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Development Blog #4

Warlords and Ladies!


[h2]Map Editor[/h2]
We want to give you a first look at the map editor that we expect to release shortly after version 0.9.
  • you will be able to create your own maps and share them with all other SoL fans on Steam
  • you will of course be able to access maps created by other players
  • maps can be rated and commented
  • features you are missing or bugs can be reported separately

[h3]Placing and defining POI objects[/h3]


[h3]Naming and loot set for Towns[/h3]


[h2]Loot adjustment [/h2]
Loot and other income will now be increased when conquering towns, castles and ruins. Also for completing a level.
This should help to run multiple trainings in parallel from the very beginning.


[h2]FOW and blur effect[/h2]
We're working on making the hex edges who are next to hidden areas (FOW) a bit smoother. So neighboring fields will be indicated instead.
In addition, we’re currently testing a blur effect. Therefore a certain radius should be slightly blurred and only the focused area remain sharp.

Are you enjoying Shields of Loyalty? Do you like the development and are you excited about the upcoming content? Then leave a thumbs up and a comment to let us know what you think.
We are thankful and happy if you write a steam review too. Thanks in advance!

Development Blog #3

[h2]Balancing [/h2]
  1. As part of the balancing, we have now also adjusted the calculation somewhat. While wounded were previously ignored in both defense and attack, they are now taken into account in defense. This makes the combat result more balanced and understandable.
  2. We have now also introduced a matrix that takes into account the Evasion and HitChance values depending on the hex you are standing on.
  3. In order to buff both the attack value and the defense value, the types of units will be taken into account more in the future. For example, if a heavy cavalry attacks a light infantry, the cavalry gets an attack bonus. Or if a heavy infantry attacks a heavy cavalry, the heavy infantry gets a defensive bonus.
  4. Offensive and Defensive Fire are now granted only 2 times per turn.
  5. Healing is now possible only 2 times per map per unit


[h2]Random Events[/h2]
  1. Lightnings
    They randomly strike on an area of one hex. Up to 4 lightnings can occur at the same time. However, they strike only in forests. With a certain probability the impact starts a fire, which spreads from turn to turn. Units suffer fire damage as soon as they are hit by the fire or lightning.
  2. Storms
    They appear on open space with a size of 4 hexes and move away in a random direction for a random number of turns. Units caught by or drawn into the storm are immediately "blocked". Means they cannot move or fight for the current turn.
  3. Ice Rain
    These also occur on open space with a size of 4 squares and occur randomly. The ice rain causes medium area damage.
  4. Ice storm
    They work like storm but deal additional damage.
  5. Meteorites
    These can strike any square. Up to 4 fields will be hit. Meteors cause high damage.

Development Blog #2

It's been a very long time since we wrote a dev blog. It is time to do this continuously now.


[h3]We’re currently redesigning the UI. We'll relax the right block a bit and move some of the information to the top line of the screen. [/h3]

Old UI

New UI


We’ll use this space to display more information:
o Buffs
o Nerfs
o Features
o Hit Chance
o Evasion

[h3]Map adjustment[/h3]
It will be possible to see the maps under a light FOG in the future. AI units and other important elements will remain hidden. We want to give beginners a good introduction to the game and the genre this way. It will be possible to turn this function off/on in the settings.

[h3]We will make the game a bit smoother overall in terms of flow: [/h3]
  • the announcement of randomly generated events (lightning, storms, etc.) can be disabled in the options. However, a counter in the top line will always indicate when the next event will occur. However, the announcement will still be displayed once per map so that the player knows where this event is coming from.
  • Newly discovered AI units no longer blocks the cursor.

[h3]Events[/h3]
After introducing events on "The Eternal Ice", we'll also imlement them on the 1st island "Darkwoods"

[h3]Whats next?[/h3]
In the upcoming major update (version 0.9) we’ll introduce the next avatar "Warlord Gormur". We’ll keep you informed about the content and a release date.


[h3]What more?[/h3]
we've fixed some bugs, slightly reworked the maps to advance and improve your game experience. Details will follow with the release.

Are you enjoying Shields of Loyalty? Do you like the development and are you excited about the upcoming content? Then leave a thumbs up and a comment to let us know what you think.
We are thankful and happy if you write a steam review too. Thanks in advance!

Patch 0.8.1.0

Breaking Changes:
  • There was a bug in levels of The Eternal Ice (world 2): Ramps to plateaus allowing units to access the plateau from East to West were broken. We fixed those ramps but if load a savegame within a match of maps using those ramps, they will not be fixed before you restart the level. You should probably surrender and start the level again.
  • There was a bug in level 2 of the Eternal Ice (The Dungeon) which has been fixed. Unfortunately this means that you have to surrender and restart the level if your savegame loads this level.
New Features:
  • New screen for artifact management.
  • The research screen is now an all new training screen.
Quality of Life Improvements:
  • You will now be asked for confirmation when deleting a savegame.
  • Autosave will now create up to three savegames in each level.
  • Scrolling by moving the mouse curser near the edge of the screen is now possible. Please check the options menu to enable it if wanted.
  • Added some more mouse over texts.
Balancing:
  • Completely reworked damage calculations
  • Healing a unit is now only possible twice per level.

Bugfixes:
  • Fixed a bug that prevented the player from attacking enemy units.
  • Fixed some special abilities.
  • Fixed some texts.
  • Fixed a bug that gave you too few experience points in world 2 - The Eternal Ice.
  • Fixed Zepar's attack.
  • Fire will no longer harm flying units.
  • Fixed simultaneous attacks.
  • Fixed a bug that allowed capturing buildings that should not be captured. This may not be fixed for savegames of a running battle. You can surrender and restart the level you it bothers you.
  • Fixed a bug that made Lightning and Ice Storms kill complete stacks.
  • Fixed a bug that got the game stuck within a turn.
  • Fixed a bug within the calculation of artifact effects on battle calculation.
  • Fixed a possible exploit during the deployment phase.
  • Map view will now be left when the player hands over his/her turn.
  • Fixed a bug that messed up the options menu on the overworld map.
  • Typing text (the name for a savegame for example) will not trigger hotkeys any longer.
  • The battle result preview will now be more stable.
  • Fixed some situations where sounds were missing.
  • Fixed the portrait image for chariots in dialogues.

Hope you have a lot of fun playing this release!

Patch 0.8.0.6

We fixed some bugs:
Fixed a bug that made Lightning way too strong.
Fixed a bug that prevented the player from proceeding after an enemy unit had surrendered.
Fixed some bugs within several maps.
... and some more