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Early Access major update #1 - King's Trial

Hello Everyone, happy storming of the Bastille day!
[p]
July 14, 1789 The people of Paris seized the Bastille, the royal prison and symbol of royal arbitrariness. This came after days of riots fueled by the economic crisis and the dismissal of Jacques Necker, Louis XVI's finance minister. The insurgents searched for gunpowder and ammunition. In front of the Bastille, after hours of tension and negotiations with the governor, the crowd stormed the fortress. The Bastille fell, a symbolic victory for the people of Paris. The fall of the Bastille marked the beginning of the French Revolution. This day became a symbol of the popular uprising against absolutism. A year later, on July 14, 1790, the Republic organized the Fête de la Fédération (Fédération Festival).
[/p][h3]Developpement has been going strong on our end and with this, we present to you v0.15.2.4-RC, the King’s Trial update! In this build you will find ;[/h3]
  • [p]A taste of our trial system with the King’s trial (availble on the Jacobin route)[/p]
  • [p]New attribute badges above selected units in the tactical combat view, featuring tooltips for easy understanding[/p]
  • [p]Three new actions as well as three new attributes for each faction in tactical[/p]
  • [p]Improvement of the tactical AI[/p]
[p]Please let us know any thoughts you may have on those new and improved features. Feedbacks are greatly appreciated![/p][p]Sidenote, while old saves will still work with the new update, if you want full functionality, a new game is recommended.[/p][p]Futhermore, we would like to thank everyone who took the time to report bugs. The team is grateful for your support! Reminder: if you are experiencing a bug, you can report it in-game by pressing the F1 key while in-game. Our Discord also has a dedicated bug channel for more in-depth, one-on-one support.[/p][p]You can check out the patch notes for v0.15.2.4-RC2 below, as well as our updated list of known issues![/p][p][/p][p][/p][p][/p]
Patch Notes
[h3]Strategic[/h3][p]New features[/p]
  • [p]The King’s Trial event now takes place in the National Convention, with a proper vote, new visuals, and new dialogue (Only available on the Jacobin route)[/p]
[p]Bug fixes[/p]
  • [p]Fixed a bug that caused recruitment buttons to appear even if an army had reached it maximum capacity[/p]
  • [p]Fixed a bug that caused the King to still be considered an enemy (and therefore attackable) after returning to the map[/p]
  • [p]Fixed a bug that sometimes caused enemy armies to attack the same target twice during their turns[/p]
  • [p]Fixed a bug that was allowing characters not present on the map to still participate in the National Convention[/p]
[h3]Tactical[/h3][p]New features[/p]
  • [p]Added a special new Attribute and Action to each Faction, to help differentiate them from each other in playstyle[/p]
[p]Bug fixes[/p]
  • [p]Fixed a bug that caused certain units’ walk animations to play strangely[/p]
[p]Refinements[/p]
  • [p]Improved enemy unit AI in combat so that they now take more non-Attack actions[/p]
  • [p]Major polish update to many of the house models in tactical maps[/p]
  • [p]Majorly re-vamped the Attribute and Action tooltips to use a unified and less cramped tooltip style[/p]
  • [p]Repositioned the Undo button to better maximize available UI space[/p]
[h3]Global[/h3][p]New features[/p]
  • [p]Added a new custom portrait for De Launay[/p]
  • [p]Added a new custom portrait to represent the proletariat in dialogue[/p]
[p]Bug fixes[/p]
  • [p]Fixed a new bugs that were causing special glyphs (e.g. é) to break the fonts[/p]
[p][/p][p][/p][p][/p]
List of Known Issues
[h3]Languages[/h3]
  • [p]At 1.0 launch, the game will include Chinese(Simplified) and Chinese(Traditional), Japanese and Korean, but these will not be present in Early Access.[/p]
[h3]Resolution[/h3]
  • [p]Ultrawide resolutions are not currently supported.[/p]
[h3]Dialogue[/h3]
  • [p]Some of the dialogue, in particular when buildings are constructed/demolished/upgraded or units are recruited, is very repetitive and unnecessary.[/p]
  • [p]Dialogue UI panels may occasionally flicker at the beginning of some conversations when taking actions on the strategic map[/p]
  • [p]There are several typos in the dialogue that will be addressed before launch.[/p]
[h3]Visuals[/h3]
  • [p]There are some cluttered text popups, particularly during combat sequences.[/p]
  • [p]The army movement arrow can clip through units and gizmos.[/p]
[h3]Audio[/h3]
  • [p]Some sound effects remain to be added into the game, for example in the National Convention.[/p]
[h3]Interface[/h3][p]Various panels in the game are still undergoing interface polish. This includes:[/p]
  • [p]All recruitment panels (Batallion, Colossus, and Officer)[/p]
  • [p]Many of the smaller pop up panels[/p]
  • [p]The save/load panel[/p]
  • [p]Some panels, such as the negotiation panel in the clubs, need to be aligned better[/p]
  • [p]There may also be small layout/formatting issues on various panels as well[/p]
[h3]Bugs[/h3][p]With the scope of the game, bugs are inevitable, and while the team is rapidly fixing bugs, several open notable bugs are:[/p]
  • [p]After completing a defensive tactical battle, the prisoner UI will be shown but the turn will continue to play out in the background.[/p]
  • [p]The first mention of a coup in the narrative happens one turn too early.[/p]
  • [p]The camera will lock on units during the end of turn phase even if the unit does not take any actions, resulting in a rapid, jerky movement.[/p]
  • [p]Occasionally, incorrect officer portraits may be shown when performing certain actions on the strategic map.[/p]
  • [p]Trampling through the first peasant unit in the Bastille battle can sequence break the tutorial.[/p]
  • [p]AI can sometimes construct a mech and attack in the same turn.[/p]
  • [p]Defense battles will start in fast motion if the player enters one while speed is set to fast forward.[/p]

Summer Sale & Early Access 'King's Trial' update sneak peek

[p]Hello everyone![/p][p][/p]
STEAM SUMMER SALE
[p]
The Steam summer sale is upon us, from now until July 10th, and Bonaparte is taking part with a -10% discount.[/p][p][/p]
[p][/p]
"KING'S TRIAL" UPCOMING UPDATE
[p]
Meanwhile, the team is busy working on the upcoming "King's Trials" Early Access update that is planned to go live later this summer![/p][p]This update will introduce a new 'Trials' feature that will conclude major narrative events that are turning points in your rewriting of the revolution! The King's escape will now be concluded by a trial and the fate of the King will be decided democratically. As for votes in the National Convention, you will be able to slightly influence the trial's outcome by swaying some of the votes through diplomacy or bribery.

Here is a sneak peek of the Trial's screen in action:
[/p][p]The update will also introduce many improvements accross the board, most notably to tactical battles. We will share more about the update very soon so stay tuned![/p]

Patch Update v0.15.2.1-RC + Updated List of Known Issues

[h2]Hello everyone![/h2][p]
[/p][p][/p][p]To ensure that your revolution is running as smooth as possible, our team has pushed a new build. You can read the patch notes for v0.15.2.1-RC below, but some of the changes that have been made include: fixes for bugs impacting narrative progression and choice, updated combat previews and general localization fixes throughout the game. A reminder that while old game saves will work with the newest version, a starting new game is always best to ensure that issues are resolved.[/p][p]
[/p][p]If you are experiencing an issue, you can report bugs in-game by pressing the F1 key while in-game. You can also report bugs on Steam or in our Discord in our dedicated bug channel[/p][p][/p][p]
[/p][h2]Patch Notes[/h2][p]
[/p][p][/p][h3]Strategic[/h3]
  • [p]Fixed a bug that caused narrative progression issues if the King was captured during a Royalist campaign[/p]
  • [p]Fixed a bug that caused the tutorial objectives to re-appear after entering and exiting the Clubs panel[/p]
  • [p]Fixed a bug in dialogue that was failing to recognize the player’s narrative choice during the Bastille battle[/p]
  • [p]Player-controlled garrisons now display a point action icon, similar to player-controlled field armies[/p]
  • [p]Added a new row of reform icons on the strategic map to indicate which reforms are currently active while outside of the National Convention[/p]
[h3]Tactical[/h3]
  • [p]Fixed a bug that would occasionally zoom the camera in during combat and leave it there after combat had finished[/p]
  • [p]Ensured that tactical unit gizmos no longer drift away from units and stay frozen under certain circumstances[/p]
  • [p]Fixed a bug that was allowing Cavalry and Bayonet Charge actions to pass through certain ground-level obstacles[/p]
  • [p]Added a few more ground type tiles in combat sequences[/p]
  • [p]Fixed a bug that caused army actions to be used up when saving the game during tactical battles[/p]
  • [p]Fixed a bug that was incorrectly displaying unit selection circles’ colours during the Bastille battle[/p]
  • [p]Fixed a minor UI layering bug[/p]
  • [p]Renamed Pistol Commandant to Commandant and Saber Commandant to Duelist[/p]
  • [p]Duelists now have the Reactive attribute[/p]
  • [p]Updated combat previews to display more accurate damage information when attacking units that don’t have the Reactive attribute[/p]
  • [p]Added a feature to pan the camera to speakers when dialogue occurs during tactical combat[/p]
  • [p]Gave all units a new Pivot action, allowing their facing direction to be swapped during their turn[/p]
  • [p]Updated the lighting and rendering of Duelist, Commandant, and Infantry mechs[/p]
[h3]Global[/h3]
  • [p]General localization fixes for the entire game[/p]
  • [p]Ensured that the speed panel is consistent between the strategic map and tactical combat[/p]
  • [p]Updated ‘?’ tutorial buttons’ text and image content[/p]
  • [p]Updated many UI panels to be more responsive when switching game languages[/p]
  • [p]Majorly updated all parties’ starting army compositions[/p]
[p]
[/p][h2]List of Known Issues[/h2][p]
[/p][p][/p][h3]Languages[/h3]
  • [p]At 1.0 launch, the game will include Chinese(simplified), Chinese(Traditional), Japanese and Korean, but these will not be present in Early Access[/p]
[h3]Resolution[/h3]
  • [p]Ultrawide resolutions are not currently supported. Please switch to 16:9 through the options[/p]
[h3]Balancing[/h3]
  • [p]The game is currently undergoing a balancing pass, as such certain parts of gameplay will be improved for the EA launch. This includes:[/p]
    • [p]Some tactical units (Skirmishers, Dragoons) are more powerful than other units[/p]
    • [p]Most rebel controlled regions only have two possible army compositions[/p]
    • [p]Tactical AI units tend to be aggressive and don’t use many abilities[/p]
[h3]Dialogue[/h3]
  • [p]Some of the dialogue, in particular when buildings are constructed/demolished/upgraded or units are recruited, is very repetitive and unnecessary[/p]
  • [p]Dialogue UI panels may occasionally flicker at the beginning of some conversations when taking actions on the strategic map[/p]
  • [p]There are several typos in the dialogue that will be addressed before launch[/p]
[h3]Visuals[/h3]
  • [p]Some of the 3D visuals are still being polished, such as the houses in the combat maps[/p]
  • [p]There are some cluttered text popups, particularly during combat sequences[/p]
  • [p]The army movement arrow can clip through units and gizmos[/p]
[h3]Audio[/h3]
  • [p]Some sound effects remain to be added into the game, for example in the National Convention[/p]
[h3]Interface[/h3]
  • [p]Various panels in the game are still undergoing interface polish. This includes:[/p]
    • [p]All recruitment panels (Batallion, Colossus, and Officer)[/p]
    • [p]Many of the smaller pop up panels[/p]
    • [p]The save/load panel[/p]
    • [p]Some panels, such as the negotiation panel in the clubs, need to be aligned better[/p]
    • [p]There may also be small layout/formatting issues on various panels as well[/p]
[h3]Bugs[/h3]
  • [p]With the scope of the game, bugs are inevitable, and while the team is rapidly fixing bugs, several open notable bugs are:[/p]
    • [p]After completing a defensive tactical battle, the prisoner UI will be shown but the turn will continue to play out in the background[/p]
    • [p]The first mention of a coup in the narrative happens one turn too early[/p]
    • [p]Occasionally, incorrect officer portraits may be shown when performing certain actions on the strategic map[/p]
    • [p]Trampling through the first peasant unit in the Bastille battle can sequence break the tutorial.[/p]
    • [p]AI can sometimes construct a mech and attack in the same turn[/p]
    • [p]Defense battles will start in fast motion if the player enters one while speed is set to fast forward[/p]

Patch Update v0.15.0.0-RC4 + Updated List of Known Issues

[h2]Hello everyone! [/h2]

Our team has been working hard to address several issues and make Bonaparte - A Mechanized Revolution run as smooth as possible, and with that, v0.15.0.0-RC4 is now live! This build addresses several issues including a bug where officers will occasionally disappear from the game on load and tactical combat refuses to end when too many units are present on the map, resulting in the game to softlock.

A big thank you to everyone who has reported bugs to use, and a reminder that if you are experiencing a bug, you can report it in-game by pressing the F1 key while in-game. Our Discord also has a dedicated bug channel for more in-depth, one-on-one support.

You can check out the patch notes for v0.15.0.0-RC4 below, as well as our updated list of known issues!

[h2]Patch Notes[/h2]
  • Fixed unit portraits going outside their bounds on the garrison UI screen.
  • Made the Retry button purple to differentiate it from Continue at the end of combat.
  • Fixed tactical combat refusing to end when too many units are present on the map, softlocking the game.
  • Fixed bug where officers will occasionally disappear from the game on load.

[h2]List of Known Issues[/h2]

[h3]Languages[/h3]
  • At 1.0 launch, the game will include Chinese(simplified), Chinese(Traditional), Japanese and Korean, but these will not be present in Early Access.

[h3]Resolution[/h3]
  • Ultrawide resolutions are not currently supported. Please switch to 16:9 through the options.

[h3]Game Balance[/h3]
  • Some tactical units (Skirmishers, Dragoons) are more powerful than other units.
  • Most rebel controlled regions only have two possible army compositions.
  • Tactical AI units tend to be aggressive and don’t use many abilities.

[h3]Controls[/h3]
  • The game is currently missing a key to swap the facing direction of a tactical unit.

[h3]Dialogue[/h3]
  • Some of the dialogue, in particular when buildings are constructed/demolished/upgraded or units are recruited, is very repetitive and unnecessary.
  • There are several typos in the dialogue that will be addressed before launch.

[h3]Visuals[/h3]
  • Some of the 3D visuals are still being polished, such as the houses in the combat maps.
  • There are some cluttered text popups, particularly during combat sequences.
  • The army movement arrow can clip through units and gizmos.

[h3]Audio[/h3]
  • Some sound effects remain to be added into the game, for example in the National Convention.

[h3]Interface[/h3]
  • Various panels in the game are still undergoing interface polish. This includes:
    • All recruitment panels (Battalion, Colossus, and Officer)
    • Many of the smaller pop up panels
    • The save/load panel
    • There may also be small layout/formatting issues on various panels as well

[h3]Bugs[/h3]
  • While the team is rapidly fixing bugs, several open notable bugs are:
    • After completing a defensive tactical battle, the prisoner UI will be shown but the turn will continue to play out in the background.
    • The first mention of a coup in the narrative happens one turn too early.
    • Sometimes, the automatic zoom will zoom too closely to the ground in tactical combat.
    • The camera will lock on units during the end of turn phase even if the unit does not take any actions, resulting in a rapid, jerky movement.
    • Occasionally, incorrect officer portraits may be shown when performing certain actions on the strategic map.,
    • Trampling through the first peasant unit in the Bastille battle can sequence break the tutorial.
    • AI can sometimes construct a mech and attack in the same turn.
    • Defense battles will start in fast motion if the player enters one while speed is set to fast forward.

This XCOM-style strategy game dares to ask: What if Napoleon Bonaparte was a woman who had an army of battlemechs?




The French Revolution was a time of overwhelming and quotidian violence. As Louis Antoine de Saint-Just—the revolution's Angel of Death himself—put it in Georg Büchner's play Danton's Death, "Is it so remarkable that the stream of the revolution should at every bend and cataract cast up its corpses? … Are a few hundred dead bodies to hold us back? Moses led his people through the Red Sea and into the wilderness till the old corrupt generation was exterminated… Legislators! We have no Red Sea and no wilderness, but we have war and the guillotine!"..
Read more.