1. The Hand of Merlin
  2. News

The Hand of Merlin News

Dev blog 104 - 1.0 release when?

Hey folks!

Many people have been asking when we’re planning on releasing the game. I’d like to use this post to outline what’s going on internally regarding this.

Our initial plan when we launched in early access last year was a 4 to 5 months period to polish up the game and then launch 1.0, and boy, was that initial time estimate wrong! After we started getting some good feedback from our players, we had to re-evaluate how to go about working on the game.
All that player feedback directly informed our first content update which featured a skill revamp and making heroes more unique with their passives.
The stuff we planned to do during EA were new heroes, enemies and maps, which all went live in content updates 2, 3 and 4, the last of which also featured the hard difficulty and improvements to meta progression, both of which were influenced by some player ideas. Lastly, the most recent content update featured new guardian cores with 18 new spells.

In a meeting after our winter break, we brought up the topic of a concrete release date/window for 1.0. January was too hard to pull off since we knew we had more work ahead for polishing what we already have, so we looked at February. There’s a lot of big games coming out this month, so we decided to have a chat with our publisher about it.

After that meeting, the decision was made to aim for release in Spring.
We don’t want to commit to any specific day yet, since we want to see what’s going to happen as time goes on, but definitely expect more news in the coming months as we iron out all the details.

All that said, the question came up about what we’d be doing in the meantime.
We’ll be releasing a patch this month, likely within 1-3 weeks. It will contain Legendary questline encounters, the last guardian core from Siglorel and a way to unlock it, all the VFX improvements Will worked on, and some content optimizations.

After that, sometime during March, the plan is to release the editor, so anyone interested in modding the game would be able to start messing with it. We would also start officially supporting Linux and macOS. Keep in mind that just as with all other plans, stuff could happen that messes them up, and I’ll try to keep you informed if stuff goes horribly wrong or we’re forced to re-prioritize anything.

One other thing we’re working on is an additional play mode. We’re currently calling it “endless mode”, which would be a chain of combat maps to test out your tactical prowess. You’d pick out your warband as usual and try to win as many combats as possible with those units until they die, ranking up in between fights and getting random upgrades and relics. We don’t have a lot of details on it other than that, since we basically just started working on it, but as it gets more defined, designed and implemented, we’ll be sure to share information about it.

So tell us what you think! Share your thoughts in the forums or join our Discord server if you want to chat directly with any of us, or want to pitch ideas about endless mode! We’d love to hear from you!

MarkoP

Versus Evil Lunar New Year Sale Going on Now!

Hello, everyone!

Happy Lunar New Year! As with every special occasion, we have many special deals to offer!

First Class Trouble is celebrating Lunar New Year with the Lunar New Year Pack! Take part in the festivities aboard the Alithea with all-new Lunar New Year-themed cosmetics including hand fans, masks, and updates to your Vruumba!

If you can't get enough social deduction mayhem, then wishlist our latest upcoming title, Eville!

Eville pits Villagers against Conspirators in a medieval setting with character roles and individualized motives. No matter which side of the law you fall upon, you'll need your savvy social deduction skills to stay alive!

We hope everyone's year has started off strong, and we can't wait to share more with you all in the coming months!

https://store.steampowered.com/app/1220170/Eville/

https://store.steampowered.com/app/953880/First_Class_Trouble/

https://store.steampowered.com/app/1203710/UnMetal/

https://store.steampowered.com/app/600610/The_Hand_of_Merlin/

https://store.steampowered.com/app/1206600/Almighty_Kill_Your_Gods/

https://store.steampowered.com/app/1222340/Sockventure/

https://store.steampowered.com/app/888530/Yaga/

https://store.steampowered.com/app/904400/Cardpocalypse/

Dev blog 103 - Ranger VFX

Hey folks!

Continuing a bit with the VFX updates :)
Will worked on the ranger lately, so i’ve recorded a few gifs to show them off. There’s really not much to say in this post, so i’ll let the gifs speak, even tho they don’t actually have mouths.



Join us on our Discord server!

MarkoP

Dev blog 102 - Abilities Glow Up

*This post is written by Mia, our gameplay designer.*

Hello there!

With 1.0. release on the horizon we’re digging in and trying to polish the game on as many fronts as we can. A big part of this is in the hands of Will, our VFX artist, as he’s got a plate full of going over all the abilities and status effects and giving them a fresh face.

As we did not have a dedicated VFX artist before, there’s plenty of room for improvement and adding new effects to those we considered good enough as is with animations alone.
The Hand of Merlin is more sci-fi orientated than fantasy - the heroes that you select are still only human. The Mystic, for example, is not a wizard or a mage, they’re more of an alchemist or a shaman who can create these effects not through magic but through knowledge. We want the VFXs to properly communicate this difference as well.

The first thing we did now was to go over all the abilities and try to categorize them depending on 3 factors.
  • Gameplay Effect
    Eg: Damage, Buff (damage, movement, evasion, etc), Debuff (damage, movement, evasion, etc), Movement, AP, DoTs, etc.
  • Manifestation
    An in-character look at how the ability works (eg: physical, emotional, alchemical, corruption..)
  • Animation Used

Next, we set some visual expectations on certain categories. The best example being the difference between ‘Physical’ and ‘Emotional’ manifestation.

‘Physical’ we want to keep as grounded and realistic as possible while still looking good and distinct. This includes motion blurs and lines, sparks of metal hitting metal, blood splashes and such.
‘Emotional’ on the other hand has more liberty in its visualization since it would not be possible to try and detect which facial expression a unit has (not that we show emotions on their faces or plan to) due to their size. Here the Gameplay Effects influence which color pallet should be used.

The abilities should mostly end up looking quite grounded, but not dull. We hope.
It’s the status effects which will pose a real challenge, as we need to make them stackable, readable, and recognizable while keeping the color pallets consistent.

If you’ve got any questions or are interested in the game feel free to drop by the steam forums or join us on our Discord server!

Mia

P.S. here are some gifs!

Dev blog 101 - Roadmap to 1.0

Hey folks!

The team is back from vacation this week. We had a long meeting on Monday to see where we’re at and what we’ve got left to do for the game. We talked about a potential release date, and while some rough dates were thrown around, none of them stuck to the wall yet, because they weren’t sticky enough.

The output of our meeting was a rough list of things we want done for 1.0.
  • There’s one more Guardian Core we’re working on which is super endgame content and more of a penultimate reward. There won’t be any achievements bound to it since we can’t expect everyone to get it, and it would just feel crappy to have that one thing out of your reach due to difficulty. It's the most powerful core we've made, and will break the game when used, but because it's the very last thing you get, we don't really mind that. :)
  • We've had legendary questline encounters on our todo list for a while now, and we're aiming on getting those in for 1.0. These encounters span several zones and reward you with very powerful relics on completion, so you'll likely want to chase them. Is Excalibur finally coming to the game? Only Mia knows!
  • More map optimizations are also in progress.
  • We’re currently writing guides for modding the game. A bunch of them are already done, and we want to have everything (or at least most of it) covered before release. The editor will also likely come with the 1.0 release, or soon after.
  • Since we now have Will, our dedicated VFX boi, he’s redoing a bunch of older vfx made by other people to be consistent with the stuff he’s made. We have an internal list of all the things, and Will is hard at work to make all of them gooder.
  • There are some bugs and issues we need to go through as well. The external QA team has been helpful in finding technical issues. Everyone that reported an issue on either our Discord server or on Steam, thank you!

The list isn’t overly long because these are just the large categories of things we’re doing. We’re confident we can release the 1.0 version anytime after January, we just have to see which date is the best to account for some final testing on our part, and maybe to not clash with some other big titles? Nothing is determined yet, and we’ll keep you informed as the information becomes clear.
If you’re interested helping out with some bug reports, post in the Steam forums or our Discord server.
Thank you!

MarkoP