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Roots of Harmony News

Version 2.1.3

Fixed a serious crash when starting a new game. Many many thanks to xavieres for trying a thousand builds!

Also improved performances by changing the way the text is displayed.

Version 2.1

[h3]Hello harmonious people![/h3]

I'm thrilled to announce that the latest patch is live, introducing a major new feature: Challenge Mode!

Although the game had always been focused on a free procedural form of gameplay, I've always wanted a way to incorporate story-driven content and handcrafted maps. After weeks of experimentation and refactoring, I'm excited to finally share this update with you!



In this initial release, Challenge Mode includes only one challenge. This is partly because developing this patch took way too much time, and also because I would really like to have a bit of feedback before I make more.

Patch 2.1 also introduces a new tactical option: combat positioning. You can now choose to place each of your disciples either on the front line or in the rear. This simple choice can significantly impact the battle, and it pairs well with another new feature: the ability to retry any battle without incurring penalties.

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Enjoy!
Guillaume - aka Joubarbe

Changelog


  • New feature: Challenge mode. Custom scenarios with story and quests.
  • New feature: Combat line. Place your disciple in front (position 10) or in the back (position 0).
  • New feature: You can now retry any battle, no matter what the outcome is.
  • Added: Filter to hide busy units in the Disciples screen.
  • Added: "Groups" menu shortcut in various places.
  • Changed: The malus of building time due to low Wealth is reduced from 4 turns to 2.
  • Changed: The Craftman's shop now requires Skill instead of Greed.
  • Changed: The event "Wooden house on fire" is no longer repeatable.
  • Changed: Dismantling a building now takes 3 turns instead of 4.
  • Fixed: The Expurgator's trait [Equaliser] was not working.
  • Fixed: Rare crash due to events not being properly cleared.
  • Fixed: Line overflow on the main panel's frame.
  • Fixed: Book link (now redirects to your regional Amazon website).

Version 2.0.2

  • Changed: "Simulate battle" -> "Show battle result immediately". There was no simulation, thanks to xavieres for pointing that out.
  • Fixed: Crash due to the previous sound streaming flag (reverted). Thanks to Gage for having found that bug.
  • Fixed: Made sure that you still have 5 Wealth in turn 2 if you follow the tutorial, as a random event could make it impossible to buy the map. Thanks to Skully for the bug report.

Version 2.0

[h3]Hello harmonious people![/h3]

[h2]2.0 is now out![/h2]

  • If you want to know more about the main features of this version, please see my previous article.
  • To celebrate this release, Roots of Harmony will be available at a 20% discount for the entire week!
  • Previous savegames are incompatible, but you can switch back to 1.3 if you would like to finish a previous playthrough.


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[h2]Changelog[/h2]

  • New feature: Procedural tribes and disciples. Empires do not exist anymore, and "factions" are replaced by "tribes", that are fully dynamic. Tribes can be allied with each other, and they won't like it if you attack their buddies. The previous idea of supernatural imperial invasions coming from the opposite side of the island has been completely abandoned. There are no "empires" anymore, but there are more tribes.
  • New feature: Trade routes. Buildings can now produce commodities that you can exchange for resources and reputation.
  • New feature: Expeditions. Repair a boat in the new Shipyard landmark, and launch an expedition with three of your disciples, in order to gain resources and exclusive new traits.
  • New feature: New game start and intro. You can now choose your previous history. Were you a tyrant, an alcoholic, a priest, or any of the 7 new possibilities? Each of them unlocks an exclusive building that allows you to recruit a new Champion. Note that the introduction story has been drastically shorten, as it was overwhelming and wasn't bringing anything interesting.
  • Added: New milestones.
  • Added: New events.
  • Added: New encounters.
  • Added: New landmarks.
  • Added: New traits.
  • Added: New UI frame around the interactive panel, for emphasis purposes. It can be deactivated in the settings menu.
  • Added: New music from incompetech.com.
  • Changed: Tribes only invade your lands if the closest one is less than 10 lands away.
  • Changed: Tutorial does not force you into choosing a specific doctrine or building specific buildings. It's also more concise.
  • Changed: You can now hide all tutorial popups from any of them.
  • Changed: Game changer encounters do not appear so close to Crossroads.
  • Changed: Each disciple has now a "combat focus" line that makes recruitment and target selection easier (melee, range or balanced).
  • Changed: Preaching can make you [Awkward] (!).
  • Changed: New Game+ has now more tribes and more alliances between them.
  • Changed: The number of lands per direction for both standard games and NG+ has been increased.
  • Changed: Giant animals are weaker.
  • Changed: Skeletons now take the name of the body they're raised from.
  • Changed: Many stats, traits, and everything.
  • Changed: (technical) Switched to C backend instead of ASM. That should increase performances and avoid the game being flagged as a false positive.
  • Changed: (technical) Music is now streaming instead of being loaded all at once. The result is a drastic save in RAM usage, and a smooth transition when you switch track.
  • Fixed: Can no longer imbue and banish a disciple who is unavailable.
  • Fixed: Various typos and errors in both English and French.
  • Fixed: Invasions would loop if the tribe had only 2 disciples on their land.
  • Fixed: Some events would never trigger.
  • Fixed: Many other bugs!


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As always, please consider leaving a review. We have to reach 10! 🕊️

Thanks for playing!
Guillaume (aka Joubarbe)

Announcing Version 2.0

[h3]Hello harmonious people![/h3] 🌴🌳🌴

We are now 4 months after release, and it's time for a big announcement!

Even though I always felt quite satisfied with the game, some core mechanics have been bothering me for a while now. The general idea of 2.0 is therefore to increase replayability, bring more roleplay, and add more strategy while maintaining a credible environment. So let's dig into all the main changes and see what this 2.0 is about.

Please note that due to many core changes, previous savegames will be incompatible.

Version 2.0 will be released on the 24th of February.

[h2]Procedural Factions (aka Tribes)[/h2]

The main reason why factions are static in Roots of Harmony is that I first thought that knowing the game would be part of the fun; and recognising the strengths and weaknesses of the opponents, along with their disciples, would actually give you a good reason to start another game. But the reality is that when you keep seeing the same factions, you just lose interest, and the challenge / reward combo gets seriously diminished.

In 2.0, all factions are now procedurally generated. Their choice of doctrines and their disciples are now fully dynamic. The number of factions per direction is also randomised, and empires no longer exist. Yes, you read that correctly, all "factions" are now called "tribes", and there is no "imperial invasion" and "threat" anymore. This system was a bit unbalanced, to say the least, as imperial invasions would always take ages to reach player lands, and it didn't really make sense to have "factions and empires" on an island. But there's a twist! Now tribes can ally with each other, which means that attacking one tribe can offend another one. Alliances can happen between tribes that live in two different directions, forcing you to think a little more before launching an attack.



Procedural disciples add a lot to the fun. Previously, the disciples you would face were always the same. Now their stats are dynamic, and most importantly, they all receive 1 or 2 traits from the pool of traits that has been drastically increased in the last two major patches (compared to what existed when the static disciples were designed). Have you ever fought an alcoholic healer or a guy who throws fireballs at you while being possessed by demonic forces? Now you can!

I've also added a "combat focus" line to each disciple of the game, which can be "melee", "range", or "balanced". This combat focus determines the traits and the stats generation of the new procedural disciples.

[h2]New Game Start[/h2]

One aspect of the game I always wanted to develop is roleplay. It's a tricky thing to improve, as Roots of Harmony is not a RPG, and you need enough details in the world and in the gameplay mechanics to provide immersion to the player. And I feel that the initial story of the game is doing the exact opposite: it forces you into a very static mindset and it doesn't give enough space for imagination. That's why in 2.0, this whole story is abandoned. There's still the old war in the background, and the escape on a boat, but now you can choose your own story. Each game start gives you specific resources and an exclusive building that unlocks a new champion. Here is a list of those game starts:

  • Vicious tyrant: cruelty, stability, vanity. Headquarters: Commissar.
  • Vodou worshipper: communication, faith, health. Vodou shrine: Manbo.
  • Reckless trapper: cruelty, greed, skill. Furrier's workshop: Tracker.
  • Respectable baron: benevolence, inspiration, stability. Luxurious house: Patrician.
  • Feared highwayman: greed, skill, vanity. Black market: Buccaneer.
  • Fancy priest: faith, greed, health. Golden temple: Chaplain.
  • Gentleman drunkard: benevolence, inspiration, knowledge. Beer garden: Maverick.


[h2]Trade Routes[/h2]

In the current version of the game, it's possible to preach to other factions in order to get reputation points. However, this system forces you to dedicate a disciple to the task, which is not always ideal. In 2.0, you can also increase your reputation via trade routes.



Trade routes are an abstract implementation of commerce between you and the tribes. Opening a trade route requires a commodity that some buildings now produce. For instance, the Lumberjack's camp produces Timber, and the Bakery produces Bread. Those commodities are only produced by low-tier buildings in order to give you a little more to do in early gameplay. There are a few rules about trade routes:

  • You can open only one trade route with each tribe.
  • You can trade a specific commodity only once.
  • Each tribe demands one random commodity, and in exchange, they give you one random resource and 1 reputation point per turn.


Trade routes can be blocked by Highwaymen. A Highwayman will randomly be spawned in one of the lands controlled by the tribe you're trading with. Killing him will reopen the route.

[h2]Other Stuff[/h2]

  • More milestones.
  • More events and landmarks.
  • Uneven plots.
  • More lands.
  • UI improvements.
  • And more!


Version 2.0 will be released on the 24th of February.

Thanks for reading!

Guillaume (aka Joubarbe)