About This Game A miniature world coming to lifeExperience a living, breathing tabletop video game that invites the player into a miniature universe full of small adventures set in beautifully handcrafted diorama battle boards inspired by Norse mythology to honor the Vikings!Cool-down based combat that keeps the action flowingWartile is a cool-down based game that keeps the action flowing, with ample opportunities to plan your moves. Although it contains the strategic elements from turn-based games, a mixture of slow down features and cool-down based gameplay maintains the tension of battle while allowing for breathing room to make tactical decisions. At its heart, Wartile is a game about positioning and tactical decision making.Your control the pace of battleWith Slow Time always available you can control the speed of the fight giving you an advantageous tactical benefit in critical situations where every action counts. Collect & level up figurines and customize their equipment and abilitiesCollect and level up an array of different figurines. Customize your Warband with armor pieces, weapons, unique combat abilities and set up your deck of Battle Cards, to provide a choice of tactical options before they embark on each quest. 7aa9394dea Title: WARTILEGenre: Indie, RPG, StrategyDeveloper:Playwood ProjectPublisher:Deck13, WhisperGamesRelease Date: 8 Feb, 2018 WARTILE Download 2019 Clunky mechanics... Very hard to do anything at times. If you try to complete higher levels, the AI pretty much cheats in my opinion, basically becoming impossible to beat. God forbid you get a decent item in order to help in higher level boards early on. It is a very mediocre tactics game in need of better items. Why developers believe extreme difficulty and linear forced paths equal FUN is beyond my understanding. I regret purchasing the game, sorry. Its just not enjoyable. Tedious movement and attacks using clunky UI mechanics? Yes, plenty of that.. I have been playing this game for about a month, off and on when time allows.Firstly the look is that of a miniature game is quite pleasing and full of texture.The story is fine and strings the various battles into a gradual increase of difficulty and complexity. The various figures at your command have differing skill sets and different weapon\/armour requirements. This allows some play in what you may want to field against a certain force. Add to this are special action cards to use a point system that is generated during play. As you progress, further special actions are unlocked that can be chosen for a battle.There are some other ability icons you can add to your fighters as well that allows some modification.I do fine fault sometimes with the UI where I am trying to move a figure and it thinks you want to move the map. As well as sometimes you have to spin the map to pick up items as it cannot seem to understand that is what your trying to do; despite you pointer changing to show the pickup option. A minor annoyance.I enjoy it for what it is and its pleasing appearance.. Clunky mechanics... Very hard to do anything at times. If you try to complete higher levels, the AI pretty much cheats in my opinion, basically becoming impossible to beat. God forbid you get a decent item in order to help in higher level boards early on. It is a very mediocre tactics game in need of better items. Why developers believe extreme difficulty and linear forced paths equal FUN is beyond my understanding. I regret purchasing the game, sorry. Its just not enjoyable. Tedious movement and attacks using clunky UI mechanics? Yes, plenty of that.. I have been playing this game for about a month, off and on when time allows.Firstly the look is that of a miniature game is quite pleasing and full of texture.The story is fine and strings the various battles into a gradual increase of difficulty and complexity. The various figures at your command have differing skill sets and different weapon\/armour requirements. This allows some play in what you may want to field against a certain force. Add to this are special action cards to use a point system that is generated during play. As you progress, further special actions are unlocked that can be chosen for a battle.There are some other ability icons you can add to your fighters as well that allows some modification.I do fine fault sometimes with the UI where I am trying to move a figure and it thinks you want to move the map. As well as sometimes you have to spin the map to pick up items as it cannot seem to understand that is what your trying to do; despite you pointer changing to show the pickup option. A minor annoyance.I enjoy it for what it is and its pleasing appearance. Games From Denmark Sale & our creative process: Hi EveryoneThis week Steam runs a Midweek Madness sales with games developed from Denmark, to celebrate the Danish Games Week where developers from Denmark get the chance to meet and share experience, discovering new talents and talk to investors and publishers.In the spirit of sharing our experience, we have collected some of the highlights of our creative process of making Wartile, and want to share this with all of you who are interested. We have divided it up into three chapters covering, Environment art, Character art and finally Community and Game PlayEnvironment ArtIn the beginning, we wanted to create a game that embraced the childhood memories of playing or gaming with figurines in miniature environments. Just like when playing games like Dungeons & dragons and Warhammer.In the early stages, we made a tile-based system testing some of the core battle mechanics as a physical board game. We wanted to emulate the feeling of playing in a miniature world coming to life, where the game was in constant motion, but still with the flavor of turn-based mechanics.When developing the game within the Unreal 4 Engine, we tried out a few early iterations on the visual side. The Goal was to create a diorama fell while also clearly communicating the strategical options available. With the top left, we tried to work with partly procedural generated tiles and foliage.Our first gameplay trailer made three years ago under the working title TACTILE.https://vimeo.com/122986004We learned that defined tiles as part of the environment on the board significantly enforced the tactical aspects of the game, while also gave the board an appealing visual appearance.To capture the feeling of playing on a diorama board we froze the water in its motion, creating a strong dynamic feel, with explicit references to handcrafted miniature models.The clear-cutting of the diorama boards helped us frame the gameplay area while also creating a strong visual identity for Wartile.All the boards are custom made, each one with a different visual setting and a new type of game challenge. Here you can get an exclusive inside peek of how we create the boards.(Warning - Pretty nerdy)https://www.youtube.com/watch?v=3IySI8G4YcgTo further enforce the miniature look and feel, we made use of the Tilt-Shift effect on the camera, adding blur in the for- and background while still having the figurines in perfect focus.We proudly believe that we have established a unique visual identity for Wartile that fits the type of game we have been trying to create, and are looking forward to pushing the boundaries even further in the future.Enjoy the raidingsKind regards Wartile Dev Team. What's Cooking ?: Hi everyone Stepping out of Early Access was an awesome experience, and we have been pleased to see Wartile being enjoyed by so many people. During the first few weeks, we were busy fixing bugs and adjusting features that had slipped through our testing. we also implemented achievements with a slight delay. Wartile is much more than just a game; it’s a system that we intend to keep expanding on to make it bigger, better and richer by adding more content and keep polishing the gaming experience. We aim to both build new content for everyone already part of the universe, but also to improve features and mechanics that we can learn from our community need more attention. Here are some of the new things we are working onAbility timing and communication We feel that that ability used by enemy figurines could communicate better and we are working towards making it clear which abilities are being used and inform you if you can counteract them. An example of this could be showing that a figurine is actively casting an ability, allowing you to stun the figurine to stop the casting. In general, abilities will be the same but with more information, if you can avoid or prevent them.Battle Encounters We intend to improve the overall presentation of encounters and their tactical challenges for the player in a relaxed and exploration-friendly environment offering the player more time to plan for each encounter while also enforcing the narrative experience of each board. New Battle board Draugr is on the move, and dark clouds of evil will soon cover Midgard.Work in progress previewSmall adjustments We are revisiting Alfablot to make sure that players can complete the difficulty tiers instead of dying trying. The same goes for some of the masochist achievements, that might need a second sanity check, together with other reported issues.The Dark Ages We have also started working on something bigger for Wartile, and we can reveal that things are looking grim in Midgard, and the realm will soon enough be needing its heroes again. PAX East Also: April is around the corner, and PAX East is about to begin. And as you now have already guessed it: We’ll be at PAX this time, for the first time. Showing off something… new for the game which will come to the PC Version as well but which affects the game itself and its future, too. Sounds cryptic? Well, to make it a bit more precise: Soon you’ll have another option to chose how you want to control your Vikings! Meet us in Hall A, Booth 10052 to learn more.We are keeping our cards close, but want to let you know that we are cooking like crazy from our office in Copenhagen and we are looking forward to sharing more.Greetings and Happy raiding The Wartile Dev Team. New Halloween Board Released: It's Halloween and everyone knows that Vikings was known for dressing in Pumpkin helmets, during the celebration of Alfablot. https://youtu.be/lkukONnhGnMTo participate in this celebration we have created a seasonally Halloween themed battle board available for a limited time. The new board features different Pumpkin demons, lots of skeletons and some unique rewards that you get to keep even after Halloween. All three difficulty tiers are open from the get-go so that you play the reputation level that fits you the best.Also, note that during the Halloween Sale there is a 35% discount on Wartilehttps://store.steampowered.com/app/404200/WARTILE/We hope that you will enjoy the Halloween board and please share some pictures of your Heroes as they venture into the pumpkin field. Other minor changesNerfed difficulty one on Dark forest and Heidrun clan a bitNerfed difficulty one for Trail of TyrAdd tutorial hint for burning down the wallAdd sound effect when unlocking the tower.Trail of Tyr: Effect on mead is showing while there is nothing to pick up. Thors Wrath: False trigger zoneSome fixed for draugr death animationsHappy HuntingThe Wartile Dev Team. Winter Sale & The Yule Raid: In cover from the cold winds, we have been preparing a small Christmas present for you all, and you even get to open it right away.The Yule RaidA new seasonal board is now available during the next few weeks.Sadly your stockpile of mead is of poor quality and not a Jarl worthy; however, rumors about Lord Havengore’s amazing home-brewed mead have traveled the sea, and soon you set sails to ensure that the Yule celebrations this year is worth remembering. All difficulty tiers are unlocked, and we recommend taking the one closest to your current reputation level. The rewards are sponsored by Lord Havengore himself, however without his consent. Reputation 3 - Shield of the house HavengoreDifficulty 7 - Sword of the house HavengoreDifficulty 23 - Longsword of the house HavengoreIntroducing the Free Cam Beta versionWe have received numerous request for a free camera mode allowing players to set up better and more exciting screenshots, and we would like to share the camera tool we are using to setup screenshots and record small movies from within Wartile. Please keep in mind that it's in Beta and might expose parts of the level design only intended to be viewed by us the developers :)Press F10 while on a Battle board to open the Free Cam ModePost a screenshotWe request everyone to share their favorite screenshot from Wartile with the community and us and would like to reward the ten best screenshots with a Deluxe Edition of Wartile to gift away.You can share the screenshots at the Steam wartile screenshot section, Twitter, Instagram or Facebook with the hashtag #Wartile from today, until the 4th of January where we will collect and announce the winners :) @Wartile - Facebook [facebook.com] @Wartile - Twitter @Wartile - InstagramOther update notes patch 1.1.7.1Small visual changes to Ability & Action cardsUI improvements especially for ControllersFixed minor bugs, including one with Difficulty settings.Furthermore, Wartile is 40% off during the Steam Winter sales. https://store.steampowered.com/app/404200/WARTILE/We hope that you enjoy and the Yule Battle Board and the Havengore homebrew. Kind regards the Wartile Dev team. Patch 1.0.8: Hi Everyone and welcome to the Wartile universe. We sincerely hope that you enjoy Wartile and are grateful for all the feedback that we have received since we left Early Access just one week ago.As it often happens with games when exposed to a broader audience with different playstyles, taste, and expectations. We see lots of feedback pointing in all directions, and we are still trying to digest all the input into something that we can take action on.We have just released a patch focusing on solving some of the issues reported the last few days, and we hope that this will clean out most of the annoying problems.You should also know that we are working on another patch implementing achievements into the game.With this patch we have also made it possible to full pause the game by pressing (default key) P, allowing the player to explore the battle board and enemy positions. No interactions are possible during the pause, it's meant for coffee breaks and as a tactical reflection/exploration break.Patch notes 1.0.8 All key bindings now work. There was a problem specifically affecting movement keys, that didn't allow you to rebind to specific keys. [Customization] Some helmets didn't scale up when equipping them on figurines that had the Jotnar’s Mass token equipped [General] Ylva´s Crow can now only attack through obstacles if there is a valid path to the enemy. We have added a pause button to the game. Default keybind is "P" [Start Screen] The effects that affect adjacent allies (e.g. Heimdall's inspiration) no longer activate on the start screen [General] Enemy units could get stuck when moving to specific tiles (on bridges, under breakable objects, in towers, etc.) when a player character moved to the same tile in a rather specific timing. The graphic effect on Slow-time has been reduced. Now it mostly only affects the color and no longer blurs. Text on the Story Card for Jotunheim read "[...]from to Jotunheim[...]". Now reads "to Jotunheim" [Niflheim] Draugr can no longer spawn spawn and move around after the end of the level on the reward screen. In the start screen, the slight camera movement would stop after clicking exit game. This is no longer the case. [Customization] When unequipping items the character stats did not update. In addition, the portrait didn't update. These are now fixed. [Niflheim] Fixed grammatical error on the story card in the menu. [Alfablot] primary objective is now correctly spelled "Altar" instead of "Alter". In addition, "Frayr" is now correctly spelled "Freyr" on the same card. [The Rescue & Monastery] Some of the treasure spawn locations in the Monastery was not possible to interact with. These can now be interacted with. Changing the windowed mode option did not properly trigger when clicking save. [Niflheim][Dark Forest] Some Breakable objects was placed in a way that did not show the health bar below it. These have now been adjusted. Items and Tokens in the unit management had both "Item Count" and "Sell/Buy Gold Value" shown. Gold has been removed as it is only usable in the Merchant. Item Count is already shown as a widget below the item/token and has now been removed from the tooltip as well. We have fixed several spelling/grammatical parts of Figurine Stories [Alfablot] A tree branch obscured the Token rewards in the reward scene. This has been adjusted. [Thor’s Wrath] The player could move characters into a specific table. This is no longer allowed. [Trial of Tyr] Unit that was captured in a cage has the stunned animation over its head even after it had been released. This is no longer the case. Many grammatical and spelling errors fixed throughout the game (We still have more to go through!) When no save game exists, the start screen did not have any units. This is now remedied. In addition, the start screen will now add new units as you progress through the game. [GUI] The character selector from the Unit Customization screen did not get properly removed in some menu interaction situations. [General] When opening the options menu the player coul still click on UI and Objects in game. This is no longer the case. Fixed a bug that caused the tooltip to show up behind the Epilogue UI [Complete Level] When finished the main mission "continue" and "end level" now have a tooltip explaining their function. Fixed a bug that allowed you to enter new menus while the "Name Changer" UI was present. Added poses to characters in the Start screen. [Customization][GER] "Sundering glaive" had too many "-" in front of the value it subtracts when the effect triggers French Localization - Another token was incorrectly named: Ymir's cage [Customization][GER] "Heimdallr's Inspiration" had a missing value [Customization][GER] "Hels Heimsuchung" had a missing Value [Customization][GER] "Blessing of Eir" had the wrong item description [Menu][GER] There was not a translation implemented for "leave board" [Loka][GER] Incorrect Text-String: "Diese Schaltfläche bringt Dich in's Menü zurück" when destroying a token. This has been fixed.We are aware that Thor’s Wrath sometimes crashes upon load, we are looking into this issue. For now, it usually works when loading it up the second time.Portuguise is now fully supported thanks to Tiago :)We hope that these bug fixes will improve the overall enjoyment of Wartile and want to ensure everyone that we continuously are addressing bugs and improving features based on feedback and our observations.Best regardsWartile dev Team. Getting ready for the weekend: Hi everyone. Hotfix 0.7.2: Hi EveryoneWe are back with a minor update addressing some issues that were not adequately eradicated with our latest hotfix, together with some rebalancing of the Battle bards.Bug fixes:Fatal Error crash on the Alfablot Battle Board during the playthrough. Targeting issue on enemy Volvas couldn't be targeted with abilities on the Alfablot Battle BoardIssue where Zooming in/out was to fast when Time Slow was activeSometimes items didn't show up correctly after equipping an item to a figurineBug causing an item to disappear when buying a new item in the merchantTurning pages in the equipment stock at the merchant was sometimes buggy. Buying units in the shop now immediately show up in unit management.Fixed an issue with burnable towers and waypoints on Thor’s Wrath.Change:Equipped Tokens no longer shows up in the shop - they can't be sold, only destroyedRebalanced card costsThe intention is to lower the cost of cards to have more uses per board and not be punished as hard for not getting the maximum potential of cards. This means that most changes have their effect scaled down with their new cost. While doing this pass, we did rebalance a couple of cards that we felt were too expensive regarding their effectiveness.[/list] Bear Trap: now deals 10 damage and costs 1 Battle Point (down from 20 damage and 3 battle points) Touch of Eir: now heals 30 health and costs 3 Battle Points (down from 50 health and 5 battle points) Flames of Glod: Tick time increased to 1 seconds and costs 4 Battle Points (up from 0.75 tick time and 6 battle points) Pilgrim’s Madness: Duration decreased to 10 seconds and cost to 6 Battle Points (down from 12 seconds duration and 7 battle points) Draugr Shrine: Reduced to summoning 3 Ddraugr and costs 4 Battle Points (down from spawning 4 Draugr and 6 battle points) Strength of Tyr: Reduced battle point cost to 2 Battle Points (reduced from 3 battle points) Thor’s Roar: Reduced battle point cost to 4 Battle Points (reduced from 5 battle points)LocalizationWe would also like to mention that on Fan localization we have updateded following languages and they all show as 95% - 100% percent done, but remember that during early access few phrases might not be translated. GermanItalian FrenchRussian JapanesePolishPortuguese Thanks to our dedicated community for duing such an amazing job. That was all for now.. have fun everyone Best regards The Wartile Dev Team. Hotfix 0.7.3: Hi everyoneFirst, we would like to wish everyone a Happy New Year. We have just released a minor hotfix addressing some critical bugs reported during the winter holidays. Fixes:Fixed an issue with Spearwall that made the ability crash the game under certain conditions.Fixed an issue that caused the "Menu Arrows" to become unusable in the Unit Customization after having performed certain actions in the Shop.Stat Card now correctly adds "bonus damage" stat when unarmedVolva Swarm unit ability now has a prettier death animationGjallerhorn on "The Heidrun Clan" map no longer "rewards" a goat card.Healing herb (The Dark Forest) card now correctly shows the ability duration.Fixed an issue where some players would not receive items purchased in the Merchant. This was caused by an error in the savegame when counting their equipment. (We could not reproduce this error, so if you experience it, please let us know.)Best regards The Wartile Dev Team
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