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Version 0.11.1 Black Screen Hotfix

Greetings!

This tiny hotfix addresses the important issue of the Black Screen.

In some cases, depending on the event you left your campaign at, your older save could lead to a Black Screen instead of the Main Menu. Special thanks to Jannepg for helping us out in locating the root of the problem!

[h3]Bug fixes[/h3]
  • Fix for the Black Screen in the Main Menu issue

Artifact Content Update

Greetings, ORX slayers!

Today we're bringing a treasure trove of new artifacts, optimizations and quality-of-life improvements in the newest content update!

Since we've had a bit of time to spare while working on the Boreal Nomads, we've decided to broaden the selection of artifacts. Today's update has 19 brand-new artifacts granting various boons— ranging from simple things like thorn damage from buildings and units, to complex powers like huge Defence Buff whenever your Discard Pile gets shuffled back into the main deck!

One of the new artifacts, the Silver Abacus, helps boost the gold bank when you need it the most!

The Boreal Nomads are also not too far off! Very soon we're going to post the devlog covering the gameplay of the 3rd faction, so don't miss it!

Full Changelog

[h3]Gameplay[/h3]
  • Added 19 new artifacts
  • Added 3 brand new events, granting new artifacts
  • Added proper text to the Advisor choice event
  • Increased variety in Advisor selection combinations
  • Stunned units are now revealed if they were stealthed
  • ORX Trojan now carries only ORX present in the current wave and spawns fewer of them
  • Visuals
  • Added visuals for healing effects
  • Adjusted the visuals of the Main Castle

[h3]Interface [/h3]
  • Redesigned the Early Access disclaimer to take up much less space
  • Added Village capture to the secondary mission objectives
  • Added new icons for new buff vaults
  • Added glow to Elements with active effects

[h3]Optimization[/h3]
  • Combined ORX texture atlases into single sheets for each clan
  • Disabled extra outline cameras
  • Units and ORX now use a simpler algorithm to calculate turns and new paths

[h3]Bug Fixes[/h3]
  • Fixed mission markers being present only on the left side of the screen
  • Fixed a rare bug causing the Well to stick to the cursor and not be placed
  • Fixed the Forge giving upgrade level 2 weapons in building upgrade level 3
  • Fixed the Motivation dictate breaking bosses by making affected units deal too much DPS
  • Fixed a critical bug causing an endless loading in the Final mission
  • Fixed a critical bug tied to Tempest in a Jar which caused an endless loading
  • Fixed HP integer overflow, and negative values from Voidwalker causing instant defeat
  • Fixed gold piles not combining from different castles upon their merge
  • Fixed info window staying on screen after a player opens it and abandons the current mission
  • Fixed ORX not gaining Defence increase in some cases
  • Cleaned up visual artifacts on UI arrow sprites
  • Adjusted in-mission collisions for ORX tooltip display on hover
  • Adjusted DoT effects dealing damage the entire damage of a tower instead of being ticks of damage\time formula


See you in the Boreal Nomads gameplay devlog! Don't forget to follow us on socials and join our cozy Discord server.


Kingdom Come — Content Update

Greetings, Kings and Queens!

Just in time for the 1st year in Early Access we've prepared the next big update! The Kingdom Come update brings Villages, Advisors, and changes to ORX, laying the basis for the game to be more exciting and engaging!


[h3]Elemental Villages[/h3]


Elemental Villages are the evolution of the idea behind the Neutral Buildings and Attribute Vaults. Back when we introduced them, our goal was to incentivise spreading your city around the map in order to get the bonuses provided by the Neutral Buildings. However, since the auras were only 3x3 tiles in size, you could only do so much with their buffs — and for Dune Reavers there was no point in sitting inside them since ORX rarely got close enough to make use of the bonuses. And so using the Neutral buildings and Attribute Vaults became a very niche strategy, but it didn’t solve the underlying issue.

Now it’s time to make the missions feel like you’re uniting an actual Kingdom! To claim a village you just need to build something on a tile adjacent to it — same as always. After that, you’ll receive a global buff, tied to the village’s corresponding element. But wait, there’s more! By completing village quests you can increase the potency of the buff and, eventually, transform the village into an additional Town Center! And you’ll really want those extra “hearts”, because of…

[h3]ORX perks and rebalance[/h3]


In their unending crusade to eradicate all life, the ORX acquired new skills. For example, ORX Besieger now permanently lowers the maximum health of the buildings he attacks. And even the feeble ORX Archers became a bigger menace! Not only that, but the ORX will also capture unclaimed Elemental Villages, converting them into camps that spawn additional elemental ORX every night. As a player, you’re encouraged to find weak points in their strategy and come up with an effective way to beat the Greenskins. And to help you with this, we have two more new additions.

[h3]Advisors[/h3]


Sometimes you need a specific thing to help you turn the tide of battle, and the Advisors offer precisely that. While they’re not a “get out of jail free” card, the Advisors can help you where it counts by providing specific cards to complement your deck. Each Advisor follows a certain theme and will grant you his powers when you play their card. However, you have to be mindful about using them as they operate on Fragile charges — a new type of card charges which do not restore at the end of the mission. This is the first iteration of the Advisors, and we already have plans to make them even more impactful, while also introducing an engaging way to restore the Fragile charges.

[h3]Card Shop[/h3]


To deal with more specialised enemies you need more specialized tools. Previously, adding skills and global changes to the ORX would be impossible, as the cards a player can get for a deck were randomized. But now, there is an easier way to get the cards you need for your strategy to work. At the start of every act, you will be greeted by the Card Shop, with a selection of cards, artifacts, means to remove unwanted items, and buttons to increase or decrease the Corruption. The Card Shop uses a new currency called Crowns, which you get for winning a mission. Together with random Events and Vaults, you’ll get your core build running in no time!

[h3]Afterword[/h3]
Of course, these changes are only the beginning — both because we have more ideas and because we want to hear what you think of the changes! Share your feedback anywhere you’d like — in ORX Steam Discussions, our official Discord server, or even in the comments under this post!


PATCH NOTES


[h3]Gameplay[/h3]
  • Introduced Elemental Villages — global buffs, transforming into Town Center, ORX camps
  • Introduced The Advisors — Fragile charges, 4 Advisor archetypes for each faction
  • Introduced the Card Shop — Crowns, card removal, Corruption level change
  • Introduced ORX perks — ORX gain perks depending on the Corruption levels.
  • ORX wave rebalance — now waves usually feature only 1 or 2 ORX types
  • ORX clans remake — each clan now consists of a single ORX type
  • New ORX clans — support clans
  • New ORX type — flying ORX healer
  • Town Center rebalance — now all Town Centers are equipped with towers and 3 rune slots
  • Corruption changes — now it has levels 0-4 instead of operating on a scale of 0-100
  • Elemental effects rebalance — any object can reach only 1 level for any element. Any subsequent elemental effects rewrite the previous one
  • Weather effects rebalance

[h3]Visuals[/h3]
  • New animation for building destruction
  • New animation for building restoration
  • VFX for certain ORX perks
  • New visuals for Town Center
  • Elemental VIllages VFX
  • VFX changes to all projectiles for improved coloring

[h3]Fixes[/h3]
  • Fixed a rare bug causing the endless loading in the final mission of Act 4
  • Fixed Boss death animation not playing when a Boss is defeated
  • Fixed Giga ORX beam damaging only one target
  • Fixed the Neuro Rune not working
  • Fixed a rare bug causing the game to freeze when pausing the mission as Dune Reavers
  • Fixed multiple assorted crashes
  • Other minor bug fixes


See you in the next update, and don't forget to follow us on Social Media for the news, memes and just generally good time!


Roadmap Update: Future of ORX

Greetings, Royal ORX slayers!

ORX is approaching its Early Access Anniversary, so it’s time to talk about our current and future plans for the game — with the updated Roadmap and lots of teasers!

First of all, we’re so thankful to everyone who decided to support ORX in Early Access! Without you nothing would be possible, and we feel a special bond with you, early adopters. Coincidently, this is also a large reason why ORX is still in Early Access — we feel obligated to substantially improve the game based on the feedback we’ve received from all of you in these past months.

We'd like to take a moment to apologise for not getting ORX to version 1.0 this year, and a somewhat slow update schedule. But rest assured no part of this was due to a lack of capability or an excess of naps!

Far from that, we’ve been hard at work internally discussing some really big changes and upcoming additions to the game. And now, it’s time we finally share them with you — our dear players!

*Click the image to open it in full resolution

As you can see, the Roadmap became considerably bigger, yet at the same time more focused and direct. There are so many items on it, that we didn’t have enough space to elaborate on some of them! As such, we’re going to tell you more about most important roadmap beats in this post, so you know what to look forward to!



The first major addition on the horizon is, of course, the Boreal Nomads. We worked hard to provide this faction with truly distinct gameplay, and now we’re confident it’s going to feel different, yet familiar compared to other factions. As promised in our Lore Devlog, we’re currently writing its 2nd part, focused specifically on gameplay — coming up very soon!

Boreal Nomads are going to feature indirect controls for their units. The Giants have a will of their own: hunting, gathering Miracles and buying items from your village! You might be wondering how this looks in practice, and what exactly is a Miracle? Be on a lookout for our Gameplay overview devlog!

This 3rd playable faction will be added to the game in two parts: the initial release will feature all of the mechanics and every important card, and the 2nd release will provide cards to open up more playstyles and maybe introduce some additional mechanics.



Before the Boreals however, we’re planning to add couple new systems targeted to enhance the strategy aspects of the game and increase replayability — Elemental Villages and Advisors.

Villages are the evolution of the Neutral Buildings you’re already familiar with. This time, though, they can be captured by both the player and the ORX! To capture a village you need to simply build something on a tile adjacent to it — same as always, — this will grant you global buffs depending on the village’s elemental type. However, if ORX manage to capture it first, then you’d better prepare to face off against Elemental ORX, supercharged with an according element. We hope that Villages will provide more strategic elements and breathe new life into missions.

Players, who have tried out the Experimental Branch of the game, already know about the Advisors, which we tested couple cycles ago. We’ve heard your feedback, and felt ourselves that this system wasn’t engaging enough, so we changed some things! Now Advisors provide useful abilities or cards, which you can play get on demand during missions, by expending one of the Advisors “charges”.

In their first iteration these won’t be refillable, but we’re thinking of ways to change this in future updates. We hope that this system will provide players with a way to complement their playstyle and an additional layer of tactics.



Giving more power to the players is great, but we’d like ORX to be more engaging and pose a bigger threat as well. So we’re giving some power back to the greenskins! Since the deck builder is finally coming to the game, it’s only natural that ORX should demand certain tools and strategies to deal with them. We’re changing the clans to be uniform and feature a single ORX type, and also making them more distinct from each other — with each clan posing a unique threat and nudging the player to use specific cards.

For example, ORX archers now deal higher damage, but they will also lose their composure when attacked by melee units. Additionally, we’ll also tackle wave behaviour in order to make it more engaging and have a better difficulty curve. With these changes we’re bringing “menace” back into “greenskin menace”!

*Concept visualisation - final implementation may vary.

Next up are Smart Events — a thorough expansion of the existing random events. Inspired by other deck-building games, we’ve decided to add new mechanics to our random events to make their outcomes less predictable and more meaningful. We haven’t decided how Smart Events will look just yet, but they will most likely include memory and precision checks, randomization, and maybe even mini-games.

Events will also receive logic improvements, making quest chains and branching stories possible. After all, even a good story gets stale after awhile, and changing things up a bit is sure to make the game all the more exciting!

*Concept visualisation - final implementation may vary.

Now let’s talk about meta-progression and what the Throne Room will bring to ORX.
Currently, players can only unlock new cards, artifacts, acts, and factions by accumulating points at the end of the run. We want to improve this and make meta-progression more interesting — add new kinds of unlocks, a way to showcase your achievements and marry this system with the overall game.

This is where the Throne room comes into play! It will be your main hub, where you can find even more new systems (still very WIP), set up decorations, brush up on ORX lore, see your overall progress, and interact with Advisors.

We also have plans to expand the Advisors with this update to include new interactions, means to regain their charges, and maybe even a little something extra! Once we add the Throne room you can finally be the lord of your castle at all times.



And finally, let’s talk about Void Arcanists. As you might’ve guessed, it’s the code name for the 4th and final playable faction! Since we only have the concepts for its ruler, we don’t have a lot of details to share just yet, but we still want to spoil you a bit with the faction’s fantasy we’re aiming to fulfil.

Void Arcanists come from the Western and Eastern Void Poles — the parts of the world where Medea clashes with the Void, affected by the Corruption the most. They’re the greatest scholars in the lands of Medea and pursue the knowledge of arcane manipulation and the art of artifice — unlocking the extraordinary potential in any object and animating them.

Their towns rise above the clouds with enormous pagodas, resting upon floating islands. And their armies consist of arcane beings, machinery and… reanimated cadavers. With their minds veiled by the Corruption, Void Arcanists see magic as a utility to achieve enlightenment and goals bigger than any human’s life. Are you prepared to discard your morality in pursuit of building the biggest empire known to men?

That's all for now! We hope this devlog covers anything from the Roadmap which might’ve been a bit unclear, but if you still have questions please feel free to ask them in the comments!

We’re happy to finally reveal the updated roadmap to you all and feel immense determination to deliver everything promised. We have such an amazing community and we want you to have an equally amazing game! Thank you for supporting us on this journey — be it by providing feedback or by simply playing and enjoying ORX. See you very soon in our upcoming Boreal Nomads gameplay overview and updates!

Make sure to join our official Discord server and follow us on Twitter to learn more about the development of the game, get a first peek at upcoming content, or just to say hi to the team!



Version 0.10.1 — Content Update

Greetings, Kings and Queens!

We've prepared a small content update just in time for Steam Summer Sale — prepare to face-off 3 new orx commanders and 2 new orx types!

Grab the game with -30% off and overcome the new threat!

https://store.steampowered.com/app/1071140/ORX/

[h2]PATCH NOTES[/h2]
[h3]Gameplay[/h3]
  • Avenger – new orx commander – a ruthless rogue which buffs health of other orx for every fallen ally
  • Wiz – new orx commander – a cunning mage which adds curses to player’s deck each night
  • Power Gainer — new orx commander — a brutal strongorx buffs damage of other orx each night
  • ORX Trojan – new orx type – a wooden contraption which tries to reach your city and deploy the orx hidden inside
  • ORX Demolisher – new orx type – an orx with a giant dynamite stick, which runs up to your buildings in hopes of blowing them up
  • Adjusted wave composition in Acts 1 and 2 for a smoother difficulty curve

[h3]Visuals[/h3]
  • Standardised sizes of al units and adjusted them
  • Glowing eyes on orx are visible until the very edge of FoW
  • Added visual effects for instakill proc

[h3]Game Optimization[/h3]
  • Improvements to texture atlas logic

[h3]Fixes[/h3]
  • Fixed roads and flags being too blurry
  • Fixed roads being fully opaque during tile placement
  • Fixed tolltips logic
  • Fixed layer order for orx graves
  • Fixed layer sorting order for some decorations
  • Fixed orx animation slowdown in mission preview


Make sure to join our official Discord server and follow us on Twitter to learn more about the development of the game, get a first peek at upcoming content, or just to say hi to the team!