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Successor Update three

Patch notes 0.4.26

It has been a while since our last update but the good news is that we are making great progress and two new developers have joined our team.
[h3]
Marsh of the dead[/h3]
We are testing our procedural region generation with a mini-campaign named Marsh of the Dead.

[h3]
The Dregg New faction[/h3]

Bloaters are a true menace born from dark pits in the swamp, able to turn themselves into Bone totems giving birth to new Bloaters or poisoned clouds.

Swamp lords, cursed rotten corpsed amalgamated with the ecosystem of the march, able to submerge into the black waters to regenerate.

The marsh biome
Is now part of the Marsh of the dead mini-campaign

[h3]The Natural Cave[/h3]
Natural caves are carved by the roots of giant trees and inhabited by creatures of the realm.


[h3]Lord Koenig[/h3] (work in progress)

A new model of Lord Koning is not in the game together with his Sword of Weight


[h3]New Hero traits[/h3]

Healing Cant: If the War Priest is left idle he will begin changing, healing nearby units, and increasing their regeneration rate of endurance.

Eagle eye: Archer gains bonus damage when attacking from an elevated position above the target.

Not Today: Lord Koening refuses to die, and will once hitting 1 hp push adjected enemies back and regenerate to 50% his max health. This can only happen once per battle.

[h3]UI[/h3]
We have added icons and tooltips for most buff and debuff effects on the Heroes.

[h3]AI[/h3]
Improved pathfinding so that it's now possible to lead units through narrow pathways.

[h3]Procedural generation[/h3]
We are about to rewrap everything we have made so far in order to support fully procedural generated region maps. Hopefully, this will be a painless process so that we can deliver new content updates in the new year.

[h3]Feedback[/h3]
If you are part of the chosen playtesters please spend a few minutes to help us answer this Google Questionaire your feedback is very valuable to us.

Or use the purple feedback button at the top left corner and write your wishes. Feedback through the Community discussions or our Discord channel is also very appreciated.

Best regards

From Playwood Project Dev Team

Successor Update Two



[h3]Patch notes 0.3.28[/h3]

Fixed too many bugs to mention here. At this stage, we focus on the most important changes.

[h3]Factions now have more unique abilities to set them apart. [/h3]

Blackrock
  • Archers now got Weak target ability
  • Scoundrels now have Backstabbing fury trait and Pray the weak target ability
With the Archers pointing out a weak target, the Blackrock Scoundrels will try to leap behind the marked target and furiously backstab the marked target.


Havengore
  • Archers now have Rain of Arrows
A devastating rain of arrows in an AOE will harm anyone except Havengore shieldmen who is immune

Darkmoon
  • Seers now have Spirit link
  • Darkmoon Followers have the growth trait
By imbue an evil spirit into a Darkmoon follower, it gains significant attack speed, HP regeneration, and greater damage over time.

NPC units no longer automatically move out of fire or poison (making the abilities useful again)
Roaming factions no longer have strengths & weaknesses (only Stronghold factions)
Tweaking NPC AI so that they sometimes act more defensive instead of pushing forward.

[h3]Other notes.[/h3]
  • NPC units no longer automatically move out of fire or poison (making the abilities useful again)
  • Roaming factions no longer have strengths & weaknesses (only Stronghold factions)
  • Tweaking NPC AI so that they sometimes act more defensive instead of pushing forward.
  • Archer range lowered to 4 tiles.
  • Work on Intro Stronghold
  • Added new main menu background
  • Minor improvement on tutorial UI
  • Overall performance optimization
  • More light on characters during night levels

[h3]Introducing Traits[/h3]

A few Heroes now have traits; however, they are not communicated to the player at the current timeːsteamsadː.

Heroes
  • The Shieldman: Area of shield protection. Provides a 10% deflection chance to adjective heroes.
  • The Scoundrel: Backstab fury - Provides an extra attack whenever flanking an enemy.

Traits are individual passive abilities that the heroes always have.

[h3]New Biome in the works.[/h3]
We have also started to work on a Swamp Biome theme, a very unfriendly place inhabited by the Dregg faction, more info coming up.



With this Update, we are including new playtesters and urge you all to please spend a few minutes to give us feedback so that we can make an even better game.

You can find the Questionnaire link in the main menu, or you can join our discord channel and write to us there.

Have a fabulous week.

Best regards
The Playwood Project Dev Team

Successor Update One



Hi everyone

This is our first update for Successor on the Playtesting branch and we will have many more to come.

This time around we have been shaping up stuff all around, so we will just highlight the most noticeable changes in this update.

  • Added a UI Faction overview to region map, showing only factions with strongholds together with their strength and weakness lore.
  • Removed strength and weakness lore from roaming factions. This would be The Grim Legion and Darkmoon Fanatics.
  • It should now be possible to push or kick enemies off cliffsides on most battle boards.
  • The Spearman incapacitate ability is now ranged and will push the enemy one tile back.
  • Introducing Passive abilities to Heroes to increase the tactical aspect of how and when to use them, only Shieldman and Scoundrel got them at the moment.
  • Fixed issues with the fire shield totems for the Dragons of Kar'tun
  • Added Boss for Dragons of Kar'tun, still WIP.
  • Own units no longer move out of harm's way when standing in fire or cloud of poison.
  • Fixed issues with skipping text
  • Fixed some issues with the missing item and ability descriptions
  • various small bugfixes




If you got access to the playtest and had time to give Successor a try, please also spend a few minutes filling out the questionnaire and let us know what you liked and what you disliked, your feedback helps us shape a better game experience.

We have just today given access to even more play testers so check your mail to see if you got access, if not it wont be long before we open even more.


Best regards and have a nice summer

The Playwood Project Dev Team



Welcome to Successor


Hi Everyone

This is our first announcement of Successor and hopefully the beginning of a fantastic journey with our coming players and the community.



As some might know, Successor is the second title we develop from our small studio in Copenhagen,
crafted in the spirit of Wartile but is a game of its own.

[previewyoutube][/previewyoutube]

Successor aims to be an accessible strategy game that moves at a brisk pace with tactical depth. It contains a large universe with procedurally generated maps to be explored, combined with lore and story points tied to your Lord of selection.

We are looking forward to sharing more details about the gameplay, visuals, and the development of Successor in the future.

Until then consider hit the Wishlist button or follow us to stay updated with news and events.

Also maybe sign up for playtesting for those who are curious and willing to spend some time to help us play some early builds and provide us with feedback that helps us make the game better.



We have just today opened our first Play test run for Successor, and are sure our community has lots of valuable feedback for us.

Until next time, Best wishes
From the Playwood Project Dev Team