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Fresh Blood DLC Sneak peek #1: New races

Work on the Fresh Blood DLC is progressing smoothly so I decided I would show little glimpses of it already before the release. For this week, here's a sneak peek of some of the new races. In total there will be 5 new races in the DLC!

[h3]Angel[/h3]
"An ancient divine race. Whether it's their unnaturally strong skin, their three vacant eyes or their callous nature, the presence of an Angel usually raises discomfort in other races."
  • Angels have the capability to become both fearsome warriors and mages, but what really separates them from other races is their exceptional durability. High Vitality, high Armor and natural resistance to debuffs all contribute to Angels being unaffected by many threats they face on the arena. The main downside for Angels could be described as a "lack of urgency" as they are quite sluggish by nature.


[h3]Slitherer[/h3]
"A cunning race of tentacled humanoids. Slitherers are famous for their magical capabilities and infamous for deriving joy out of needlessly torturing their enemies."
  • Slitherers make excellent mages and they are often very agile thanks to their slender form. Slitherers enjoy afflicting debuffs on their enemies and they excel in it better than any other race. Slitherers need to be careful with their positioning though as any attack they can't dodge is sure to cause damage due to Slitherers' poor natural Armor.


[h3]Prowler[/h3]
"A stealthy feline race known for often hunting prey many times larger than themselves. It is not wise to leave your back turned towards a Prowler, unless you wish to fall victim to their instincts."
  • Prowlers are natural assassins. Whether it's sneaking behind enemies or picking them off from afar with bows, Prowlers make full use of their exceptional swiftness. As a further testament to this, all Prowlers start with a skill that deals bonus damage based on their remaining Action Points. Similarly to the Slitherer, the main weakness of Prowlers comes in the form of low Armor.


Of the new races, Dwarf and Umibozu didn't make it to this week's sneak peek, but I can guarantee they won't be outshined by the other new races!

You can wishlist the DLC here: https://store.steampowered.com/app/1324470/Mortal_Glory__Fresh_Blood_DLC

I will be handing out 5 free copies of the DLC to random lucky winners from the Redbeak Games mailing list. If you want to get the chance for a free copy and receive occasional updates, you can join the mailing list here: https://redbeakgames.com/MailingList/

Updated to 1.6.1

[h2]Fixes:[/h2]

-Fixed a rare bug that completely prevented starting a new game.
-Fixed a bug that caused Roster window sometimes to overlap with Recruit window
-Fixed "Overkill" desire not getting fulfilled if the HP loss happened after the unit had already been knocked out.

Updated to 1.6

Dev comments In this update I wanted to focus on some of the most commonly requested Quality of Life changes. Especially damage estimates and floating combat log are something that have been on my list for quite a while. Now that I have played with them turned on, I don't think I can ever go back. Let me know if you enjoy them as much as I do!

There is also a change to Endless mode scaling in this update that should have a noticeable effect on how the mode plays out. Previously many players were sharing crazy high win counts of 100+ to the point where their team was basically unbeatable. This change should make that much more unlikelier and bring the game sessions back to more contained lengths - although I look forward to someone proving me wrong by posting a new crazy high win count :)

I have also made good progress on the recently announced DLC Fresh Blood and I am looking forward to sharing some sneak peeks in near future! ːMortalGlorySlithererː

[h2]New stuff:[/h2]
-Floating combat text, which will visualize damage numbers and buff texts on top of units in battle. This can be toggled on in options.
-Damage estimates, which will show an estimate how much damage an attack will do in battle. This can be toggled on in options.
-You can now move items to inventory or sell window with double click.
-Added notification to character tooltip when character has recently dodged (to help avoid confusion related to negative dodge amounts).
-Added a visual instruction on how to buy items that is visible only on first run.

[h2]Adjustments:[/h2]
-Retiring a gladiator now gives some gold (around 20% of original value).
-Skillbooks are now color-coded based on their classtype. Red = physical, blue = magic, yellow = support/misc. (existing books in old save files won't update)
-Increased inventory size to 20.
-Gold gain from battles has been adjusted to give more gold at early stages and less at later stages.
-Endless mode will now scale faster in difficulty.
-Recruits are now more likely to have skills better suited for them.
-Armor & accessory items now have a higher chance to show up in the shop than before.
-Toggle Grid setting will now be remembered after closing the game.
-Enemy team injuries (if they have any) are now more visible in fight lobby.
-Emperor punishment direct damage effect can no longer activate first blood bonus or kill the unit.

[h2]Fixes:[/h2]
-Fixed a rare movement bug that potentially enabled more attacks per turn than should be possible
-Few spells had wrong dodge animation

Trading cards enabled!



Happy collecting! :)

Fresh Blood DLC announced!

I am pleased to announce Fresh Blood, the first DLC to Mortal Glory! The DLC will contain a new game mode, new races, bows and more!

Check out more details from the Steam page:
https://store.steampowered.com/app/1324470/Mortal_Glory__Fresh_Blood_DLC/

The DLC will be released during Q3 of 2020 (exact date to be revealed closer to release). Wishlist now to get notified immediately when the DLC is out!