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The Art of Yulan

Greetings Wielders
[p]We are hard at work with Yulan, and while some of us focus on the story part of our faction DLC, building campaign maps and shaping the lore and stories, others are working on that all-important art. This Steam post is mostly about that. We’ll give you a look at the work so far, showing both finished pieces and a ton of concept art.[/p][p]But before that, we want to thank you. We’re a couple of weeks past the release of Rise Eternal, and your feedback, your praise, and your bug reports all mean a lot to us. It’s been great reading your war stories and seeing your experiences with Kastus Maal and his Tale.[/p][p]But as we said, this post is about the art of Yulan.

[dynamiclink][/dynamiclink]It has been a lot of work for the art team to figure out how Yulan should look and be represented in our world. Challenging work, but very enjoyable. There is plenty of inspiration out there, and that’s always valuable, but as with all our factions, we want it to feel like our own.[/p][p]That process starts with a lot of concept art. First sketches, then more refined versions. From there, it goes through our Art Director and our Game Design Lead, followed by further iteration before finally reaching our pixel artists. It’s quite the journey. Now, to be fair, in comparison to big studios, our team is tiny, but still!

An insight into some of the process
[/p][p]We want Yulan to feel magical, but also distinct §from the other factions. The three Essences play a central role, and that should be visible, especially in the buildings tied to them. [/p][p]As mentioned in a previous devlog, you’ll be able to develop buildings and troops around Arcana, Order, or Creation, and those choices will be clearly shown on the adventure map, making your upgraded buildings, in some cases, glow in the colour of your chosen Essences.[/p][p]This is not always easy. We only have so many pixels to work with, and sometimes a well-liked concept simply doesn’t make it into the game. But let’s give you some examples, like the humble bomb-maker building, both concept art and a more finished in-game version. [/p][p][/p][p]From rough concept to finished (although not animated) art piece.

The Yulan biome really stands out, and because of its isolation from lands like Arleon and the Bleak East, we can’t rely on many of the existing map assets when creating maps for Yulan. Some still work, but far from all of them. For example, we can’t place Aurelian statues here. The Empress Aurelia never reached these lands, even if she might have wanted to.[/p][p]So as we’ve started building new maps, we’ve also been asking for more and more dedicated assets from our art team. And with that comes some truly beautiful concept art.

Can you spot what they replace? [/p][p]In short, Yulan is shaping up to be, in our humble opinion, a stunning faction to view. We’re having a great time creating art for it, while our design team and coders make sure the gameplay is just as amazing as the visuals.[/p][p]What would you like us to show in the next devlog? And what do you think of the art so far? Let us know in the comments. /Anders and the rest of the Lavapotion team And to excuse the fact that I have her in the cover image, Meet Meilin, an Arcana "Touched" Seeker

Concept art has been made by our art intern:
https://x.com/3inart/media[/p][p]
[/p]

Hotfix 1.9.3

  • Fixed issue where the follow Roderick quest could be skipped on the first map in Rise Eternal on Overwhelming difficulty
  • Fixed issue with fourth map in Rise Eternal where progression could become impossible by AI wielders killing each other
  • Should now be impossible to defeat Giandra with Kastus in first map in Rise Eternal
  • Trying to invade the Faey settlements near the end of the first map in Rise Eternal should result in certain death
  • Added some missing translations for Call The Faithful skill

Hotfix 1.9.2

  • Added missing translations
  • Added minimap markers for the restoration of Grey Tor objectives on fourth map in Rise Eternal
  • The AI of the fourth map in Rise Eternal will be more aggressive if player tries to stall or doesn't follow the main objectives
  • Fixed multiple issues with objectives not updating correctly on the fourth map of Rise Eternal
  • Added som prettifying for triggers on third map of Rise Eternal that previously only existed for the Worthy version
  • Removed wrongly placed map entity on second map of Rise Eternal
  • Fixed unreachable Monastery in Shared Goals map
  • Fixed bugs with and simplified process around selecting victory conditions when setting up a random map
  • Tweaked when "Restoration of Grey Tor" achievement unlocks for better dramatic timing

Hotfix 1.9.1

  • Fixed potential "soft lock" on first Rise Eternal maps where it was possible to miss important triggers
  • Fixed issue where it was possible to have important wielder being removed from second Rise Eternal map making progression impossible
  • Fixed issue where it was possible to avoid on third Rise Eternal map
  • Fixed exceptions after final battle on fourth Rise Eternal map if winning with a different wielder than Kastus
  • Fixed exceptions caused by gaining Risen from a map's final battle
  • Prevent getting Kastus as random starting wielder if not owning the Rise Eternal DLC

Rise Eternal out now!

[p]Greetings Wielders,

Today is a good day. At least if you enjoy stories, old grudges, and more undead than is probably healthy. Rise Eternal, our latest Tale DLC, is now live.

You’ve been asking for more story-driven content for Songs of Conquest. This is exactly that.

[dynamiclink][/dynamiclink]A new Wielder. New research. New buildings. New artifacts and skills. All centered around the undead side of the Barony of Loth. You step into the rotten boot of Kastus Maal, a former researcher of the Unseen Society.

You have actually met him before. He was one of the Necromancers serving under Grand Seneschal Wiesh during the battle of Grey Tor at the end of the Arleon campaign map 4. He died there; in fact, you killed him. But that apparently didn’t stop him from returning to serve.

Rise Eternal starts with Kastus digging himself out of his own grave and returning home to find Faey forces under Stoutheart banners occupying what used to be his land. The village is burned. His family… you’ll find out soon enough!

[dynamiclink][/dynamiclink] Kastus is now one of the Risen. He is not a grand warrior like Merkoth or one of Aurelias old inner circle. Just one of many bound to Aurelia’s Oath, although a bit more eloquent than his Risen brothers and sisters.

Across four connected missions, you’ll see what became of the Barony of Loth after Cecilia’s victory. You’ll work alongside other Loth Wielders, push back against those who put your people in chains, and learn more about how the Unseen Society continues to fight for the return of the good old days.



Kastus also brings a new skill, Call the Faithful. It steadily adds more Risen to your ranks. If you put your back into it, you can end up fielding a frankly unreasonable number of undead. The Risen aren’t the strongest unit in the Loth roster, but they do get the job done.

We leaned further into the necromancy this time. Into what it means to serve Aurelia after death. Into the uglier parts of the old Empire. It’s been fun for the writing team to spend time there. And Kastus fits perfectly for a darker themed Loth Tale because he really is willing to step over corpses to get to his goal.



The Tale runs about ten hours and is priced at 5.99 USD, with regional price adjustments. Rest assured that we’ve taken previous feedback into account and moved away from standard Steam regional pricing.

Rise Eternal isn’t tuned as a tightly balanced experience. It’s meant to tell a story. One about revenge, faith, and what happens when someone refuses to stay buried. Sometimes you’ll feel unstoppable, and sometimes you're running for your unlife.

That’s necromancy for you.

/Anders, and the rest of the Lavapotion team of Necromancers[/p]