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Glorious Companions News

Itemization Overhaul Update 0.8

Hello there, Companions!



Today we’re releasing the long awaited Update 0.8 that introduces a complete itemization overhaul that aims to make each playthrough more unique and exciting. Additionally, we took the time to rework a few other procedural generation systems, including the very important part of the game that is responsible for spawning and maintaining NPC companies on the map. Oh and by the way: you can grab the game cheaper with the -33% Weeklong deal!

Let’s dive right into what the update brings into the game:

[h2]Item Rework[/h2]
The item rework we've been teasing for the last couple of devlogs is finally here! With Update 0.8 you'll enjoy the new item quality system, unique item effects and a variety of new items to play around with. Additionally, the two equipment set slots have been replaced by a new unit item stash, that will allow you to store multiple items of your choice to be accessible in combat. In the future we'll also implement consumable items that will provide another layer to the battle mechanics.

[h2]NPC Group Generator Rework[/h2]
To bring some more variety into the game we've added three new neutral group types running across the world map: Sword Sisters, Iron Hammers and Swamplings. As mentioned in the previous posts, the first two groups are higher tier enemies that should make for compelling targets late game, while the Swamplings are Bandit-level units based on the Scarres race to spice up the early game.

Additionally, with the new item rework, we went ahead and rebuilt our procedural generation tools for NPC groups and you should be seeing a lot more diversity in enemy builds, which in turn should create more balanced encounters throughout your entire time in Navaroth.

[h2]Procedural Portraits & New Scarres[/h2]
Considering how much the progression systems for units have evolved over the past few updates, we wanted to translate the degree to which each unit differs in gameplay to the forefront of the game that is the UI. Hence, we built a new procedural portrait system that gives us thousands of unit looks to choose from, and no two Trappers should now ever look alike!



Speaking of graphical upgrades, the Scarres have received a major texture update and they are now more in line with the art direction we've chosen for the game. Just look at all that detail!



[h2]What's next[/h2]
We understand that the Early Access has already taken a while and some of you have questions concerning the development and where the game is headed to. We've recently hit a major milestone in the World Map 2.0 Update that will bring not only a new map itself, but an entire storyline split into multiple acts. The initial update will feature a prologue unique for each race, as well as Act 1 that will tell the tale of a new threat awakening on Navaroth, full of new quests and enemies to joust. We can't promise any dates, but the vast majority of the work is already done and we're now at the stage of assembling it all together for you to play. It might have taken some time, but we're confident the new campaign mode will be more than worth the wait.





[h2]Full Changelog[/h2]
Warning: Old saves won't work after this update!

[h3]Content:[/h3]
  • Itemization Overhaul - 6 different item qualities, 10 suffixes and 23 brand new items.
  • New NPC groups: Sword Sisters, Iron Hammers, Swamplings.
  • Three new abilities: Aura Transfer (Acolyte), Soul Steal (Trapper), Ammo Bags (Gunner).
  • Revised NPC group procedural generation system.
  • Procedural unit portraits system featuring thousands of variants.
  • Player character portraits that fit chosen variants.
  • Unit Stash - new way to store equippable mid-combat items.
  • New Company Emblems - now also displayed in combat on all shields.
  • Revised Scarre textures.

[h3]Balance:[/h3]
  • Rebalanced all neutral enemy stats.
  • Rebalanced all item stats and prices.
  • Rebalanced and reworked enemy item choices.
  • Makeshift Weapon now has a buff duration.
  • Adjusted Piercing Thrust range for short weapons.
  • Adjusted a number of ability cooldowns.
  • Updated default custom game battlecrews.

[h3]Bug fixes and tweaks:[/h3]
  • Selected battlecrew will now be displayed in the lobby chat.
  • Spider's Cocoon Strangle ability will now apply the Entangled debuff instead of a generic slow.
  • The Unit Panel will now properly show two handed weapons when equipped, with an opaque icon displayed in the left hand slot.
  • Tweaked player names in combat to be displayed in accordance to their starting side.
  • Tweaked Counterattack and Weasel animations to be more clear.
  • Updated the Ancient Forge Studio logo.
  • Fixed a number of issues with the Dispel ability.
  • Fixed a memory leak related to dead units.
  • Fixed a bug that caused battles to freeze when trying to use certain abilities within the Smoke Grenade radius.
  • Fixed selection marker rendering on the world map.
  • Fixed a problem with the invulnerability effect visible on health bars.
  • Fixed an issue with the change equipment action failing to update rendered weapons in multiplayer.


Let us know your thoughts in the comments and remember to follow the game for more updates!

Devlog: Upcoming Update 0.8

Hello there, Companions!


It's been quite some time without any news on the development of Glorious Companions, which doesn't mean that there wasn't any progress being made. Anyhow, now when we're getting close to releasing the new update, we're back with a fresh development log.

Without any further ado, let's go over the biggest changes and new additions that this update will introduce into the game. Of course as usual there'll be some balance changes, bug fixes and QoL tweaks along with a few new abilities, but for now let's talk about the big stuff.

[h2]NPC Group Generator Rework[/h2]
This is a change that finally allows us to configure more interesting NPC groups. Thanks to this rework we can now easily adjust unit types, levels, equipment, skills, number of units, etc. With this backend change we've also tweaked the already existing groups of enemies, such as Bandits, Shadows, NPC Lords and the likes. Bandits will from now on yield weak and cheap equipment, while Shadows and NPC Lords will begin the game with higher levels and more expensive equipment.



Then there'll be three new neutral group types running across the world map: Sword Sisters, Iron Hammers and Swamplings. The first two groups are higher tier enemies that should make for some interesting encounters in the later stages of the game, while the Swamplings are Bandit-level units based on the Scarres race to spice up the early game.

Tavern units also received some tweaks. Now aside form the regular level 1 newbies, sometimes you'll come across more experienced and better equipped mercenaries, which of course will cost a lot more gold to recruit.

[h2]Item Rework[/h2]
You can read more about the upcoming Item Rework in our previous devlog:
https://store.steampowered.com/news/app/1001040/view/2932368153396806250
In short there'll be new item types, new weapons, new offhands, item quality tiers, special item effects and some balance tweaking to top it off. Oh, and completely new (and consistent) models for all the items!

One of the changes that wasn't mentioned before is the addition of unit stash. It'll take the place of the second item set and it'll come with 4 equipment slots. You'll be able to freely swap items from the stash and you'll no longer have to equip two shields in each set, just swapping the weapons will do the trick from now on.

[h2]Scarres Visual Overhaul[/h2]
Just like with Valrenay we've improved the textures on our vengeful lizardmen folk. We wanted to make them look more serious and to enhance their lizard-like features, such as scales, eyes and teeth. Though in this case it's best to just show you the difference. Let us know what do you think of the improvements:

(the RTX thing is just a joke, the enhanced textures will come at no performance cost)

While we were at it, we took some time to overhaul the Bandits' and Shadows' textures too, but we'll leave that for you to see in-game when the update goes live.

[h2]Procedurally Generated Companion Portraits[/h2]
Finally, a feature that many of you asked for and it's something that we also wanted to implement for quite a long time, though as we had no 2D artist on our team it always got postponed for a later time. Now, with the awesome Marcin Kulesza who joined our studio a few months ago, we were finally able to add some character to all the companions you'll be meeting on your journeys.



We've prepared a set of various head/face elements for each unit type, which will then be mixed and matched to create unique portraits, differentiating units of the same archetype.

[h2]When[/h2]
We plan to release this update in 1-2 weeks, we're finishing up with some final bug fixes and balance tweaks, as the changes in the item system were quite substantial and spread out to all the aspects of the game.

Also we've made some great progress when it comes to the World Map 2.0 Update, though we'll talk about that more after this update is released.



Let us know your thoughts in the comments and remember to follow the game for more updates!

Devlog: Upcoming Item Rework

Hello there, Companions!



We’re back with some fresh news and development updates. We want to share with you some details on the slowly upcoming update. In this post we’ll focus on one particular part of it - the item rework.

The current item design stems from the design of the multiplayer mode - we wanted all the weapons to be equally viable and on equal footings with each other considering the differences in their costs, strengths and weaknesses. Obviously what works well for a multiplayer gameplay doesn’t always work quite as well in singleplayer.

The biggest problem here is that the current system doesn’t allow for good progression, which is crucial for gameplay to be enjoyable. As it stands now the player can get access to the “most powerful” items in basically no time. In most RPGs itemization is a really important and fun part of the game, just as we want it to be in Glorious Companions.

Let’s go over what changes we’re currently working on!

[h2]New Visuals[/h2]

First off, we’re reworking all the item models to better fit the new art direction we’ve taken up, as you could already see with our new unit textures. A nice bonus that comes with that is that the item icons will finally resemble the actual items’ look.

[h2]Item Qualities[/h2]

Items will gain a quality stat ranging from Broken to Masterwork, totalling up to 6 quality tiers. Qualities will impact the item’s stats and value, thus a Broken Dagger will be much weaker than a Masterwork Dagger. And so weaker enemies will mostly use cheaper items, while lord companions will sport expensive sets of equipment.

Vendors will sell items in the range of -1/+1 of the Common (default) quality, so to get your hands on better gear you’ll have to fight more dangerous opponents. Later on we plan to add special locations on the World Map that will allow you to upgrade your item’s quality by 1 tier.

[h2]Special Effects[/h2]

The most unique items will possess special effects that will further increase their power. After defeating the Swamp Dungeon you might find a couple of items with the “of Poison” suffix in your loot. There’ll be a variety of different effects, with the way they work depending on the type of the item. So a shield will trigger its effect when the unit successfully blocks an attack, while the armor will trigger by getting hit.

[h2]New Items[/h2]
Not only are we changing how the item system works, we’re also adding a bunch of completely new items and item types to spice things up.

[h3]New weapons[/h3]

Some categories of weapons didn’t offer as many choices as, let’s say the blades family. To remedy this, we’re adding a bunch of new axes, blunts and polearms. We’re also adding new firearms and a new bow. There’s also a completely new weapon type that will make its way into the game - the crossbows.

[h3]New offhands (left hand slot)[/h3]
So far we’ve only had the shields to accompany single-handed weapons and we want to add some cool new choices for non-tank units.

Roth Spheres and Wands will be a great pick for any unit focused more on their active abilities than conventional fighting. They’ll increase Magic Defense, the Mind attribute or the Resource pool of their wielder.


Then we have the Ammo Bags which will help those constantly running out of javelins or throwing knives. Of course as the Ammo Bags are slotted under the offhand slot, they will be only available for one-handed ranged weapons (meaning all the Throwing Weapons).

Offhand Knives will be a perfect choice for offensive fighters wielding single-handed melee weapons. They can increase either the chance for a critical attack, the raw damage or even the wielder’s Parry stat.


And to finish it up we have some miscellaneous items that will be a wise pick up when wandering into dungeons, as they increase the lowered range of sight in those dark battle locations.

Let us know your thoughts in the comments and remember to follow the game for more updates!

Cities Rework Update 0.7, Weeklong Deal & Pt-Br Localization

Hello there, Companions!


Today we’re releasing Update 0.7 that introduces a few new features and a variety of important balance changes & bug fixes. We’re laying important foundations for the next update, which will finally bring the new World Map. Oh and by the way: you can grab the game cheaper now with the -33% Weeklong deal!

Let’s dive right into what the update brings into the game:

[h2]City UI Rework[/h2]

The City UI is by far one of the oldest pieces of the interface that we’ve had in the game. Today we’re ready to roll out the new and improved version that features cleaner design & a couple of changes. Make sure to visit some of the Temples - the word is that the Monks of Navaroth have learned to Inspire everyone who’s ready to donate coin for their cause.

The new cities feature a couple of new artworks that better resembles the local architecture, and we’ll be adding more unique features and art in the coming months.

[h2]Flee from Battle[/h2]

In an ideal world a brave commander should never retreat on the battlefield. But reality can be tricky and so can be certain skirmishes, especially when the good of one’s people is concerned. We’ve implemented a new feature which allows you to flee from any combat scenario, provided you can get to the edges of the map. Note that it’s not exactly a Get Out of Jail Free card that you can keep using at all times - you’ll still suffer losses, but the upside is that you won’t die.

[h2]New Graphics Settings[/h2]

Even though Glorious Companions is not that performance intensive of a game, we do want to provide an experience that the vast majority of people can run smoothly. We’ve added a bunch of sliders that control the density of in-game vegetation (that is: trees, grass and other non-gameplay elements) that you can use to customize the game to your liking. We recommend lowering some of them to increase performance on lower-end machines.

[h2]Brazilian Portuguese localization[/h2]
We're excited to announce that both the store page and the game got localized into Brazilian Portugese with the help from @ZKuerten! Let us know if you find any errors or lacking translations ːlunar2020contentgoatː

Warning: Old saves won't work after this update!

[h2]Content:[/h2]
  • City Panel rework - overhauled UI and improved functionality.
  • New feature: Flee From Battle.
  • Implemented Sound Effects for the new abilities.
  • Added settings for Vegetation (that can be used to improve the game's performance).
  • Added a new functionality in the Temple - now you can Inspire your units with the monks' help.
  • New Engineer's grenade models.

[h2]Balance:[/h2]
  • Made the Gravity Trap invisible for enemies.
  • Increased the unit level limit.
  • Lowered the healing costs in the Temple.
  • Now units can't see past the Smoke Grenade's area of effect.
  • Increased the amount of quests available in cities.

[h2]Bug fixes and tweaks:[/h2]
  • Fixed a bug that occured when swapping two-handed weapons between sets (reported by Zethrio).
  • Fixed a bug with the armor stats not updating when switching armor parts (reported by Zethrio).
  • Fixed a bug that occured when cancelling battlecrew changes.
  • Fixed a bug with refreshing stats in Battlecrew Manager.
  • Fixed a visual bug with Corpse Eater skill.
  • Added tooltips for gadgets.
  • Fixed a bug with Weasel ability.
  • Fixed a bug with Counterattack ability.
  • Fixed a bug that occured when you had too many status effects on one unit.
  • Fixed a bug with fog of war not reappearing at the spot where a unit died.
  • Fixed a lot of multiplayer bugs.
  • Fixed a bug that allowed users to interact with units after a battle ended.
  • Fixed a bug with the rotation tip staying on screen after a battle.
  • Fixed an animation bug when stopping on the World Map.
  • Fixed a bug with units taking damage from gadgets that were already destroyed.
  • Fixed a bug that caused the game to freeze when some buffs were in play.
  • Fixed a bug with Blade Fury ability.
  • Fixed a bunch of issues connected to the Smoke Grenade skill.
  • Fixed a bug that allowed enemies to see some of the abilities being used in the fog of war.
  • Time Limited Statuses (such as wounds) are now displayed in the above-unit UI.
  • Tweaked a few ability FXs.




Let us know your thoughts in the comments and remember to follow the game for more updates!

Development Update: Upcoming Patches

Hello there, Companions!



Today we’d like to share some news on how the development of Glorious Companions is going at the moment. There are currently two updates that we’re working on simultaneously and a bunch of upcoming features that we’re extremely excited about.



As for the medium-sized update that is nearing its release, it’ll be mostly packed with various bug fixes & tweaks. However, you’ll also get the chance to finally hear the lacking sound effects for all the new abilities we introduced in the last patch. On top of that, we’ve also prepared a new feature that allows you to flee from battles, at a cost of course, and it’s also scheduled to be released in the same patch!



The big update will take a longer while to finish up properly. We’re essentially working on a complete visual overhaul, both for the World Map and the battle scenes. With it, we hope to make the environment look more consistent and unique, and we’ll also be releasing a fresh soundtrack to fit with the new vibe. But the changes aren’t limited to only the visual side of the game - together with the 0.8 Update we’ll introduce new major gameplay mechanics. The most important one is the Dungeon System, where you’ll be able to take on new enemies and try to take down the big and ugly bosses guarding powerful artifacts in a series of challenging encounters.



We’re also working on major improvements to the equipment system. We want to introduce much more variety into the items that you see throughout the course of the game and thus we’re working on an item class system that will feature items of varying quality and stats. Of course it wouldn’t be a great rework without some visual upgrades, so we’ve also decided to overhaul all the old weapon models and to add a bunch of new items (and new item types) along with the update.

Let us know your thoughts in the comments and remember to follow the game for more updates!