Development Log: Teasing the upcoming update
Hello there, Companions!
(ui layout work in progress)
As we’ve mentioned in our last post we’re currently working on a bigger update that we plan to release in the second half of August. We’re also at the same time preparing for the next big update which will be the playable Scarres race.
In the meantime we wanted to show you some development progress and tell you more about what to expect from the upcoming patch for Glorious Companions.
So let’s start with the latter; the major new additions to the game will be:
You’ll be able to prepare pre-set battle groups of custom units for various Custom Battle tiers. Each unit will have a pool of Learning Points (as if it were level 10) to spend on attribute upgrades and unlocking special abilities. All the skill upgrades, equipment elements and learned abilities add up to a total Battlepoints cost of the unit along with its base cost depending on the archetype tier (Baron is worth more points than a mere Trapper).
With your battlecrew setups you’ll have to fit into chosen battle tier criteria. Those go as follows (though might be changed based on playtests):
In the future we’ll add an option to import battlecrews from your Campaign mode save files.
Custom Battles will feature the option to play versus the AI, a hot-seated opponent as well as your friend in an Online Multiplayer match through Steam. When creating a Custom Battle match you’ll be able to pick a time per turn limit, battle tier, map as well as map seed.

We’re also working on a solution that should make the maps feel less same’y! We’ve created a tool that allows us to design a number of different obstacle layouts (so that they make sense tactics wise) and bundled it together with a new vegetation system that should a) improve rendering performance in battles b) randomize all the vegetation and background objects based on the seed value. In the future we’ll experiment with modifying the terrain mesh as well.

Took us more time than we expected to get to this but we’re finally adding more special abilities for the Valrenay troops with even more coming in the next month.
While working on the Battlecrew Builder we’ve decided that it’s finally time to contain the leveling balance at least a tad. From now on the LP cost for upgrading an ability will go up every couple upgrades which should also make the archetypes a little more oriented towards their own advantages instead of every unit being able to fulfill the same role too well.
To finish up this post let's take a look at our progress with the fully remade Scarres race:
Tier 3 Warlord
Tier 1 & 2 Armor Designs
Tier 5 Avenger

As we’ve mentioned in our last post we’re currently working on a bigger update that we plan to release in the second half of August. We’re also at the same time preparing for the next big update which will be the playable Scarres race.
In the meantime we wanted to show you some development progress and tell you more about what to expect from the upcoming patch for Glorious Companions.
So let’s start with the latter; the major new additions to the game will be:
Battlecrew Builder - experiment with various combinations freely
You’ll be able to prepare pre-set battle groups of custom units for various Custom Battle tiers. Each unit will have a pool of Learning Points (as if it were level 10) to spend on attribute upgrades and unlocking special abilities. All the skill upgrades, equipment elements and learned abilities add up to a total Battlepoints cost of the unit along with its base cost depending on the archetype tier (Baron is worth more points than a mere Trapper).
With your battlecrew setups you’ll have to fit into chosen battle tier criteria. Those go as follows (though might be changed based on playtests):
- Quick Skirmish (400 Bpts max & 6 units total)
- Medium Encounter ( 800 Bpts max & 10 units total)
- Clash of Commanders (1200 Bpts max & 15 units total)
In the future we’ll add an option to import battlecrews from your Campaign mode save files.
Custom Battle mode - play vs AI, in old-school Hot-Seat or in the Online Multiplayer
Custom Battles will feature the option to play versus the AI, a hot-seated opponent as well as your friend in an Online Multiplayer match through Steam. When creating a Custom Battle match you’ll be able to pick a time per turn limit, battle tier, map as well as map seed.
More Random Maps

We’re also working on a solution that should make the maps feel less same’y! We’ve created a tool that allows us to design a number of different obstacle layouts (so that they make sense tactics wise) and bundled it together with a new vegetation system that should a) improve rendering performance in battles b) randomize all the vegetation and background objects based on the seed value. In the future we’ll experiment with modifying the terrain mesh as well.
New Valrenay Special Abilities

Took us more time than we expected to get to this but we’re finally adding more special abilities for the Valrenay troops with even more coming in the next month.
Diminishing returns on leveling up attributes
While working on the Battlecrew Builder we’ve decided that it’s finally time to contain the leveling balance at least a tad. From now on the LP cost for upgrading an ability will go up every couple upgrades which should also make the archetypes a little more oriented towards their own advantages instead of every unit being able to fulfill the same role too well.
To finish up this post let's take a look at our progress with the fully remade Scarres race:


