1. Veterum
  2. News

Veterum News

VETERUM GOES INTO EARLY ACCESS ON NOVEMBER 27, 2025

[p]Dear players![/p][p] [/p][p]We planned to release Veterum a few years ago, but decided to take our time to realize everything we had in mind. This delay has benefited the game — there are new mechanics, items, terrain objects and quests, as well as many minor and not-so-minor improvements. I would like to thank everyone who has followed the development of the project for many years and believed in us. Every kind word, every like, and every addition to the wish list gave us strength and inspired us to continue working.[/p][p] [/p][p]Veterum will be released in early access on November 27, 2025. The demo version of the game has been available for over a year, and during this time we have received a lot of useful feedback. However, the later stages of the campaign have not been tested enough, so we decided to release the game in early access. The full release is scheduled for 2026.[/p][p]In the version that will be released on November 27, it will be available:[/p][p]- almost the entire story campaign (except for the final missions);[/p][p]- the entire world map and a full set of game mechanics;[/p][p]- all side missions;[/p][p]- map and unit editor;[/p][p]- lots of technical and visual improvements.[/p][p]In fact, it will be a fully finished game, except for the last story chapters and some balance edits.[/p][p] [/p][p]The main differences from the demo version 0.9.2.[/p][p]The talents of the units. Each unit can now have a penchant for learning certain characteristics, reducing the cost of upgrading them by 20% or 40%. Talents are given randomly. The main character and the attached characters have fixed talents.[/p][p]The main character. The characteristics for all biographies have been completely redesigned.[/p][p]Illumination of cells. In battle, inaccessible cells around the selected unit are now highlighted (the option can be disabled in the settings).[/p][p]Automatic placement of units. The algorithm has been redesigned before the battle.[/p][p]Corrections of the Musketeers. Fixed a bug with shots, and the Dwarf Musketeers gained +2 Accuracy and +1 Strength.[/p][p]Improved interaction with inventory. When selling or equipping items, the scroll no longer resets. A new item can be put on without first removing the old one. The available slots are highlighted. Item filters in cities and camps have been redesigned.[/p][p]A warning when improving features whose effects do not add up.[/p][p]Cities. It now displays the number of days until the merchant's assortment and the list of mercenaries are updated.[/p][p]Maps and map presets. Many have been improved.[/p][p] New introductory art. Two new terrain features.[/p][p]And many other minor edits and improvements.[/p][p] [/p][p]!!! Important!!! Old saves won't work. Hopefully, this is the last time. [/p][p][/p][p]Due to the preparations for early access, the demo version will be closed on October 24 for an indefinite period.[/p]

Veterum 0.9.2

[p][/p][p][/p][p]Greetings, warriors![/p][p] [/p][p]The release of the new version was slightly delayed. We planned to release it in July, but at the last moment we decided to add auto-translation into other languages.… Work continues on balance, bug fixes, polishing maps, and adding content.[/p][p] [/p][p]Changes:[/p][p]- the cost of maintaining units has been reduced by about one and a half times;[/p][p]- reduced the amount of experience gained by units;[/p][p]- the cost of unit upgrades has been changed, mostly upgrades have become more expensive;[/p][p]- goods produced in cities have become cheaper;[/p][p]- the Blow of Mercy skill has been enhanced;[/p][p]- accelerated loading of saves;[/p][p]- when you set the animation speed to double in the settings, skills and spells are also accelerated;[/p][p]- a new interactive column object has been added;[/p][p]- added the ability to instantly end the battle if all enemies run away;[/p][p]- added a lot of decorative tiles;[/p][p]- changed most of the assets for generated maps;[/p][p]- improved visual effects for fog, night maps, and dust when moving units;[/p][p]- minor bugs have been fixed.[/p][p] [/p][p]But the most significant change is, of course, the addition of "auto-battle". Now you can transfer control of your units to artificial intelligence at any time. This is useful, first of all, in light fights. And sometimes it's just nice to watch the battle from the side, slowly sipping hot coffee.…[/p][p] [/p][p]We have also added translations into Chinese, German and French. They are made by artificial intelligence (except for a small amount of text taken from Warbanners)! If anyone would like to help with the translation for free, please write to me.[/p][p] [/p][p]Attention! Old saves won't work![/p]

Veterum 0.9.1. Balance work and more


Work on the balance continues. The most significant changes have been made to the pricing system in stores. Another edit of the Morale change in battle. Also, we couldn't deny ourselves the pleasure of adding some blood to the battlefields....

Other changes:
- Prices in cities have become 5% more favorable. Reduced the influence of the Relationship with the city on prices;
- the algorithm for determining the chance of enemy attacks while moving around the world map has been redesigned;
- the cost of some unit improvements has been changed;
- mission completion message became prettier;
- increased requirements for medals received by mages;
- minor adjustments to the calculation of rewards in battle;
- if the outcome of a battle is predetermined, the losing side's Morale decreases rapidly, while the winning side's increases;
- if all enemies run away from the battle, the player is offered to end the battle immediately;
- the visual effect of rain became less intrusive;
- most side quests now have a “think about it and come back later” option in dialogs;
- blood splashes when taking damage from spells. Blood splatters leave bloody stains on the battlefield;
- added visual effect for changing relations with cities;
- added the ability to disable walking in place;
- added many decorative tiles;
- fixed a few minor bugs, minor edits.

Veterum 0.9.0


Greetings, warriors!

We are pleased to present you version 0.9.0. This is an important version, marking the transition to the final stage of development - work on balance. The main change is a decrease in the amount of experience and gold gained by units. Hiring units has become more expensive by one and a half times, which makes this event more significant for the player.
On high difficulty settings Veterum has finally become hardcore! Dear hardcore players, boldly put the maximum number of enemies and enjoy bloody battles!

Other changes:
- The algorithm that determines the amount of reward for completing missions has been changed. Completing missions has become more profitable;
- 5 new units (you won't be able to see all of them in the demo version);
- cornflower dust now also appears on manually created maps;
- the difference in the cost of goods in different cities has been significantly reduced;
- finally fixed the old bug with incorrect determination of the race of the killed enemy;
- corrected the change of Battle Spirit in battle;
- added unit highlighting;
- the selected unit now steps in place;
- added a visual effect to show enemies suddenly appearing on the battlefield;
- the game now remembers the location of the proposed mission (in the demo version due to the limitation of the world map it may not always work correctly);
- a lot of changes in the characteristics of units and the cost of their improvements;
- adjusted the number of enemies depending on the difficulty level selected in the settings;
- some maps have been finalized;
- a lot of minor improvements and corrections...
WARNING: Old saves will not work!

Veterum will be released in 2025, most likely in the fall. We don't know yet if it will be early access or a full release.

Happy New Year and Merry Christmas to everyone!

Veterum 0.8.7. Balance and two new units.

Greetings, warriors!

Updating the demo:
- several bugs fixed;
- 2 new units;
- when rewarding a unit, its Salary is no longer increased;
- a new level is now given for 300 experience spent (it was 250);
- experience penalty is now calculated not per experience level, but based on the amount of experience earned;
- adjusted the change of Morale in combat. Units, especially in large battles, will be less likely to panic.