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Patch Notes 0.5.5 Combat part one



Patch Note 0.5.5

We are back from the summer vacation and getting back to speed with this update.

Our goal with this and the next update is to increase combat intensity and diversity.

Combat in Successor should both be tactical, highly entertaining, and a diverse experience, and we are working hard to make it so.

With this update, the Lord's war party can now spawn from two new positions on the battle board, putting the player in a very different situation at each battle.

We also added game modifiers as rewards. A game modifier will only work in the upcoming battle, so make sure to pick the next battle carefully.

Some battle boards have been reworked to increase their tactical diversity.


Other adjustments
Fixed Archer missing Eagle eye trait
New units are now auto-added if the Lord's reputation allows it.
Balancing of resources


Improved Special Effects
Ribbons from blades
Changed how combat sounds work
Added new blood splatter
Better timing of combat animations
Pruning tiles from the edge of region maps


For the next update, we will add elements to the battle boards that can be activated with different tactical outcomes. Furthermore, will extreme weather conditions and day/night settings activate specific battle modifiers.

Please note that this update is only part one of two and is not yet uploaded to the playtesting build.

Best regards
The Playwood Project dev team

Procedural content update


Hi everyone

Yay, we have finally released our massive update to Successor with lots of new content. The big headline this time is the implementation of procedural systems,

However, we will keep the description in the patch notes relatively loose since we add so much content and regularly change core features and mechanics.

Patch Notes 0.5.2

Tutorial map
Are completely removed but will be redesigned and integrated again in a future update. This means for now, that anyone playtesting the Demo must learn by doing or die trying. ːsteamsaltyː

Kingdom map
  • The generation of a Kingdom and its regions is now fully procedural, making the experience much more variated and dynamic. Currently, only a small map is available.
  • Losing a region will set you back on the kingdom map, from where you can try again.
  • Lord skill-tree are in place in a very early and limited version allowing you to upgrade your Lord by spending earned resources.
  • Completing regions are rewarded with a Legendary item and stay with the Lord throughout the campaign.


Regions
  • From encounters, you can now earn resources used to upgrade your Lord.
  • All heroes and gear will be converted into resources when winning or losing a region.
  • Exploration encounters now offer a choice with a chance to win or fail.
  • Traveling around the region map now includes a chance to meet random encounters.
  • Watchtowers are now placed within its area, making it dangerous to reach it.
  • Added lots of new rewards from encounters.


Factions & Units:
  • New Grimlegion Lord
  • New Darkmoon Lord
  • New Dragons of Kar'tun Lord
  • added a Darkmoon priest
  • Added Giant frogs
  • Added Giant bugs
  • Added Bandits


Changes to combat fundamentals.
There are two armor types. Light armor offers little protection against any damage, whereas Plated armor offers significant protection. However, finding weapons that deal breaching damage will easily penetrate plated armor. Shields provide little protection against standard weapons but are effective against arrows.

Most heroes have been adjusted to fulfill their intended purpose better.

Playtesting:
The Demo is still pretty rough on the edges and lacks essential features, but your feedback is vital for us in making the game awesome.

We will be shifting our playtesting sessions to invite-only, so sign up for our newsletter so that we can get back to you when our next big update is ready. You can see our latest newsletter here ->
https://mailchi.mp/wartile/wartile-games-newsletter

Best regards
The Playwood Project Dev team

Open Playtest of Successor



While we are reworking, improving, developing, and iterating on Successor, we would like to invite you to test our current Alpha Demo and tell us what you think so far.

While Successor is still missing lots of its core features and does not resemble the final product, your opinion helps us understand the game from your perspective.

The Playtest will be open most of the Weekend until we have had enough feedback this time around.

We hope you enjoy the Demo and remember to follow and wishlist to stay tuned.

https://store.steampowered.com/app/1284730/Successor/

Have fun
The Playwood Project Dev Team

Update Five



Hi everyone

One of the reasons Successor is a live-action with full pause is that we want battles to be immersive, intense, and wildly entertaining to play and watch and while we are still a long way from that goal we have started to pay attention to the details with this small update and we can't wait to improve it even more.

[h2]Procedural Framework[/h2]
Behind the scene, we are in the progress of converting everything into a procedural framework that will make it possible to shift the gameplay into a more replayable rogue-lite experience. Needless to say, we can't wait to show you the new upgraded version, but you have to wait a bit more.

[h2]Playtesting[/h2]
We will be opening up the playtesting build for a few hours today, tomorrow, and maybe Sunday allowing you to come in and try our current Alpha version and hopefully provide us with some feedback on what you think so far.


[h2]
Patch Notes:[/h2]
Changes to controls
  • Ways to pan the camera
  • Keyboard WSAD for panning
  • screen edge panning
  • Thumb mouse or left mouse for panning
  • Mid-mouse for Zoom and rotate the camera
  • Left Click now both select and use abilities
  • Righ Mouse is used to move, attack, and pick up items
Following effects & abilities have been visually updated.
  • Fire Totem used by Lizard Shamans
  • Poisoned effect
  • Burning unit
  • Skeleton spawns
  • Warpriest Relic ability
  • Burn tent
  • Kick and Push abilities
  • Broken Armor ability
  • Shield protection
  • Marked ability (Blackrock bandits)
  • Force Attack ability
  • Arrow trails
  • Background and color settings on all battle boards
New Objective
  • Added Burn tent objective to the tutorial section.


That was all for now, remember to wishlist and follow us for more updates in the future.

Best regards
The Playwood Project Dev Team

Soup and Campfires


Hi everyone, we are back with a few updates to the playtest demo. While they may seem small, we hope they improve the overall game experience.

Open for new Playtesters
We are opening up for playtesters during this weekend, crossing our fingers that you get time to play Successor and leave us some feedback.

Gameplay
  • Changed hero rewards in the region to create a better feel of progression
  • Reworked difficulty on most encounters for better balancing.
  • Added Legendary reward for completing Heimstead.
  • Added berserk buff
  • Swamp hut with a cauldron that may buff anyone drinking from it.
  • Campfire provides a buff for enemy units until its fires are out.


Visuals updates
  • Design updates to the Mountain boards
  • Design updates to the Wasteland boards
  • Spawn effect for skeletons
  • New particle effect for burning
  • Improved Lizard totem fire
  • Added sound to ground tiles
  • Effect when walking on the ground.
  • New sword attack effect.


The work on our procedural system has not been as painless as we hoped but is coming along well, and we are looking forward to having it ready for you to try out.

Remember, your feedback is valuable for us, so don't forget to tell us what you think if you join the playtest.

Best regards
The Playwood Project Dev Team