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Titans of the Past News

Development update #4

Hi,

Alex '13' here with a regular update. We've finished Sprint 26.

[h2]Changelog[/h2]
  • Mob stats scaling reworked. Making mobs scale the same way as player characters was a mistake. It made the system too complex and unpredictable. Now we have overrides for main stats that we can easily control.
  • Mobs can now scale to Lvl 40 while for the player the level cap is 35. This is for the highest difficulty to be really tough.
  • Town: general building mechanics (requirements, costs, unlocks)
  • Town: Guilds UI reworked
  • Towns: constructing Embassies and Guilds unlocks new races and classes
  • New map progress (about 40% done) - Monastery
  • 10 new spells
  • Various bugfixes
  • New bugs :)


We're going to rename the game soon. Project MML is a working title, it stands for 'Might and Magic-like'. But we need a proper title, an we think we've come up with something great!

Development update #3

Hi,

Alex '13' here. From now on I'm going to post here each 2 weeks.

Our development is divided into milestones - usually 3 months long, and sprints - always 2 weeks long. Since my last post here, we've completed the first sprint of our new Milestone - Town. As usual for our team, the first sprint of a new MS is focused on processing the feedback gathered from the playtests (currently internal, but public ones are coming). fixing non-critical bugs and overall not allowing the technical debt to snowball. Which helps in keeping the team and the development cycle healthy.
The next MS

We plan the following:

  • Town building
  • Crafting
  • Stores and trading
  • 3 new maps
  • 20+ new spells
  • 4 new classes
  • Some QoL
  • Balance overhaul
  • A simple in-game video tutorial
Sprint 25 changelog

In no particular order :)
  • Update the Chest level
  • Rework the Campfire level
  • Make lighting on Town Streets level less dark
  • Contraband Cove light improvements
  • Great Wall wall light improvements
  • 2 new spells (mechanics and addition to the store)
  • Fix: Pause the music in the shop - it overlaps with the main-level music
  • Mob mutator chance - depending on mob level, not static
  • Char creation: master attributes tooltips on stats during Class and Race selection
  • Added DPS to weapon info
  • Increase Formation Swiftness MS bonus from 15% to 25%
  • Fix: Fire/Poison Weapon doesn't work on ranged attacks
  • On-screen info when crosshairing a mob - a chance to hit
  • Melee attack trace range bonus for mobs (100u default)
  • Luck stat implementation - crit, true hit, resources, and loot bonus
  • Slow effect slows recovery
  • Campfire on maps - random spawn, similar to chest. EXCEPT on the Campfire level
  • Put music to all levels
  • Soul Mend - updated the spell description to make it clear that it restores Energy as well
  • Increase block effectiveness (DR)
  • Soul mend - increase cooldown significantly
  • Ranger's self-heal amount and CD increased
  • Cleave - increased attack bonus
  • All healing spells - increased CD
  • Give a Rat caster the Fire Arrow spell for lower levels
  • 3 more Adventure layouts
  • Art for 3 Town buildings
  • 3 spell VFX
The first guest video

I was a guest on the WizardWorm's channel. A great guy with a cozy and interesting channel!
The video is just me talking about the game. It's in English.

[previewyoutube][/previewyoutube]
Blog post (in Ukrainian)


Here you can find the blog post on one of the main Ukrainian communities dedicated to game development:
https://gamedev.dou.ua/blogs/migh-and-magic-like/

This reading is in Ukrainian. I talk about the game, team, processes, etc.
Discord

Join our recently established Discord server:
https://discord.gg/93KFxxVcNX

It's new, so it's rough around the edges. We're working on improving the experience.
Screenshots

I will include the usual dev stuff like wip things, test levels, just jokes alongside the proper screenshots. I think it's interesting.
























Development Update #2

Hello!

Alex '13' Uslavtsev here. We've just finished another internal milestone. It was focused on the Adventure mode - a Slay the Spire-like map with nodes and paths between them. Now, instead of running single maps, we can experience a major part of the game as intended.



While Adventure layouts are static, they are selected randomly, as well as the nodes themselves.
You will encounter not only Dungeons (our combat nodes), but Stores to purchase boons and resources, Chests to grab that precious loot, Campfires to rest and refill your HP and Mana, and Random nodes that can be anything.

Plus, the higher the difficulty, the more Dungeon Modifiers you will see in Dungeons. These can be positive, neutral, and negative - and any node can have several Modifiers. So you'll have to make some decisions! Currently, we have 10 Dungeon Mods, and we tried to make them interesting: not just stat-changing, but affecting the core gameplay. One good example can be the 'Drop the Bobms!' Mod - a neutral one. Each mob, when dies, spawns a few bombs that, when they explode, damage everyone. So it can be a boon or doom, depending on the skill.



We have been working on more stuff too. Here's the simple bullet list:
Procedurally generated Adventures like in Slay the Spire instead of single maps
  • 3 new maps in addition to the existing one;
  • Difficulty scaling (mob level, stats, skills, and abilities/spells; different Dungeon Mutator spawn chances);
  • Gameplay mutators for combat maps;
  • Combat maps path randomization for more replayability;
  • 19 Purchasable Boons (aka Perks);
  • Traps and trapped Chests;
  • Arena mechanics (wave survival);
  • Elite mob mutators (persistent buffs, more health and damage, etc.);
  • Difficulty Class mechanics for debuffs, traps, and hidden objects;
  • UI and HUD improvements;
  • Improved graphics;
  • 20+ More spells (up to 66 currently);
  • All 15 character races are now in the game;
  • About 16 character classes are now in the game;
  • A big chunk of balance tweaks and improvements;


Another good news is that my recon progress tracker is now showing that we crossed the Equator - the game is a bit more than 50% finished as of today.



PLAYTEST INCOMING

In about 3 months, when we finish the next milestone, we'll leave the pre-alpha stage - all major features will be in. The core loop will be completely playable. Its last missing part is the Town Building, which is our focus for the next milestone (along with Crafting and Item Vendors).

When it is done, we'll be organizing a public, open playtest. So stay tuned!

P.S.
Here are a few screenshots that I personally like.















And some more, with the updated lighting on one of the maps.






Development update #1

Hello!

Alex '13' Uslavtsev here. Like most people in small indie teams, I do many different jobs. But mostly, I'm a producer and game designer. Nice to meet you, dear reader.

Today I'm here to show you our recent progress.

As my Combat Information Cent... mmhm, excuse me, my internal progress tracker shows me - we've just passed a 40% game completion milestone. If nothing critical happens (all 7 of us are from Ukraine), we're going steadily toward the timely release.

Recently, we updated the HUD so it looks... better.
Before:


After:


Also, we heavily tweaked the main post-process. We tried to use it so we don't look like most of the other games (which are generally quite good games) that use the same asset packs we use. However the result didn't look good, so we removed the posterization and tweaked the color palette. Current visuals are as seen below:


On the code front, the Adventure Generation is 2 weeks from finalization - which, for such a big feature, is almost done. We already have:
- the node graph generation
- store functionality (so you can buy this-adventure-only upgrades and resources for your Town)
- all planned Boons
- mobs spawn randomization
- all types of nodes working properly
- 7 of the planned 10 Dungeon Modifiers

The next steps are to implement the remaining 3 Damage Mods, then do the Mob Mods, then set everything up - and we're good.

This will conclude our current milestone. I will probably do another post once the milestone is done.

Ah, last but not least: we've updated this Steam page with new screenshots and a new trailer, which is also below:

[previewyoutube][/previewyoutube]

That's all for today.
Thank you for your attention. 13, out.