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Warman News

Update 1.0.0 - About Leaving Early Access & Price Increase

I am pleased to announce that Warman will be leaving early access on April 3rd, 2023.
Accompanying the full release, there will be a price increase to 20€. Regional pricing will also be updated as recommended by Valve.

There are still features and content I want to add to Warman, but I feel that the current state of the game deserves a full release.
The most obvious content is more classes to play, areas to explore and more unique items. I also want to flesh out existing areas by adding some more enemies and mechanics that make the area special.
I have a prototype ready for a snow area which constantly applies a frost debuff and you have to periodically warm up at a campfire.

Warman is a combat-focused game. I want to add a sub-genre to add more variety to the gameplay loop. That is most likely to be a building system that allows you to build anywhere and share your creations in the workshop.

Future updates will include smaller patches to fix bugs and bigger content updates.
The content update will include 1 new biome with multiple maps that feature that biome, 3 new enemies for that biome, 1 new class and 9 new items that fit visually to that class.
It is hard to talk about a definitive roadmap, but I will regularly post about what I am working on.

Other major features that I want to add, that are not necessarily content, are: controller support, macOS version, workshop support, a more general mod support for custom classes, skills and maps, etc. Some of those I am already set on doing, others may get more priority based on community feedback.

The changelog for the current update 1.0.0:
Gameplay

· Added: You can now invite players to your lobby through steam
· Added: New heroes now have a special buff at the start
· Added: You can now toggle between a big map and the minimap by pressing 'Tab'
· Added: Room layout variants for all plains biome rooms
· Changed: All item effects now scale from item level
· Changed: Improved multiplayer melee hit-detection
· Changed: Increased maximum debuff amount in endless areas from 5 to 8
· Changed: New main menu logo and game icon

Bugfixes

· Fixed: Portal audio not reacting to volume slider
· Fixed: Various issues with the chat
· Fixed: Water instantly applying all debuff stacks
· Fixed: Spellsteal not working as it was using the lifesteal value
· Fixed: Ambient occlusion post-processing not working on linux

Update 0.92 - New biome, world map and more

Gameplay

· Added: New biome 'Plains'
· Added: Big world map you can explore
· Added: 12 new maps
· Added: Enemies now somewhat vary in level
· Added: Codex now tracks your exploration progress
· Added: Option to turn on shadows for foliage
· Added: Option to turn on shadows from light sources
· Added: At any point you can now create a portal that leads back to the Docks
· Changed: Music changes when you are in combat
· Changed: Non-combat music replaced with background ambience
· Changed: Updated all icons
· Changed: Improved sound and particles for various elements
· Changed: All potions now have a cast-time, instead of being instant
· Changed: Improved all room designs
· Changed: Improved transition from one room to another
· Changed: Swapped the colors for explored and unexplored rooms
· Changed: Improved various UI elements
· Changed: All traps now also hit enemy units
· Changed: You only receive for enemies that were hit by at least 1 allied unit
· Changed: Various balance changes
· Changed: Moved the item filter ui into the settings
· Removed: All previous restrictions where you were required to complete a trial
· Removed: Lives. All maps now have infinite lives

Bugfixes

· Fixed: Multiple steam profiles on the same PC overriding existing save data
· Fixed: Various errors in damage calculation
· Fixed: Being able to drop items in unreachable areas
· Fixed: Projectiles not dealing any damage when their owner dies. Projectiles now create a snapshot of their damage on creation
· Fixed: Some sounds did not react to volume changes
· Fixed: Fixed unit position slowly desyncing when the unit moves around

Development Progress #12

The next update will contain quite a bit of new content.
Instead of just having a single portal that teleports you to the different locations, there is now somewhat of an overworld.

Essentially all the different areas are now connected and you can travel to them by foot. On your way you will find waypoints that you can later teleport to.



I am also working on a new biome.

Update 0.91 - A LOT of polish

Took some time to get the update out, but I am very please with the results.
Every element of the game got some improvement. New and improved enemy designs, clearner UI, good looking main island.
All missing translations also got added. Not every language is perfectly translated and some are probably pretty bad, but it should get better from now on.

Gameplay

· Changed: New icons for items
· Changed: New icons for the UI
· Added: Summoned units show their remaining time next to their healthbar
· Changed: Removed the old Prison enemies and added new ones
· Changed: Removed the old Castle enemies and added new ones
· Added: All missing translations
· Added: Mastery Passives now have a name
· Changed: New terrain style for the main island
· Changed: New trees
· Added: Elite enemies now have a different color
· Changed: Dungeons do not give any exp. anymore
· Balance: Adjusted exp. and gold gain to new scaling
· Balance: Adjusted damage, health and armor values
· Changed: Some of the combat sequences in Bonebit dungeon
· Changed: Changing the language now requires to restart the game
· Changed: Improved general look of the UI
· Changed: Moved floor effects to the top-left. They now appears as debuffs
· Changed: Moved lives to the top-left. They now appear as buffs
· Changed: When selling items, you don't have to select them anymore. Clicking on an item instantly sells it
· Added: Primary and secondary skills now show in the UI
· Added: Tooltips for modifiers, mastery passives and skills are now more detailed
· Removed: Item labels over dropped items
· Added: Enemy overhead UI now also shows the enemy level
· Changed: Improved particles for most elements
· Balance: Enemies don't give gold anymore
· Added: Damage dealt now varies by +-20%
· Changed: Relearning your mastery points is now again unified in a single device
· Changed: Replaced NPCs with devices that perform their role. (While I do want NPCs to make the island more lively, it's somewhat to hard/timeconsuming for now.)
· Added: Skills that target an area, now have a cast range
· Added: Variety to attack animations
· Changed: The player now looks different
· Changed: Items attached to the player now look different
· Removed: Hero customization (This is a cool idea, but was also too timeconsuming. Might be added back later)
· Added: The start rotation of the area you enter is now not always the same
· Added: Ranged enemies now retreat back if you get too close
· Added: More objects to the main island. Old objects were improved
· Added: Using abilities now costs stamina. Abilities are also a lot stronger now
· Removed: Random item names

Bugfixes

· Fixed: Lv. 1 and e.g. Lv. 100 enemies always giving the same amount of exp.
· Fixed: Various memoryleaks
· Fixed: Unequipping a weapon while casting made the player stuck
· Fixed: Last recorded multiplayer desync

Development Progress #11

I'm currently working on a huge update that will bring the game to a near 1.0 release state.

A big task is replacing 3rd-party assets that did not fit the style of the game. I have added unique enemy designs, that are not only basic skeletons...

Also added a lot more objects to the island, which makes it more vibrant. This will also be very useful when I expand on being able to build out your own island.

A lot of UI polish happened, which does not sound like much, but also adds to a smooth experience.
I made balance, combat and item tweaks. Combined with the new enemy designs, the combat is now in a really good state.

The multiplayer is in a near perfect state, with no more desyncs being recorded in my error tracking.
There could be some improvements for the client-side prediction, to smooth out some actions, but on the technical side there won't be any bugs.

Right now I have around 70 entries in the changelog and I expect that this will double for the complete update.

There is not much to show, as I'm still finalizing some designs, but here is the new island.
I do plan to replace the brown dirt with grass and allow some basic terrain editing, but I believe that will not make it into the 1.0 release.