooled Tactics UI, Music and SFX, Options Features: On first load, you can choose an archetype and name your Hero You choose between a strong, smart or a mystic hero Your Hero's Ensemble is filled with 4 other randomly generated minions New songs for the main screen, battle music, and prepping for combat New SFX f…
- Watch me play my own game! - 12 April 2019
https://youtu.be/eKxebrP464o I made a video to show off some of the systems I've been working on, and ended up getting surprised by a few weird interactions in my game. I had a lot of fun recording it, and I hope you will too! If you haven't wishlisted the game yet, please do here! In other news, the save/loading system is almost ready for primetime and I hope to have an update out in a few days!
- Update! UI Tweaks for improving your life! Changelog for Apr 2nd 2019 v13 - 2 April 2019
This is an update that's focused on smoothing some edges across the game. Not polish so much as making sure things are as readable as they can be. Lots of reports of the text being tough to read in general, which makes sense, so I'm hoping that that can be addressed in an upcoming change Highlights: UI Tweaks for most screens Tweaks: Remove Capital button from ItineraryOverview Change wording in the ItineraryOverview to present tense. ie 'Patrol at location' instead of 'Patrolling at location' Add 'week XYZ' prefix to the Excursion Itinerary Remove 'Finally, return to base' since it was made redundant All Itinerary Entries lines are sized the same, rather than only certain interactive steps being highlighted Reword 'move 10' Resources to 'pack 10' and 'store 10' on the Packmule modal for bringing Resources on the excursion Change 'Abort?' and 'Continue?' to 'Resting' and 'Continuing' to…
- Update! Huge World Map, Constructing Outposts, Quests and more! v12 - 28 March 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34379596%2Ff4117c0926896ec3b40be315b44983d3ab25bfbd.png New update this week, and it's a huge one! Make sure to jump into the Discord and get to know what other people think, and join the free beta to help grow the game! This update is focused on clarifying more of the many systems in the game. Magnolia is not nearly finished but already there's so much to do that it's all too easy to get overwhelmed right out of the gate, so adding the Quests log helps orient you towards what you're supposed to be doing next. Next up, it seems like I'll be working on saving and loading, so you don't lose all your current progress when you shut the game down which will be a lot of fun. Might even have music and some art too! Here's a preview of some of the character portraits we're going to have https://steamcdn-a.akamaihd.net/steamcommuni…
- Beta update! New Building: The Marketplace - 12 March 2019
This week's update adds a new mechanic to your capital: you're now able to sell your weapons and armor for coins! If you want to try it out, hop on the discord and I'll send you a free beta key and let me know what you think! The game is early but feedback makes all kinds of difference! The next update is planned to have more locations and tackle the idea of capturing locations and building outposts, and maybe even adding a boss to the game, so that you can grow your forces to be able to tackle the boss. We'll see how it goes. If you give it a shot, please let me know! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34379596%2F87364fd63856f5a4489dab6f4d4b77cdc021d67e.png Changelog for Mar 12th 2019 v11 Marketplace: Place up to five Weapons or Armors into the marketplace. Each week, there's a chance one of them will be sold for coins. You have control over the price vari…
- Reworked Excursions and time travelling battle replays - 6 March 2019
Hey, this is a huge changelog! If you want to try it out, hop on the discord and I'll send you a free beta key and let me know what you think! The game is early but feedback makes all kinds of difference! A lot of what has changed is thanks to valuable feedback! Changelog For Mar 5th 2019 v10 Highlights: Reworked Excursions, Battle Replays Reworked Excursions: Turns are now split into three phases: World Phase, Decision Phase, Results Phase World Phase is where all the world events happen (time advances, visitors enter the pub). Decision Phase is where you choose to embark on, or abort the excursion. Then, if your Ensembles encounter something that turn, they get to choose an action (whether its engage the encounter, or try to hide, etc) Results Phase is where you get to see what happened after the decisions you made were resolved. Maybe you get a battle replay, or you gathered resource…
- Changelog for Feb 5th 2019 v9: Minion permadeath, better minions recruiting, World Log - 6 February 2019
This week, I wanted to get Magnolia closer to the vision I had of the game, where every unit you have is precious, and what better way to represent that with permadeath. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34379596%2Fe2377f72216b46a05b5ffec78bb2ebbd7854a166.png Now when a minion dies in battle, it has a 50% chance of being revived by an ally, or being lost forever. To offset the constant unit loss, you are able to recruit vagrant units that come join your pub every few weeks. Next week, I'm reworking how the Itinerary planning works and its user interface! If you want to try the game out as it's being developed, join the discord and I'll send you a beta Steam key for free. It'll help me out, I'm always looking for more feedback! Minion permadeath: Minions (everyone but the one unit the ensemble is named after) can now permanently die. If they go to 0HP in ba…
- Changelog for Jan 30th 2019 v8 - 31 January 2019
Follow the blog or join the discord to get a key and help me shape the game. For all current and future testers, here's the most recent changelog for v8, as of Jan 30th 2019! tl;dr is now you can recruit units from The Pub, and use The Barracks to add them to your Ensembles. Still rough around the edges (like you can add people to the Ensemble, even if they're at The Forest), but it's a good first step The Pub and Barracks are now available with the Capital The Pub lets you recruit wandering minions for a resource cost Lists their stats and equipped weapons and armor (if any) Every 4 turns, a new one joins the pub Costs resources to hire. Cost for now always 50 Grain, and they're always called Acme Shortterm plan is to make their stats, inventory and cost randomized. Longterm plan is to bind some rare minion types to world events, and newly added seasons The Barracks shows you all the r…
- All the changes in the alpha so far! - 24 January 2019
Follow the blog or join the discord to get a key and help me shape the game. For all my testers, here's the most recent changelog! Changelog for Jan 23rd 2019 v7 AllEnsembleOverview is now a map instead of the town Added 'The Capital' button to go view the city, where the Storage, Armory etc are now Added playback controls for battles, can now play at up to 4x speeds Added Battle Row labels to the PreBattle scene to clarify what is where 'Take Action' button now jumps to PostBattle directly, if battle was already completed Placeholder hover texts ('hover over a keyword') panels are now hidden unless there's something to hover over Fixed log displaying incorrect info when being critically hit Tweaked status lines for ensemble statuses in AllEnsembleOverview Tweaked how Magnolia logs damage taken to clarify impact of being critically hit Added more logging on startup to help diagnose some…