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Symphony of War: The Nephilim Saga News

Demo 2.3 is up!



Hello everyone!

The Symphony of War: The Nephilim Saga Demo has been updated to version 2.3! We will be updating it often and posting patch notes here and in Discord.

Patch notes:
  • Chapter 12: Barriers have been added to the inner keep walls
  • Can now edit squads on the map during deploy phase
  • Allowed access to Organize menu during main map phase (for most missions)
  • Turns now display as starting at 1 for the purposes of the victory window and turn count display
  • Internal version tag now has parity with what is displayed on the menu
  • Added difficulties (selectable at game start, also debug overrides in settings)
  • Easymode (Cadet) halve all incoming damage to player squads
  • Ironman (Warlord) enables permadeath features
  • Added Permadeath option
  • Squads that are dead at the end of a mission remain dead
  • Does not apply to certain missions and conditions (arenas, ch12, protag ch27)
  • Basic “rollable” trait table updated
  • Basic enemies can no longer roll random traits
  • Enabled use of F11 key to take screenshots in-game (exports to game save folder)
  • Bugfix: Can no longer target normal heals onto dead characters


We are working furiously to get this game ready for launch - thank you for your support and we hope to see you here and in Discord:


Sincerely,
Phil
Dancing Dragon Games

Symphony of War DEMO has been updated!



Hello everyone!

The Symphony of War: The Nephilim Saga Demo has been updated! We will be updating it often and posting patch notes here and in Discord.

Patch notes:
  • Tactical Map heals are now manual, based on how many healers are in the healing squad
  • Changed Surrender formula: HP no longer affects chance, morale must be "Shaken" or lower for the chance to peacefully dispatch the entire Squad
  • Power has changed to "Threat Rating" to more accurately portray how AI reacts to Squads
  • Controller support: added default keybindings for controller, Added additional bindings: L Trigger is fast forward, R Trigger is “Shift”
  • Main tactical Map menu has been consolidated, with added icons for conveyance, link to tutorials, save functionality is still WIP
  • Casamir and enemy base removed from Demo chapter



We are working furiously to get this game ready for launch - thank you for your support and we hope to see you here and in Discord:


Sincerely,
Phil
Dancing Dragon Games

Symphony of War DEMO 2.0 Is up!



Hello everyone!

I'm happy to announce that we've brought back the Demo and it's staying up during the game's development, right up until we're ready to announce a release date! We will be updating it often and posting patch notes here and in Discord.

Some changes from the previous Demo:
  • There is a "Play Demo" option available that brings you to a chapter in the middle of the main story, when the hero is faced with impossible odds
  • Multiple graphic and balance changes
  • Previously reported Lag, hangs, softlocks largely addressed
  • The Intro, character creation, and first 3 chapters of the main story are available
  • Arena functionality is in

Full gamepad support, UI/UX/Usability tweaks, and functionality passes of artifacts and traits are still pending, among some other bug fixes, etc.

We are working furiously to get this game ready for launch - thank you for your support and we hope to see you here and in Discord:


Sincerely,
Phil
Dancing Dragon Games

April Dev Update!

Hey everyone! We are working hard on the last few months of development.

Right now, the focus is on polish, usability, and "is this fun" testing. Even though games like this often invoke nostalgia of older games, we want to make sure the ease of play, convenience, and lack of frustration are as modern and cutting edge as possible! One small example, we have several different speeds at which events can play out.

Normal battle speed:
Turbo battle speed:
Skip battles entirely:

Not to mention, a persistent Fast Forward button available to players on launch! I mean, dont' use that the first time, because the story's great! But in the interest of respecting players' time, we wanted to include that feature.

We appreciate your support, love, and patience. Wishlists, Discord posts, everything! Your feedback and just your presence really help us push this game finally across the finish line ready to release for you!
And if you haven’t already, make sure to follow us on:
Discord and Twitter and wishlist the game here on Steam!

Steam Next Fest Recap - thank you for trying our Demo! So much more to come

Happy Friday!

I know I'm a tad late here, but now that Steam Next Fest has wrapped up, I want to extend a very special thank you to everyone who came along to try our demo. It means the world to us as we get ready for the home stretch in developing this new Strategy RPG series!

And an extra special thank you to those who have submitted feedback, and wishlisted the game - it really helps more than you know! We love feedback and have already made plans to implement what we liked from what we got from the Next Fest event. Not the least of which include:

-Improvements to the UI
-Sandbox features to be included
-Graphical tweaks (see screenshot)
-Some gameplay adjustments such as awarding squads for objective seizes immediately
-And much more

If you haven't yet, please consider joining Discord: https://discord.gg/rmvmGPaKgK It is really the best way to get the most up to date info, calls for Beta testers, and all that. We'd love to have you drop by and stay around for the last few months of this game's development! Stay tuned, for there will be a Closed Beta announcement in the coming weeks/months :)



Also, I've started to create Tutorial videos for the many strategies, tactics, and game features this game series has to offer:
[previewyoutube][/previewyoutube]










That's all for now, talk to you soon~

Phil
Dancing Dragon Games