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Songs of Conquest News

Spring Map Making Contest

Hello, Wielders!


Our improved map editor is just about out and we are celebrating it in the best way possible, with a friendly competition! Together with Mod.io, we are launching a map-making contest. We’re even throwing in a 1000 USD prize for the best map maker out there, as well as adding the winning map to the official Songs of Conquest map pool. But don’t fret if you don’t win, the runners-up get some lovely prizes too!


So, who are Mod.io? They provide cross-platform mod support and host all the awesome player-created maps that our community has designed.

The competition will run from April 3rd and will last until the 28th of April, giving you a month to complete a large map. Lavapotion will announce the Winners on 12 May 2023 via the Songs of Conquest Twitter account: twitter.com/songsofconquest

Can you create anything? No, but pretty close. Let’s list the requirements and go into everything in a bit more detail. Scroll down to the bottom to read the longer eligibility.

Here’s what we are looking for:

  • Large map size.

We are looking for a large map, the map size we have the fewest of. That is the 125x125 size in our editor.

  • Stick to our default values when working with entities.

Don’t change default values like the value of pickups when working with entities, that’s because the maps in our official map pool must work in cohesion with each other and represent Songs of Conquest the way that we designed it. Remember, your map could be the first map that a new player plays. So don't change the value of a sack of gold for example.

  • Winners' Criteria are “Fun to play, good visuals, and best overall fit with the game.”
  • Just like the rest of our skirmish maps, we don’t focus on lore or story.

As we mentioned above, this could be a player's first map and we don’t want it to break from Songs of Conquest lore. So although we don’t mind small story elements and fun little additions the focus should be on gameplay and good visuals.

Tag your map with “spring map contest” after uploading your map to Mod.io



How do you submit a map?

That part is easy. Start with creating a profile on mod.io, then agree to and not breach the mod.io and Lavapotion terms of use and privacy policy. After you create a large-sized map, upload it to mod.io with the correct tag and then you’re good to go!



… What are you waiting for, cartographer? We are looking forward to your awesome creations!

Enjoy your adventures!

/The Songs of Conquest Team together with Mod.io

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Eligibility


All eligible mods and creators will be automatically considered for entry into the competition. If you do not wish to participate, you can opt out by sending an email to [email protected];

For mods to be eligible, the creator must:

-Have a single active member account on mod.io when the Prizes are determined and on the last day of the relevant month. Duplicate accounts will be grouped or banned;

-Have agreed to, and not be in breach of, the mod.io or Lavapotion Terms of Use and Privacy Policy, and any other policies as may be required by Lavapotion or mod.io from time to time;

-Not be employed or provide services for mod.io or Lavapotion or be related to or live with someone who does;

-Live in a jurisdiction where they can participate in unregistered competitions for games of skill; and
-Be tagged with “Spring map contest” after being uploaded to mod.io; and
-Be willing to have their submitted map featured in the Songs of Conquest official map roster.

For mod(s) to be eligible, they must:
-Be your original creation;
-Be publicly available and visible on mod.io;
-Be active and not taken down from mod.io for any reason;
-Be compatible with the latest version of Songs of Conquest;
-Be correctly submitted by the submission date; and

Comply with the relevant Lavapotion EULA and any other policies required by Lavapotion from time to time.

Additional rules:
Notwithstanding the above eligibility criteria, Lavapotion and mod.io reserve the right to exclude any creator or mod from the program for any reason;
Creators who are found to have acted in bad faith, in mod.io’s sole discretion, will be permanently excluded from this and any future competitions;
If a mod has been created through the contributions of multiple parties, only the primary creator, as credited on the mod page, is eligible to enter and win prizes;
Mods that are obviously trying to "game" the system in any way to win will be disqualified from participation; and
The decisions of Lavapotion and mod.io staff regarding eligibility, Winner Selection Criteria, and winners of the competition (Winner) are final and binding on all creators.



Update 0.82.6

Fixed broken bug reporter.

Update 0.82.5

Greetings Wielders!

It’s time for another update and yet again it’s filled to the brim with all manner of news and improvements. The focus this time has been on upgrading the AI and making sure that it offers you a more exciting challenge, especially when you are facing enemy Wielders in battle.

Even though AI has been the focus, it's far from the only thing worth mentioning in this update. The team has done some amazing things and we can’t wait for you to experience them firsthand.

With the new and improved AI, you might even learn a few things!

We are proceeding as planned, following our roadmap, and as always there are tons of things happening that are not listed in the update. We are looking forward to releasing stuff like more unit abilities and a whole new campaign in the months to come.

So let’s talk about AI. Our devs have been more than busy so it will be impossible to go into depth in every single detail. We recommend reading the full release notes by scrolling down. But let’s look at some highlights.

The computer is now much more efficient when it comes to planning their adventure map movement. The AI should no longer leave obvious low-hanging fruit, easy claimable map objects untouched. It will save up their money to buy bigger units of troops so that their expeditions can last longer and push deeper into your lands.

Now that’s what we like to call AI efficiency!

Do you know how you sometimes pat yourself on the back after using a successful repel and explosive fungi combination? Well now the AI knows how to use that ability too! This update brings many changes, including implementing repel and swap into the AI wielder’s repertoire.

It has also gotten a lot better at knowing if and when to use its spells, like keeping those dangerous damage spells to the end to really use them efficiently.

The AI also got a lot better at both defending and attacking. It will no longer needlessly attack its fortifications or obstacles and will try not to waste those high-damage class cannons before they get a chance to prove their worth!

It feels different when it’s happening to you.

So what's new besides all that awesome AI stuff? We added an option to pick where you want to teleport, this was created for Beacons but works for portals too if set in the map editor. This makes Beacons even more interesting to Claim, like cutting off an enemy from returning to their own area before you attack and more easily transporting across your realm.

Choosing where you teleport puts a whole new level to the larger maps.


Another skirmish map has entered the lists. Rags to riches is a small map for two players, designed to take you from poverty to wealth, competing for those precious resources.


Do you have what it takes to rise from rags to riches?

A cool surprise addition to the game is something we call spell dmg preview. Designed to help you plan spell usage better and to more clearly show the effect your spells will have in battle. It even includes and shows things like spell resistance!


Time to put away those calculators, spell review is here to stay!

But the list goes on. This is a huge update and one we are very proud of. Let us know what you think and tell us about your experiences with the new additions and the improved AI. The road ahead is packed with awesome content. We will have interviews with developers, a map-making contest together with mod.io, and more besides. We want to know what you are looking forward to!

Keep up the adventure!

/The Lavapotion team

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Changelog 0.82.5

Notable additions
Add teleport functionality to beacons of power
Allow teleports to have more than one destination using a teleport menu
Add damage preview for spells in battle
New Skirmish map: Rags to Riches

Notable bug fixes
Buy button sometimes not working when recruiting units
Common game-breaking exception when killing last AI wielder
Aura abilities not doing anything
Exception when killing final troop with acid cloud or explosive fungi
Ai not able to pillage dwellings and gets stuck when interacting with them
Dragons disappearing after upgrading in draft menu
Can’t attack town with walls if occupied
RMG maps should no longer have inaccessible loot areas or blocked roads
Adventure - Can no longer walk through undiscovered tiles with wielders
Fixed regression of “story actors” not being interactable in people’s custom maps

Adventure
Fixed bug making it possible to pathfind through unexplored tiles
Fixed not being able to interact with “story actor” map entities
Fixed some invisible “story actor” map entities being spoiled by mouse over tooltips
Fixed exception that happens when pressing “Accept” in the post-battle menu after defeating the last wielder and winning the game
Fixed long standing bug whose most common symptom was when trying to claim a lookout tower using the wielder’s very last movement you would only get a message about the pretty view but not actually claim it (also you paid too much movement to do it)
Fixed bug where artifact market close sound was played when ending turn
Fix bug where player couldn't purchase troops after selling a building and building a new of same type
Fix team color in movable troop UI when splitting troops
Fix ESC/C hotkey not working after moving an artifact in the inventory
Show team name in pre battle menu in multiplayer
“Mini menu” (the menu when clicking owned buildings) is now closed when right clicking
Add notification when destroying artifact in inventory
Add move all buttons to defense menu
Update lots of UI for elder dragons and trigger related tutorials
Fixed incorrect wielder “race plus class” text combinations in some languages
Add available troops (if any) to owned adventure map entity tooltips
Add highlights to inventory slots of correct type when hovering artifacts
Add highlight animation to newly purchased or equipped artifacts
Show notification when trying to walk into unexplored terrain in adventure
Show notification when trying to walk without a valid path in adventure
A few Random Events will now reward you with Essence

Battle
Fixed abilities buffing nearby troops not having an effect
Fixed bug where it was possible to select an invalid target hex for troop abilities and ending up in a weird UI state
Fixed movement outlines briefly flashing before troop attacks
Fixed a bunch of buffs not showing up as “buff arrows” in troop stack panels
Add looping scaling to entangle VFX. It was very hard to see on some troops
Common
Removed subtitle text that was mistakenly showing at the beginning of all cutscenes
Multiplayer
Fixed exception when clearing “random seed” value in map settings

AI - Adventure
Enabled usage of movement buff entities
Enhanced terrain analysis to detect “pockets” in the map in order to clear out the map better
Should not turn home as often (unless threatened) to recruit but instead be better at saving up for bigger purchases less often.
Fixed bug related to neutral dwellings and pillage
Barya AI has more efficient build plans for their towns
Fixed Adventure AI sometimes ignores unclaimed towns and settlements
Troop recruitment improvements
Fixes for AI becoming too passive in later stages of large maps

AI - Battle
Added implementation for spells Repel and Swap
Added implementation for a Repel into Explosive Fungi spell
Should now be much better knowing when to use, and not to use most spells
Should use more damage spells to kill off enemy units, especially towards the end of a battle
Tries to avoid attacking or moving in battle if it would result in instant death when it’s better to just stand still
Split the AI roles of attacker and defender into five different ones to better represent different play styles based on troop composition and wielder stats
Added specific roles to all troops to help differentiate and balance their behavior
Melee are troops now much better at defending ranged troops when playing defensively
Deadly but weak troops should now be better at keeping safe until they can strike first
Should be better at actually defending a siege if the AI sees it as the best option
Should no longer attack blocking map entities in sieges when AI wants to defend behind them
Should smash through blocking map entities in sieges when AI do want to make a sortie
Should no longer attack random map entities that make no sense attacking
Add ability to cast Entangle spell

Audio
New Barya building sounds added

Random Map Generator
Fixed issue causing paths to sometimes be blocked by spawned entities, this should now be less frequent
Fixed issue causing some areas being inaccessible due to environment edges
Updated blueprint, entities should now be more varied overall and starting areas have been balanced for a better experience. A new region has also been added to the blueprint, treasure_low.

Update 0.81.5

Greetings Wielders!

Version 0.81.5 is released and it brings some new exciting features. The update has been on the public test realm for a week and we are eager for everyone to experience the additions and improvements that we have done.

Some of the things described in the roadmap have already been implemented and we hope you enjoy them. It’s quite the list so we won’t go through it all but if you want to read every little bit of detail just scroll down to below the signature.

So what’s new? We have added gates on adventure maps and started to discuss how we want to implement sieges in Songs of Conquest. If you want to join that discussion, comment here or join our discord!

Keep your friends close and your enemies at bay!

We have also added something we call Raider’s Market although that name might change later. Somewhere to sell your ill-gotten loot when the inventory of your Wielder might seem a little packed. This mysterious market has already appeared in some of our maps, ready to sell you both powerful and less impactful items, depending on the size of your wielder's coin purse.

Do you really need three pairs of boots? Probably. You should also buy a new hat, the one you have doesn’t go well with those horns.

Three new skirmish maps have entered the lists with more on the way in the coming months. Another sought after content and our own cartographers have been hard at work creating these for everyone’s enjoyment. The new maps are called Triad Pass, Proving Ground and Divided.

Our opinions on this map are far from divided, we all agree it’s great!

There used to be a time when ranged units couldn’t use melee attacks if they were reloading but that time is now over. Those pesky militias can now still pose a threat even though they are cranking up their trusty crossbows, redying themselves for their next shot!

Another absolute highlight is that we have changed the rule where enemies stopped after just getting blasted by one effect when pushed back, something that our community has been asking for. Now the battlefield is open for even more complicated and sneaky maneuvers.

It reminds us of the old expression, “when push comes to shove”.

We have also added some UI quality of life improvements, like a button that upgrades your wielder’s troops without having to go into the upgrade menu! Sometimes it’s those little things that we only find after playtesting that makes all the difference.

Like we said, the list is quite long, filled with big and small things. We feel great about this update and we are happy to say that there is much more on the horizon and the road towards full release is filled with awesome updates.

So stay tuned and look ahead!

/The Lavapotion team

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Changelog v0.81

Additions
Artifact market added
Added gates on adventure map plus garrison when buying town walls
New skirmish maps
Triad Pass, Divided, Proving Grounds
Option to enable End turn confirmation popup. This will be shown if any non defending wielder has lots of moves left
7 new random events for Rana faction

Notable bugfixes
Fixed several issues with troop auras
Fixed bug where pause menu could become bugged if left open while exiting battle
Fixed a bug where buttons could become unresponsive in the pre-battle screen
Fixed a bug where artifact inventory could get full and cause index-out-of-range exception

Adventure
Fixed dialogue bug where game couldn’t find nearby enemy wielder that was in a town

Battle
Ranged units that are reloading can now still perform melee attacks
Repel spell now continues pushing the target even if it triggers mines, attacks of opportunity, etc
Acid Cloud spell now deals damage on each step
If turn timers are active, show the time left for your opponent when it’s their turn

UI
Add small entry transition to kingdom menus
In all game lobbies, human players now default to a randomly selected faction, while AI players default to “unknown random faction”
Fixed exception when deleting numbers using backspace when editing turn timer settings
Missing trait bonuses in research codex should now appear
Missing info for garrison in building codex should now appear
Prevent host migration popups after player has reached win/lose screen
Allow double clicking rewards in “select one menu”
Added a convenience button for upgrading vanilla troops within the troop pool in the troop purchase menu
Added upgrade button in wielder interaction header for troops where whole stack can be upgraded
Beacons of Power indicator on player banner in queue in Adventure (shown only if Beacons of Power is a part of the map objectives)
Threat level colors has been reviewed and updated
Visual update on the partnership-picker (teams/co-op) in lobby
Added faction based backgrounds to menus where wielder is interacting with an owned map entity (town, troop producing entities, rally points)
Added Spell Damage Power attribute to Wielder sheet, Level up menu and trading menu when it has modifications (is not zero)
Added wielder class label to each wielder in Codex
Added Win condition to map select menu
Re-layout of wielder trading menu
Fixed issue with rally point menu endlessly switching towns

Multiplayer
Added map settings option for affecting initial size of neutral hostile enemies
Fixed issue with online save games and host migration that could lead to exceptions later on because of ID collisions on entities in the game
Fixed issue with gamestate checksum mismatches after host migration
Fixed bug in hotseat where it was possible to see names of items that should be hidden under fog on parts of the map explored by other players
Fixed bug where a team might lose a round of progress in construction of their buildings when simultaneous turns was turned on

AI - Adventure
Fixed a bug that made the AI think that going through a teleport is always closer than just walking
Fixed bug related to using the wrong distance, in some cases, when comparing length/cost between two positions to target.
Fixed issue with creating too many recruitment options for the same cities/settlements
Fixed bug where the retreat option was scored unreasonably low, making it not selected as often as it should
Added prototype improvement for hostile/choke detection
Improved usage of pathing to create more efficient traversal
Improved interaction logic resulting in more consistent behavior when interacting the with adventure map
Added support for Artifact Market interaction
Added budget system to enable a thrifty AI
Random Map Generator
Added wide connections for layouts. Used by adding “wide” : true to a connection node.
Added guard tier for layout and blueprint. Current tier levels are Random (default), Low, Medium and High.
Added guard tier settings for layouts. Used by adding “guardTier” : “Random” to a connection or child node.
Added guard tier settings for blueprints. Used by adding “guardTier” : “Random” to an entry in the blueprint.
Added guard chance for entries in blueprint. Used by adding “guardChance” : 0.5 to an entry in the blueprint. Any value between 0 and 1 is valid.
Fixed guards in groups not having the same gold value
Fixed static objects spawning inside of towns and settlements resulting in blocked paths

Misc
Updated and reviewed all tutorials
Added tutorials for Visiting town
Added tutorials for Rally point
Removed lowest terrain quality setting


Strategy RPG Songs Of Conquest lays out roadmap for final months of early access

Songs Of Conquest's developers have laid out its 2023 roadmap, which will take it from its current early access state all the way to version 1.0 sometime this autumn. Along the way the strategy RPG will receive a finalised map editor, new maps, campaigns, and units, a co-op skirmish mode, and regular AI improvements.


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