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Dev blog 111 - Final Boss Redux

Hi all,

It's Robert again - but now, I've put on my "game designer" hat and tackled the Final Boss! (To help out our other game designer who is, of course, knee-deep in the mucky innards of Endless Mode.)

In any case, we had heard feedback that the battle of Jerusalem felt a little lackluster. We had also heard from some players that they didn't feel much of a pull to do another run after having beaten the game once or twice. So, we sought to change that.

We set out to accomplish these two things:

1) Make the final battle feel more epic, and more engaging.
To achieve this, the mechanics of the final battle are now quite different. Of course, all the recognizable elements are still there: there are still Pylons, and you still have to use the Holy Grail to strip the Pylons of their immortality, and you still feed the Grail mana by killing Abominations that keep pouring in. But this is where the similarities end!

Before, each Pylon was relatively easy to kill, and while they came in ten different flavors, their differences did not really require you to change up your approach. Other than that, the boss itself was just a background entity which did not participate in battle directly. But the new, redux'd battle will have you face off against the eldritch monstrosity head on!
The fight itself has 3 main phases.

The first phase is a single Mega-Pylon: a massive, living structure, with a lot of Health/Armor and tons of damage potential. There are two variants, and both have unique reaction abilities that you cannot ignore. One will prepare a ray attack against the attacker each time it's hit, meaning you have to be careful with your action points or you'll get stuck in the blast zone and ripped apart.
The other will spawn a temporary cover underneath the attacker, knocking them back, and then prepare a nova-style blast, damaging anyone not in cover. Again, care must be taken! But - both of these powerful attacks will also damage other Abominations, meaning you can make these Mega-Pylons work for you through careful positioning. And you will need to do this, as the wave spawning is relentless. But remember, every kill gets you a point of mana, which lets you power up the Grail and wreak holy havoc with it. :)

The second phase is another of these Mega-Pylons (the variant you didn't see in Phase 1). These first two phases are really there to teach you the mechanics and not overwhelm you, while also giving you a chance to deal some damage and/or break immortality on the Pylons, before finally, the Boss itself emerges... And then you face off against all three at the same time! Without going into too much detail about what exactly the Boss does, let's just say it should make the battlefield feel dynamic with ever-shifting covers, while also drawing power from any Pylons left alive. Make sure to read those tooltips! ;)



2) Make winning a run feel more rewarding.
As for this point: well, if the final battle itself feels more engaging, that's certainly rewarding in and of itself. But, we wanted to do even better! So, we're adding special rewards that you can gain by defeating the final boss: new skills and relics that you can unlock and add to the random pool!

So completing a run successfully means you have new toys to play with in the following runs. Yes, this means we'll also be adding new abilities to complement and augment the skills you can already learn through ranking up. These won't just be variations of the same abilities; we've coded in some new mechanics, too. And the design principle between these additions has been one particular pillar of design: teamwork. Or in other words: more synergies between classes! But more on that topic in a later blog post.

So there you have it. Pretty big changes are coming up! Let us know what you think about these on our Discord server or here on Steam.

Robert

Dev blog 110 - Endless Mode

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

Hello there!

In ‘Dev Blog 104 - Release when?’ you may have noticed that we mentioned a new game mode is in the works. The work-in-progress name for it is ‘Endless Mode’, and as the name suggests, it is a mode in which you can fight the abominations, in theory, forever.

In Endless Mode Merlin sends his puppets into the Void itself, sealing their fate. It’s a one-way ticket and a noble sacrifice in an attempt to curb the Corruption at its source. There is no happy ending for the heroes here, the only goal is to cull as many abominations as you can till you ultimately fall. This sacrifice comes in hopes that it may save a world one day. For while there are infinite worlds, there is only one Void.

The story here takes a back seat though, as the focus and point of this mode is to just test out different builds and enjoy the combat strategy. It’s meant for all the players who aren’t that interested in the journey and stories experienced on the path from Albion to Jerusalem. In Endless Mode, the pages between fights are short and more focused on the mechanical needs. After each fight there’s a random gear upgrade available, and after every other fight, there’s a relic available. Survive long enough and you could have your whole warband “pimped out”.

Difficulty wise, it is not going to be easy. While it may start off as such, the difficulty ramps up steadily and continuously (up to a point). The main issue you’ll face will be managing your health, as it is the Void there is no friendly face around that could assist in healing your wounds. Good use of spells here will be important, to mitigate that, each fight rewards 1-3 mana.

It’s a work in progress, but the base has been set up and we’re now entering the testing phase and modifying accordingly. What we do have is some pretty new maps we’d like to show off!









If you have any good ideas on how we should actually name this mode, feel free to drop in to our Discord server and let us know!



Dev blog 109 - UI improvements

Hey folks!

A little while ago, we were working on improving the skill upgrade process. The idea was to show the base skill on the screen during the upgrade. Even though this information was already there (through a tooltip on an icon between the cards), it wasn’t very intuitive or obvious.

When I was working on adding the middle card (which you can see in the game today), I was hanging out with a friend on discord and chatting about our work. She’s a UX designer, so she started giving me ideas for improving my situation. When I passed the ideas along to the team, after a bit of back and forth, we decided to hire her for freelance work to go over the UI/UX in the game.

Now, a month later, we have a bunch of suggestions to improve the games’ UI. A lot of these are changes to font usage, text sizes and small layout tweaks, but there are a few that are a bit larger.
Here’s a list of items I consider notable changes:
  • Difficulty selection screen will have all difficulties on the same screen instead of in sub-screens
  • Hard mode + modifier selection screen gets a new layout
  • Core selection screen gets a new layout
  • Hero selection screen gets a new layout
  • Codex hints will be rewritten to a different format
  • Victory screen after combat gets new information
  • Cards will be changed to a better information layout
  • Warband book page tweaked layout
  • Blacksmith tweaked layout
  • Unit portrait tooltip tweaked layout

Most of these will be part of the next content update slated this month, with some bits maybe spilling into a few smaller patches afterwards, depending on how much time i get to focus on this. A lot of the main menu is already done and just needs to be finalized.

Finally, here’s a preview of some of the suggestions.





Before -> After

Before -> After

Let us know what you think about these on our Discord server or here on Steam!

MarkoP



Patch Notes - Early Access Build 677512

New features:
• Created new VFX for Cockatrice's Wail and Thorntoad's Blast (prepared ultimates).

General fixes:
• Fixed a bug with the in-game menu's "Save and Exit" functionality, which incorrectly saved the game progress without any checks, which could lead to various issues in some cases.
• Fixed a bug where dead units would still be detected as turn injectors, preventing the turn from ever ending.

Quality of life changes:
• Hero tooltips now show a better and clearer attribute breakdown.

Dev blog 108 - Improving the Ultimates

This post was written by Will, our VFX artist.

Hi, Will here! Today I'm talking about some of the exciting work I have been tasked with.

When I joined there was a very large backlog of effects the team wanted to have created or tweaked and it has been my great honor to go through and rework and reinvigorate the games already existing effects.

My most recent task however has been to come up with a new way to represent a very dangerous interaction for players; the prepared ultimate abilities of our Abominations. This is a place where the team feels the peril of the abilities were not being shown clearly enough to our players. I was as such given the freedom and time to really explore some options and come out with an effect that fulfills 3 key criteria.

1) Players know at a glance that the enemy is building up to a powerful attack.
2) Players should feel like they must deal with the impending threat in some way (either by focusing down the enemy or running away from its impending attack)
3) After the ability fires players should recognize how that attack was much more powerful than a regular attack.

To that objective here are a couple of gifs to show off the difference between the old and new Wail ability.

Before:


After:


We're making sure that all enemies that do a similar dangerous ability get a proper visual indicating so. This is all still work in progress, but at least it's a glimpse of what we're working on.
As always, be sure to let us know what you think, either on Steam or our Discord server!

Will