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Wartales Q&A #7: The Compendium of Wartales



Originally posted by author
Attention Mercenaries!

Welcome to this weeks Q&A with the wartales devs!

Today, Quentin talks all about the all encompassing Compendium of Wartales, giving us insight into how it will impact your troop, their belongings, the bonuses it provides while also delving into why Knowledge points are going to play a huge role in how you approach and progress through the game...

Read on to find out more!


[h3]What is the Compendium?[/h3]

"In Wartales, all of the game's learnings are stored in the Compendium and divided into numerous categories. The idea is that any item that can offer different apprenticeships will have an entry in the Compendium. So in the Forge category you will be able to see all the plans you have learned and those you have yet to learn, and in the Discoveries category you will find small advantages such as permanent bonuses to happiness or darker knowledge (such as the obscure culinary art of cannibalism).



By the way, there are several ways to unlock new learnings in the game: by spending Knowledge points, by obtaining an item that contains the recipe in question, by completing certain missions in the world and many other ways... You will have to be patient to acquire all the recipes in all the categories!"




[h3]You mentioned “Knowledge” there, what is this?[/h3]

"In Wartales, Knowledge is the sum of all the learnings that your group acquires throughout its travels. You gain Knowledge points that you will spend to learn new recipes or unlock game mechanics. And there are many ways to get them.



The first is exploration. By exploring new places, interacting with new people and discovering new rituals and cultures, you will acquire Knowledge points. Secondly, you will have the opportunity to read certain books such as war chronicles, scientific treatises, learning manuals and other historical, fictional or educational books. Designing newly discovered objects, transcribing world stelae, studying tomb paintings, hanging out in libraries or spending time studying in your Camp: all generate Knowledge."


[h3]How can I spend Knowledge?[/h3]

"To spend your Knowledge, you simply open your Compendium and choose which recipe you want to learn. The advantage of this system is that you have a real choice for each Knowledge point you get. Indeed, Knowledge is common to all categories of the Compendium: for example, you have just read a sumptuous article on the mushroom beds of the Harag forests, which has increased your Knowledge. You hesitate to learn how to make wolf sausages but you prefer to develop your climbing skills. You spend your point and have just learned how to make pitons that will allow you to mark out your exploration by creating shortcut points at the cliffs. Maybe this skill will allow you to reach some hidden places... Finally, you can always choose to save your points in order to learn more expensive recipes."



Originally posted by author
Thanks for reading, we'll see you next week for the next entry in our weekly series of dev Q&A's!

Don't hesitate to leave us a question on, Discord, Twitter, Facebook or on our Steam forums, we'll do what we can to get it answered in a future article!

And don't forget, you can now sign up to take part in the upcoming Wartales playtests over on the Steam page where you can also Wishlist the game, if you haven't already!

- Shiro Games

Wartales gears up for Early Access as a more accessible version of Battle Brothers

Wartales has a charming look to it: the isometric perspective has a tilt-shifted appearance, making its grassy hills and stone inns look like parts of a model train diorama. But this open-world game is also about role-playing as a person without any magical superpowers - your band of grubby mercenaries is made up of largely normal people, who may or may not have to resort to cannibalism before all this is over.


Developer Shiro Games is also responsible for the charming but challenging Northgard, an RTS game that de-emphasises combat micromanagement and has an almost storybook look to it. So it's surprising to see the early hints of much darker themes in the opening hour or so of Wartales, which you can experience yourself in the free demo on Steam.


After the first tutorial fight, you can root through the valuables left behind by the bandits you've just killed. Their bodies can be carried with you, if you like - Shiro Games explains that with the right skill, your characters can use them for nourishment.


Read the rest of the story...


RELATED LINKS:

Wartales promises an immersive, medieval turn-based strategy romp

Wartales Q&A #6: Customizing Wartales



Originally posted by author
Attention Mercenaries!

Welcome to this weeks Q&A with the wartales devs!

Today, we're talking about the huge variety of gear options at your disposal within the world of Wartales, ranging from your camp, your characters, their specialities, cosmetics and covering a little gameplay ground with how your actions and decisions impact your world, story and more...

Read on to find out more!

[h3]How customisable are my mercenaries, what kind of customisation can I expect?[/h3]

"In Wartales, you play as a group of filthy mercenaries recruited from dirty inns who will do anything to get rich. The first element you can customise is of course the companions and there are many options available to you.

First of all, from a gameplay point of view. Your troop is composed of a number of companions that you can pay, feed and satisfy. In this sense, you can compose the team of your choice. As I said in the combat Q+A, you will be able to choose your companions according to specific gameplay criteria: do you enjoy training animals? Put together a team of beastmasters and wolves! Do you like fire? Then a few bombers will come in handy!



Indeed, the specialisation tree of each class will allow you to define, for each character in the game, a set of skills that will determine its gameplay identity. It is even said that it is possible to expand the specialisation tree of each class with new skills, but you will have to prove yourself first!



The freedom of choice seemed to us to be important and we therefore propose to you to choose alternatively between active and passive skills that really renew the combat experience. Also think about the professions: who will be your blacksmith? Who will be your alchemist? The statistics and game elements related to the professions will also be a source of customisation !"


[h3]What kind of cosmetic customisation can I expect in Wartales?[/h3]

"As with choosing the skills of your companions, you can also choose what they wear. Given the number of characters possible in a troop, we have chosen to limit the equipment to a few pieces so as not to overload the equipment micromanagement. Thus it is possible to equip an armour, a weapon in the right hand, one in the left hand as well as accessories. Note that there are different types of armour, weapons and accessories, that many equipable items bring active or passive skills to the fight to allow more and more customization and allow you to compose the team of your dreams.



Finally, we are making a point of ensuring not an accuracy but rather a historical verisimilitude of the medieval era for two reasons. Firstly, because we want to develop a coherent universe in which nothing is false, but also because we know the player base of medieval aficionados have high expectations in this regard. Numerous historical researches were thus carried out by the different members of the team in order to guarantee the veracity and the verisimilitude of the names of the weapons and armours as well as the composition of the materials and their representation.



Finally, no lousy mercenary is worthy of the name without a fashionable hairstyle. You can also customise your companions cosmetically. Whether it's a haircut, a beard size or the addition of tattoos or war paint, or the possibility of giving your comrades a nickname, you can visually compose the troop of your like."


[h3]You’ve talked about customising your camp before as well, could you go into some more detail on this? [/h3]

"While the character is an important aspect of customisation, the camp is also very important. Think of the camp as a portable hub that you take with you everywhere. In a way, your camp is your main character: while your companions may die, your camp lives on. You are a group of nomadic mercenaries, the forest and the wild mountains are your territory. So when you're tired of robbing the local black pudding sellers all day, you set up camp to rest. You'll be able to choose which items you put in your camp, from a wide range, as you see fit. We wanted to create a small housing experience in which you arrange your camp according to your preferences. We believe that the camp, the place where you will spend time, should be like you and meet your expectations. In this sense, you can place your camp equipment wherever you want and choose which camp equipment you put down.



The combinations are endless. Then comes the gameplay aspect. First of all, each camp material has its use, whether it is passive (production of a resource during rest), active (crafting table) or requires companions (Albert, your brute, has the soul of an artist and will compose his most beautiful songs with the lute and change the musical theme of the camp!) You will discover camp equipment all over the world according to different themes: from training dummies in arenas to beehives in farms, you will have a wide choice.



Finally, the arrangement of your companions and camp equipment, while aesthetically important, is also gameplay relevant. Friends placed close together can generate happiness, the doctor can heal nearby companions and the bees in your hive can sting nearby companions. Compose and customise your camp by playing with the constraints and advantages of each mechanic so that it can produce exactly what you need. And, of course, every piece of camp equipment can be upgraded."


[h3]How does the customisation in the game impact the gameplay?[/h3]

"Ah, well basically, the game will not ignore your actions. While the guard will hunt you down for your misdeeds, major criminal organisations will contact you to recruit you. You'll discover new skills in banditry, hone your stealing skills, carry out assassination missions, be opened up to the underbelly of certain cities and discover some secrets that would be better kept quiet. If you prefer the thrill of exploration and discovery, you'll become an expert in transcribing stelae, decipher the world's Codexes, learn new skills in purging plague rats, gain access to new alchemy recipes or open the mysterious gates of Canope! It is important to us that you can do what you want to do and that the game gives you strong answers in return. In a way, these Paths complete the sentence "I would like to be..." and rebuild a progression system with bonuses and perks to obtain, unlocking features, actions, events, automatic content via your progress."

Originally posted by author
Thanks for joining us, we'll see you next week for the next entry in our weekly series of dev Q&A's!

Don't hesitate to leave us a question on, Discord, Twitter, Facebook or on our Steam forums, we'll do what we can to get it answered in a future article!

And don't forget, you can now sign up to take part in the upcoming Wartales playtests over on the Steam page where you can also Wishlist the game, if you haven't already!

- Shiro Games

Wartales Q&A #5: Contracts & Quests



Originally posted by author
Attention Mercenaries!

Welcome to this weeks Q&A with the wartales devs!

Today, Quentin is digging into the many types of quests and contract work within the world of Wartales, including (but most definitely not limited to) taking out huge groups of bandits, escorting (or attacking) caravans, smuggling contraband, involving yourself in geopolitical issues, narrative quests and how they affect the world and more...

Read on to find out more!


[h3]What kind of contracts can I expect to find?[/h3]

"In Wartales, you play as a band of mercenaries who roam the plains and mountains of a harmonious but ruthless medieval universe. Survival is difficult and your companions need to be paid, fed, have their armour in good condition, heal their wounds, satisfy their desires... In short: you need money!

Luckily, in these lands, bandits, wolves and other misguided individuals abound and attack honest merchants and brave peasants. So sometimes, those who have some money left over advertise in the villages, in exchange of a service for a few krowns. The supply is high in the villages and the emissaries have to manage the flow of contracts in order to offer the mercenaries only the most lucrative ones.




There are different types of contracts that provide a renewal of the gameplay and a variety of objectives. You can expect to track down a rival gang that is causing chaos in the area, loot all the riches of a bandit's hidedout, attack a caravan carrying contraband liquor (you can always keep the liquor and say it has been misplaced), escort a caravan of foreign peddlers, eliminate a powerful and feared individual, trade with the village of another region, and many more... including contracts specific to each region!



And, if you have a hard tooth, you can negotiate the price of your contracts yourself!"


[h3]Are contracts randomly generated?[/h3]

"Some of it is, indeed. There are two types of contracts in the game at the moment. The first is the procedurally generated contract, which follows very specific rules. If you need money, rest assured: villages will mostly have generated contracts to do and if you don't like some of them, you can always reroll them to get new ones that fit your desires or if you want to group contracts from common locations to maximise your time out of the village. The above list of contract types is only a portion of the ones you will solve but it is representative of what you can do.



The other type of contract is related to the game's narrative system: in each region, you will have the opportunity to experience the resolution of a scenario. While they are by no means mandatory, each scenario in each region is unique and represents the geographical, social and geopolitical issues of the region. For example, in one of the starting regions, war refugees have invaded a region: you can help them settle or, on the contrary, drive them out. Your choices will have a direct impact on the region: you will no longer come across refugees on the roads, the burgomaster will no longer be the same character, certain products will have disappeared from the stalls, etc.

Accepting a "scenario" contract will allow you to experience something different and unique that still exploits the basic mechanics of the game by taking new angles of approach. For example, you can participate in the destruction of a strategic bridge by performing a particular mining activity. Such contracts take longer to resolve, with more steps and twists, and have more narrative stakes than those procedurally generated. We believe that juggling these two types of contracts provides a balance of gameplay and, by extension, interest in the world of Wartales."




[h3]Are contracts the only type of quest?[/h3]

"Not really. There are several layers of completion of a region. The first layer represents the scenario: once it is completed, the scenario layer of the region is completed and it then lies in its final state.
Next, you will be dealing with the objectives of the points of interest. Indeed, most of the points of interest you will come across, such as sawmills, farms or watchtowers, will have their own objectives. These will be referenced on your map, but we have chosen to be evasive about the process of solving them: we want to keep you involved in the game and we are scattering clues in these places to invite you to take action to find out how to solve the objective. Outside of the village contracts, these objectives represent another type of "quest" even if the format is different from that traditionally used in games of the same genre.




Finally, once the scenario has been completed, the contracts finished, all the location objectives validated, you'll have to wander around the area to find the secrets we've taken great pleasure in disseminating. This is the final layer of completing a region.



Other elements take the form of quests in the regions but they are connected to bigger systems that we can't wait to introduce you to: tracking down the Ghost Pack, becoming the local arena champion, clearing out rat nests, exploring a Tomb of the Ancients… and many others !"


Originally posted by author
Thanks for reading, we'll see you next week for the next entry in our weekly series of dev Q&A's!

Don't hesitate to leave us a question on, Discord, Twitter, Facebook or on our Steam forums, we'll do what we can to get it answered in a future article!

And don't forget, you can now sign up to take part in the upcoming Wartales playtests over on the Steam page - https://store.steampowered.com/app/1527950/Wartales/

- Shiro Games

Wartales Q&A #4: Work & Professions



Originally posted by author
Attention Mercenaries!

Welcome to the latest of our weekly Q&A's with the wartales devs!

This week, we have once again stolen Quentin away from precious development time to pester him about Professions and Work within the world of Wartales. Read on as he fills us in on the numerous ways you and your troop will be able to line their pockets, from mining precious ore, to thieving, to smithing the most devastating of weapons, to fishing a variety of regional fish and more...


[h3]What are some of the professions I can take in Wartales?[/h3]

"In Wartales, you will be asked to perform tasks that require particular expertise or skills. To this end, we've created a system of professions that each of your companions can learn and master.
Some professions are linked to what we call "activities", unique mini-games with their own rules and challenges. One such activity is mining, which allows you to collect minerals from the deposits found throughout the world's mines. Strike at the right moment and collect some quality ore! There are different types of ore and their harvesting will depend on your level of mastery in mining (the same goes for finding gems while mining). This profession is closely related to that of the blacksmith. The ores collected can be used to forge weapons and armour, but also armour reinforcements capable of providing small bonuses in the statistics of your choice.



The cook will be able to prepare tasty dishes with various bonuses, ranging from reduced fatigue during the day to temporary damage gains. Always remember to have a good meal to boost your troop before fighting a powerful enemy! If patience is one of your virtues, and in order to add to your list of ingredients, there's nothing better than perfecting your fishing skills!



Travel the world in search of carp, eels and other regional fishes! It is said that fish oils are also used in alchemy to concoct preparations. Do you think that one of your companions has the soul of a potion master? Or a tinkerer? Or a thief? Or a... I could go on and on, but I won't give you the complete list of the professions in Wartales, we don’t want to spoil the surprise!"


[h3]How does learning professions benefit me?
[/h3]

"Professions are an important part of the game for three reasons.
Firstly, by learning professions, you open up a whole range of possibilities, not only in terms of content but also in terms of gameplay. For example, teaching a companion to be a thief allows you to steal from merchants, but also to pick locks on precious chests or strong doors. Furthermore, your stolen items can be sold on the black market and you can build up more friendly relationships with the usually unsavoury factions. You will then progress in this direction until you become an outlaw yourself. It is important to note that the different levels of skill in the professions not only offer advantages within the profession itself, but also open up new opportunities to cross-fertilise with other areas of the game. For example, getting better at fishing allows you to fish in the open sea...



The second reason will appeal to players who are eager to customise and optimise. Professions also give a bonus to your companions' stats depending on their level of mastery of the profession. This means that depending on the role you have decided to assign to your companion within your gang, one profession may suit him better than another. In short, while it is possible to teach any profession to anyone, there is probably a combination of professions that will suit your battle strategy.

Finally, I would say that the job system is important for immersion reasons and this is really reinforced by the permadeath. Indeed, since every character that dies is permanently lost, a character that has become a skilled tinkerer after many creations becomes extremely valuable and losing him would be really damaging. In combat, he becomes a unit to be protected and funny situations can multiply: the timid apothecary and the bellicose blacksmith can become friends, the head hunter can replace for a while the cook who died in combat from an unfortunate arrow he shot himself...



The game situations, generated by the management rules, the harshness of the battles and the freedom of troop composition, are truly powerful sources of emergent narrative. And don't worry about your replacement tinkerer: his master before him may have written a guide before he died to speed up his training. "


[h3]How many professions will there be at launch?[/h3]




"I can't give you a precise figure at the moment as some of the professions are still being developed and tested. I can only tell you that there will be enough of them to avoid duplication within a reasonably sized troop!"




[h3]Will new professions be added over the course of Early Access/After release?[/h3]

"Well, we are committed to deploying quality content in each iteration. So if there are professions that require more development time, we'll make sure they fit perfectly with our vision before adding them to the game. And who knows, if the community comes up with ideas for new professions during EA, we'll be willing to consider them and add them to the game if they can make a real difference!"

Originally posted by author
Thanks for joining us and we'll see you next week for the another entry in our weekly series of dev Q&A's!

Don't hesitate to leave us a question on, Discord, Twitter, Facebook or on our Steam forums, we'll do what we can to get it answered in a future article!

And don't forget, you can now sign up to take part in the upcoming Wartales playtests over on the Steam page - https://store.steampowered.com/app/1527950/Wartales/

- Shiro Games