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Line War News

What’s being worked on for Line War this Autumn?

With trains now on the battlefield, things are speeding up in more ways than one. Check out Shermanator's latest video for an exclusive sneak peek at what’s in store: https://youtu.be/gCd8y9biozs?si=MZQfTxjEWfB0rV2k
  • TECHNOLOGIES: Silent Hold, Super Periscope, Cruise Missiles, Mercantile Culture, Rawyield Optimizer, Infantry Fighting Vehicle, Airborne Doctrine, Pioneer Corps, Turbostruct, Chameleonplate Facades, Quickfix Protocol, Infantry Mortar, Sniper
  • INFRASTRUCTURE: Bridges, Railroads (Trains), Roads, Tunnel, Canals
  • NEW FATIGUE SYSTEM: Serves to incentivize the establishment of forward bases and transportation over regular movement for slow, non-energy consuming units. All such units will now incur fatigue, even when not hasting. Units idling close enough to compatible producers will get a major heal/repair rate buff.
  • FREE-FLOWING/DRIP ECONOMY: All revenue and expense is now calculated once per second, construction being the only exception (which is payed upfront). This new model produces perfect reporting in the Economy Bar and production "halts" when the treasury hits zero. Feature already implemented.
  • NEW WORLD FEATURES: 4 different sizes ranging from Large (current size + 2 territories-widths) to Tiny. These new settings will be baked into the seed. So, given a specific number, the world will load with those exact settings. Also introducing impassable mountain ridges and cliffs.
  • ADVANCED ECONOMY: Complicated matter, but in short: Free placement of Villages, which can be upgraded to Town => City => Metropolis. All urbanization levels need Food (Farms and Fishing Grounds) to grow population to max. Max populations are required for maximum urbanization performance. Urbanization convert Goods (Gems, Ore and Wood) into capital. Gems can only be converted by higher urbanization levels, and have a much higher value per transaction but much less frequent deliveries. All goods are produced/collected from exploited special sites (similar to current model). Natural trade routes will be established by the traffic from Trucks and Merchant Ships. Game logistics and the very important decisions on where to place and invest in urbanization could make this part of the game a great and isolated area of skill expression. This feature is still being discussed and delivery by next release is uncertain.

All features will be implemented and finalized one by one, with the goal of a successful release in December.

Note: All details are subject to change.


Regards
Basantos

Release 38 - Team AI

This release is about finalizing the first stage of the Line War single-player experience. It was made largely in response to this public poll posted here on Steam a few months ago.

See release notes for detailed release information.

Stay tuned! In a week, we will bring you one of the most exciting Line War announcements to date! ːsteamhappyː


Best
Basantos

Line War Tournament 24T2

Hello everyone!

The next official Line War tournament 24T2 is approaching.

Registration is public and open to everyone, beginners and pro's alike! This is just for fun. No pressure, no expectations.

See the tournament wiki for detailed info.

TOURNAMENT SUMMARY
  • July 1 through July 7
  • 32 player group stage
  • 16 players advance to finals stage
  • All regular matches are best-of-1
  • All finals and semi-finals are best-of-3
  • All players bring 2 "extra life" throughout all stages that can be used to declare a match they just played as "null and void"


MEDIA COVERAGE

Expect some full-length, narrated tournament matches to pop up in these places eventually



Best
Basantos

Release 37 - Patch 4

Patch contains balance changes only.

See the release notes for more info.

Best
Basantos

Release 37 - Patch 3

This patch is mostly about fixing annoying bugs, except for the new light/dense entrenchment feature and the Slovak translation by Troyard. Thank you very much for your help Troyard!

See the release notes for more info.

Best
Basantos