Legends of Eisenwald - All News
Saturday - November 15, 2014
Legends of Eisenwald - Patch 0.978 Released
Aterdux Entertainment's next update for Legends of Eisenwald has information about a new patch for the game. and share some details about the fixes & changes.
- Mystic’s talents Astrology and Metaphysics are changed to Alchemy and “Magical Shield”. Magical shield applies strengthening armor before battle. Alchemy doesn’t work yet;
- Bug with characters names after upgrades;
- Bug with loading saves;
- Bug with displaying saves;
- Bug with displaying quest log;
- Bug with the assassin’s sword.
Friday - November 14, 2014
Legends of Eisenwald - Beta Within a Beta Update
Aterdux Entertainment posted another Developer Diary update this week for Legends of Eisenwald with information how you can help test the beta version.
Beta within a beta
The development is nearing the release and today we would like to announce closed beta testing (CBT) of the remaining content that will start in the first week of December. The major and maybe even only goal of this testing is to make sure that the entire story is playable from the beginning to the end. With quite a few different paths and non-linearity we need to make sure that any choice a player makes will not break the scripts and the story path. The main campaign is not linear and we will ask all beta test participants to finish the game any way possible!
How will it happen?
Most likely, the first group of players will test the Russian version only. The English version is being worked on at the moment (translation/adaptation and editing). Once the content is ready and translated, the English group of players will join the CBT.
This is one of the last steps towards the release and once we see that the story is ready, we will be ready to announce the release date.
How to get into CBT?
In order to apply for this closed beta please post your System configuration (processor, RAM, video card, video card RAM, screen resolution, operating system, antivirus program, system language) in this topic here (English): (link)
For CBT we need a limited number of players. To select players we will use the information you provide plus Steam statistics regarding the number of hours in game. Anyone who has our game in Steam library can apply to participate in the beta test. There will be no CBT with the DRM-free version.
CBT participants need to be able to play at least 50 hours in order to complete the campaign. We will have a dedicated forum for feedback. At the end of the beta testing we will ask the participants to fill out a survey and send us their ending of game and the end of the chapters saves.
And we will ask all CBT participants to do this responsibly. The content of the CBT is confidential and we appreciate your respect in keeping discussion regarding content limited to the dedicated forum. Please note that due to CBT results the game will be changed accordingly and polished, so your impression from the testing will differ from the one you will receive in the final version of the game. This is especially true for in-game text.
Tuesday - November 11, 2014
Legends of Eisenwald - Game Engine Update
Aterdux Entertainment posted the next Developer Diary update for Legends of Eisenwald with information on the game engine, and cost-effective development.
Differences about writing engines in ancient times & now
Volumes of processed content in games grew significantly unlike the principles of games architecture.
What is “Legends of Eisenwald”
Small team, very little (or not at all) money
Creative development (many changes along the way)
Why does a project need a new engine?
Why did we need our own engine:
To do everything with a minimal amount of man hours
Minimal requirements to hardware
To get highly manageable visualization
To reach specific technical requirements
Not to depend from alien closed paid code
To have flexibility for constant development and upgrade
Friday - October 31, 2014
Legends of Eisenwald - Update 0.977 Released
Aterdux Entertainment posted the next Developer Diary update for Legends of Eisenwald with information on a new patch for the game, and included a new video.
Update 0.977 brings many fixes. The most interesting are listed here:
- Added dialog window for the new interface. Adding 3D-character portraits still in progress;
- Added sounds when you visit buildings;
- Fixed an issue when portraits and characters mismatch;
- The game no longer crashes, if you use Alt-tab;
- Removed debug mode from steam-version (less recording to a hard drive, less loading);
- Fixed head movement of characters;
- Custom scenarios are in “Custom” tab and main scenarios are in “Basic” tab;
- Fixed inventory transfer from one scenario to another;
- Pop-up windows of tutorial appear in time now;
- Army no longer uses quest items;
- Fortifications have defense bonus;
- Added new weapons, armor and amulets;
- Changed visibility of enemy armies on the quest map.
In parallel, we tuned up special effects and shaders in a separate test project.
We would like to show you how the custom interface has changed in the game since the time of a first review, since the time of launching “Legends of Eisenwald” in Steam “Early Access”.
The old interface has come a long way, it has changed three designers and it was obvious that most users didn’t find it too good, originally. We’ve changed and redrawn it completely. Closer to release we will add some new features and, from our point of view, it is looking quite good. Maybe it is time to go back and compare how the game looks now?
Tuesday - October 14, 2014
Legends of Eisenwald - 50% Off on Steam
Do you miss old school RPG/strategy games? If so, we invite you to Eisenwald where we carry on the proud tradition of games like Kings Bounty or Disciples 2! In Legends of Eisenwald you will encounter a unique turn-based combat system and story driven campaign set in a low fantasy medieval world.
Friday - October 10, 2014
Legends of Eisenwald - Does Igromir Need Indie?
Aterdux Entertainment posted a new update with information about their presentation at Igromir 2014 last week. Here are the details from the post.
Does Igromir need indie?
First of all, today is one year since we released our game to Steam Early Access. This is not exactly the reason for celebration as we really hoped to release much sooner. But it is a year after all. We will make a 50% discount within a Weeklong Deals starting the next week in order to celebrate a bit. You can purchase our game with this discount from 13 till 19 of October.
We returned from Igromir 2014, the biggest game expo in Russia on Monday. We have mixed feelings about our participation.
On one side, it was great to interact with many players and journalists and we saw their enthusiasm and excitement in game process (Denis Lomako, for example, wrote many new notes in regard to the tutorial, based on players activity). It was really fun to wear medieval armor and clothes despite the fact that many people mistook us for cosplayers.
On another side, we had reached none of the goals that we wanted. About 500 people played our game in 4 days and we gave away about 1000 leaflets with the game info and just a little more than 50 game-keys to journalists and players, which came to us with coats of arms on their clothes (that was a little quest to get a key). However, it didn’t work out and there are no new reports about the game among players in internet. We talked to a few journalists and even did some video interviews, but not much materialized yet (maybe it will take some more time to play the game, it’s long :)).
Overall, we spend about 7,500$ including everything, that is not a small amount for us. The expo was fun but that was not worth the effort. People who came were not looking for a new indie old-school game to play, they were mostly looking to play colorful and cinematic games like World of Tanks or Assassin’s Creed – their stands were always full and lot of people waiting in queue.
We tried another expo – GDC Play before (was way worse). Probably, we should try PAX next time. We heard PAX was much friendlier to indie games but to go there we would have to find additional funds, so we have left will be spend for development.
Thursday - October 02, 2014
Legends of Eisenwald - Will Be at Igromir 2014
Aterdux Entertainment posted a new update with information they will be at Igromir 2014 this week starting today, Here are the details from the post.
W are going to Igromir (Game World in Russian), this is the biggest Russian expo. We are finishing with the last preparations and leaving tomorrow. From October 2nd to October 5th you can find us in the Pavillion 1, hall 4, c7. If you are visiting this yearly expo, please stop by!
We will show our new cinematic trailer. You will be able to play on our biggest map – Windfeld. We didn’t show this map to anyone yet. You can personally meet a bigger part of our team and look at our stand (we think it will impress you). And what an expo is it without some cosplay? Alexander, Nikolay and Denis and other members of the team will be in medieval clothing. Come by, it will be fun.
Saturday - September 13, 2014
Legends of Eisenwald - Indie or Not Indie?
Aterdux Entertainment next Developer Diary update for Legends of Eisenwald about the recent previews of the game, and they even metion the preview from Aubrielle.
Developers Diaries #17 – indie or not indie?
Lattely we have been talking to a few journalists, from IGN Russia and rpgwatch.com in particular. IGN Russia had a discussion what is an indie game which was presented in several developers answers to four questions: what is an indie game; do you think Journey for PS3 or Valiant Hearts are indie games; if Banner Saga went to a publisher, they would have gotten more money and have done a better game – what do you think of this statement; are you an indie developer yourself. Many answered that it’s a game where a process of its creation is not controlled by a publisher or an investor, we added that it’s a game that is doing something new and it’s also creative splash of the people making this game. Even some games of big studios could be considered indie, in our opinion. The whole article is here (in Russian).
rpgwatch.com wrote a preview. Alexander met with an editor from this site in Cologne during GamesCom and this preview is a result of this even though a preview is written by someone else.
In the beginning of the summer we applied with our game to IndieCade. We didn’t have many hopes to start with. Looking at the screenshots that are published on Facebook page of this festival one could think that indie games for them are almost exclusively pixel art, simple mechanics and other attributes of modern pop-culture. So, the response we were not selected for the final part did not surprise us. To the standard response there were attached a few sentences of a juror or a few of them:
"I kind of don’t get it… When the game is defined as a “classic old school RPG with tactical turn-based battles, simple economic model” why would you enter it in indiecade?"
" It seems weird to me, with no hook, no novelty and no tutorial, the game feels… Well, like a 90s game. It’s a “classic, yes, but “old school” doesn’t have to mean “old”."
"This game is an impressive technical achievement! Indiecade however looks for games that innovate in design or other categories, and Legends of Eisenwald is largely a worthy but loyal recreation of a well-trodden category.
We are grateful for a personal response and understand that everyone has different opinions. The only details that is not quite clear is a “no tutorial” part. Tutorial (while not the greatest) have been on Early Access since the very beginning and it seems that jurors simply didn’t have enough time to check for a tutorial option in the settings. We started playing games in 90s and even the end of 80s, so in most cases when some people say our game looks like from the 90s, it sounds rather surprising to us and brings us to the conclusion that most likely they didn’t play anything back then.
What do you think? Do we describe our game well? Maybe some moments are really unclear for the people who look at our game for the first time and has only 10 minutes to look at the game? We would really love to hear your opinions!
Thursday - September 11, 2014
RPGWatch - Legends of Eisenwald Preview
Aubrielle played the Beta version of Legends of Eisenwald, and added some information from Alexander Dergay, the head of Aterdux Studios in a new preview.
So lets give them both a big thank you.
Imagine an idealized Middle Ages - possibly not the one you learned about in History 203, but one that you can still easily recognize. This is the medieval world from the daydreams of your youth, where sunlight sparkled on the green leaves of summer forests and where you were serenaded on afternoon journeys to summer fairs by the enchanting music of harps. Somehow, with just the right combination of art, music, and charm, Eisenwald manages to capture the Middle Ages you used to imagine, long before you learned all the grisly truths.
Saturday - September 06, 2014
Legends of Eisenwald - Patch 0.973 Notes
Aterdux Entertainment has posted the next Developer Diary update for Legends of Eisenwald with information on a new patch for the game.
Patch Notes v0.973
Recently we drastically changed user interface and started to work on tutorial that would not allow to play advanced scenarios without tutorial. Because of this, some players experienced issues starting a new scenario and this should be finally resolved with update 0.973.
- Fixed deleting private saves instead of auto-saves;
- Fixed a game crash when trying to chose an ability for the hero at level 13;
- Added disabling of tutorual reactivation (according to the list of saves);
- Added feature of choice a scenario (two kinds of choice: 1) by the list of save games – if later saves are present, then the game understands, that you have already done a prologue 2) by checkbox “Tutorial is disabled” in game settings.);
- Added auto slowing weak enemy armies when you try to catch them;
- Disabled calculation of army speed depending on horses and wounded fighters.
Scenario editor changes:
- Disabled a cash generation of icons, that lead to slow loading and breaking icons for textures selection;
- Added an addition settings of scenarios regarding gaining experience;
- Some changes in files of editor localization;
- Developers build is substituted with the correct pre-release build.
Wednesday - August 27, 2014
Legends of Eisenwald - New Patch & Interface
Aterdux Entertainment has posted the next Developer Diary for Legends of Eisenwald with information on a new patch that introduces a few Interface changes.
Patch 0.97. New Interface
We are happy to share with you this piece of news. The version 0.97 has been released and soon your Legends of Eisenwald will start downloading it.
We can say that this patch can change your perception of the game because this patch not only changes the user inferface functionally but also changes its appearance: new color pallette is used that corresponds more to the game world, new backgrounds added, new buttons and other things. We added a few details to enhance authenticity – catholic lithurgy of hours is now there too. And we also think, that new reworked tutorial turned out much better than the first version – it is easier to understand and looks way more beautiful. Give it a try! It’s available right out of the main menu. Later it will be available in the prologue as well, now it doesn’t work properly and we didn’t want to delay the release because of that. Please don’t turn on the Tutorial option, and things will be fine. You can see at it anytime in game by pressing F1. Oh, and since F1 is not for tutorial, F3 is a new button for autocombat.
Besides the new interface, this patch includes fixes in how the speed of the army is calculated (can be slower or faster depending on how many things your hero is carrying in his/her inventory, the effect of horses is calculated now too). Because of the players feedback we lowered a bit speed of weaker armies that try to run away, so it will be easier to catch them. If you had an issue with minimizing the game, now the problem with using Alt-Tab is partially solved – the windowed mode is changed to a full screen (with a condition that you selected windowed mode and your true screen resolution).
Tuesday - August 19, 2014
Legends of Eisenwald - Development Diary #16
Aterdux Entertainment has posted the next Developer Diary for Legends of Eisenwald. The new update talks about the heroes in the game you can play as.
Three main characters of Legends of Eisenwald are invented by leading game developers Nikolai Armonik and Denis Lomako analogous to our first game Discord Times. We have once said that initially Legends of Eisenwald was planned to be much easier and more like a remake of Discord Times, but eventually we got many different ideas that found their way into the game. We eliminated everything that is impossible to do by a small team and got a hardcore simulator of a wandering knight. It was originally planned that we would have 6 heroes (one male and one female characer for each class), but in the process we decided to give make it a bit different, so we ended up with just three characters: Knight, Baroness and Mystic.
A little later, when Nikolai had already developed the game engine and we came up with game visualisation, its main features, narrative outline, and other elements. We decided not to go much into narrative individualization based on the hero class, and we made a bet on the players possibility to associate themselves with a character.
So today, you can choose one of three characters, not only in accordance with yours strategic and tactical preferences, but also to write your own history of relationships with the world of Eisenwald. This world has a twisted story and a large number of in-game legends, which can be touched. We believe that our characters perfectly embody everything that we do with the game world.
Friday - August 08, 2014
Legends of Eisenwald - New Tutorial Example
Aterdux Entertainment has posted the next Development Diary for Legends of Eisenwald. The update this time is short and contains only a new image about combat.
We are working on the new interface and part of it is reworking the tutorial. Here is an example of how it will look, we hope you are going to like it.
Thursday - July 24, 2014
Legends of Eisenwald - Scenario Editor Released
Aterdux Entertainment has posted the next Development Diary for Legends of Eisenwald with information the games Scenario editor is officially released.
Developers Diaries #15
Hello everybody! We are happy to tell you that new update will be released on Wednesday, which transfer scenario editor into stable branch, fix some essential bugs in game and its editor, and also add Steam Workshop to the game. This means, that a special surprise, a scenario that is based on the Cursed Lake scenario from our first game Discord Times, will be available for all participants of Early access.
Notice for modders.
During the semi-closed test in special dedicated developer’s branch for users, with community activity we could fix some essential bugs and bring integration of game’s editor and Steam Workshop to a stable state. The step with opening special beta came to be very successful, so we could repair errors with autosaving and saving maps in editor.
We fixed some serious flaws that we didn’t take into account during the editor development. The area of the map in the game where all action takes place is only limited by a special area with regular landscape, trees and even buildings. And this zone and all that is outside of it is not used in calculations. Having done a lot of changes and created a brand new version of the editor, we forgot that old version allow to place armies in that border area as well. As a result, a map would load just fine but if this scenario was started in the game, it gave an error when AI attempted to move the army in a place where it wasn’t allowed to be.
Despite that, we think that automatic generation of maps with a river’s delta is fixed but we would have to work on it some more. Generating the delta of the river toda you would need several attempts to receive a good result. We will have to play with formulas and dependencies to make it a bit better, but this is not a first priority task, neither it is very complex. It is postponed until the moment where we will work on the remaining loose ends before game’s release.
Among the others noticeable changes you will notice more comfortable to use cursors for landscape formation(there was a number of complains, hopefully, it would be much better now). Editor changes touched aesthetic aspects of the issue – we replaced skin to gray, so that icons would look more harmonious.
To talk about this next issue is too early but we understand that modders’ work would be much easier if editor allowed to undo. The implementation complexity of this task stems from the fact, that you don’t have to cancel one step exactly, there could be 5 or more, so if drawing mountain array you think you don’t like it, it is necessary to cancel a lot of actions at once.The Editor’s developer Denis Lomako has already experimented in this direction, but it’s too early to say, what will be the result of these experiments. But we try to move in this direction.
A new game interface.
Unfortunately, we didn’t manage to complete work on the new game interface to its logical conclusion to release it in this update. But we want to show you a couple of screenshots of this new interface, that soon will be available!
There are a few months before the official release only. We will announce the exact date later, when we are absolutely sure, that nothing will hinder us to release the game on the day of X exactly. There is no much to do (finalizing shaders, game optimization, translation of remaining chapters), as well as things you repeatedly point out, like battle log and graphic SFX. We are confident that nothing much remains before announcing the release date. We hope to announce it in August.
Thursday - July 03, 2014
Legends of Eisenwald - Behind Open Doors
Aterdux Entertainment has posted the next Development Diary for Legends of Eisenwald. This time we get an update on the developers health, and the games progress.
Hello everyone! The biggest news is that our AI and event system developer Denis Lomako is back to work. He feels good and he is eager to finish whatever is left for him. He is still under doctors observation after his surgery, and he started from home a week ago, but now we are happy to see him back in our office.
We would like to thank those of you who participated in beta test of our Scenario Edtior that was announced a bit earlier. We didn’t expect many new ideas and suggestions from you, but it is great to receive them. It’s a pity we won’t be able to implement them all because of lack of time and resources but still…
We are very happy with this way of collaboration where anyone who wants to dig deeper can enter a password, download the latest developers’ build for Steam and see what changed – a sort of beta in beta. There are players thank to whom we learned about some new bugs in the game and in the editor and we fixed a few of them. Beta testing turned out to be a good opportunity for looking how new ideas work and we hope to repeat something like that in the future.
If we talk about statistics, right away after the announcing beta test we uploaded to our official Youtube channel videos with brief overview of the Scenario Editor in English and Russian. 193 people watched the video in Russian, 640 in English. Unfortunately, Steam doesn’t provide information (or we didn’t find) how many people downloaded test build so we can only look for clues in the forum here and in these numbers. With a hope in our heard we look into the future where we the next large update comes out.
Next update is going to be huge. Many bugs are fixed, the Editor and new scenario will be released officially, our new section of Steam Workshop to be used for everyone. Also, there is a high chance we will finalize new interface that we redesigned according to your feedback. We still will need your feedback on this new interface and we hope you will like it. We use it already for a while internally and we think that with new interface the game will become easier to play and navigate not only in terms of usage but also it will change the way it looks and feels.
Thursday - June 12, 2014
Legends of Eisenwald - Scenario Editor Overview
Aterdux Entertainment has a new video with an overview of the Scenario Editor.
In this video we give you a brief overview of Scenario Editor for Legends of Eisenwald. We will show you how to make maps manually, how to generate them automatically, how to place objects, setup armies and events.
Thursday - June 05, 2014
Legends of Eisenwald - Closed Beta Test
Aterdux Entertainment is looking for a few Beta testers to help test the scenario editor for Legends of Eisenwald, and it includes a new scenario for the game also.
Invitation to test the scenario editor and new scenario
We decided to release a patch differently from the way we used to do. So, right now you can start testing the scenario editor and new scenario Cursed Castle. This new scenario is done based on Cursed Lake scenario from our first game Discord Times and we adapted it to our setting. The scenario is ready in English, Russian and French.
We have been testing the editor and its integration with Steam Workshop already for a long time but we still have quite a bit of issues. We are delivering this patch as a beta branch here on Steam. If you were waiting to make your own scenarios and mods, maybe now is the time!
Instructions and password are here. We would love to hear about your expectations and experience with editor or new scenario, so you can leave them in the same branches of this forum. The amount of activity will be also something to look at and see if we are doing the right things.
We already created a forum related to testing and this forum is visible only for those who have a copy of the game. Please write there about found bugs and ask questions about the scenario editor. We understand that despite our effort it could be rather hard to master so we will do our best to answer your questions fast. We created a short overview video on the editor, we will publish it shortly.
Later on we will invite some of you to closed beta test of the main campaign but it will have a few more limitations.
Saturday - April 26, 2014
Legends of Eisenwald - Development Diary #12
Aterdux Entertainment has posted the next Developer Diary for Legends of Eisenwald. The new update is a continuation of the last update about sound effects.
Developers Diaries #12: Sound effects #2
In the process of creative task a sound designer considers the tools that were selected for the process. It’s not just programs and equipment that ara used but it’s more about classification and manyfold of used sounds, a structure of the game engine, and what is especially important, what does the game engine allows to do. Main difficulties could be expected on a treshold where two worlds – technical and creative – collide.
We never dealt with sound on the level we want to have at the release of Legends of Eisenwald, so we didn’t have experience of this serious work until the moment we started dealing with it. Before working on the sound, our technical director Nikolay Armonik started working on our engine that we called Aterdux Engine 9. He needed a year to create a flexible game engine that could easily be used to make either a shooter, sports game or an open world RPG. Big and ambitious for our small studio project included plans to make a game that could be played and replayed many times but in the end it required some compromises and limitations so development of the game would not be too long.
Programming tools that we used took away such possibilites as classification of equipment and weapons in a database. Now in the game there are 4 types of armor, and a few weapon types determined by the engine. We had to use some assumptions – for example a leather armor and a brigandine sound the same even though we all understand that metal under a fabric is not leather, even a riveted one.
Another issue with programming tools was not a simplest method of combining sound with animation. For example, when a weapon hits a shield, there is a separate sound. To make it in the game, we can’t just enhance original sample with a sort of a “slide effect”, but we have to record it as a separate file.
We thought how we could combine sounds and resolve some other issues and maybe we found a way. There is a big chance that we will buy a separate sound engine FMOD that is uses in games like Diablo 3, World of Tanks, Deus Ex: Human Revolution. This engine has very rich selection of possibilities and existing solutions that could simplify our life. If this happens, we will make a separate post in our diaries!
Legends of Eisenwald will include also such interesting possibilities like panorama sounds on the map and in the battle depending on the location of camera, sound with reverberation and sound combinations. If we decide to buy FMOD, this will be a great influence for these possibilities.
Sunday - April 13, 2014
Legends of Eisenwald - Development Diary #11
Aterdux Entertainment has posted the next Developer Diary for Legends of Eisenwald. In the update they talk about the sound effects they used in-game.
Developers Diaries #11: Sound effects
In today’s diaries using Legends of Eisenwald as an example we will try to show you the interconnection of the elements of game development, and also about the sound effects – how we record them and what should be expected as result.
Somewhere between our Kickstarter campaign and getting to Early Access it was a wonderful time for working on our game. One of the exciting tasks of that time was making sound effects. Our entire team was involved in sound sessions and besides a lot of interesting discoveries it was really fun: we put a helmet on a cabbage and tried to kill it with an axe. We made Victor (our writer) fall down in a buff coat, we recorded rasping sound of claws with help of darts, and had lots more creative ideas. All the armor and weapons we provided ourselves since our team used a bunch of LARPers in the past.
What changed with Early Access?
The situation changed after we released on Early Access. We decided to make the sound more professional and we had to involve more people. Our composer and sound designer Ressa hired another person for help and he started totake care of the game sound SFX. While Early Access gave us quite a bit of funds to continue development, we still couldn’t afford to get professional equipment and record sounds of historical objects, we took the sounds from the available libraries and adopted them for our animations.
Friday - March 28, 2014
Legends of Eisenwald - Development Diary #10
Aterdux Entertainment has posted the next Developer Diary for Legends of Eisenwald. In the update they talk about a new patch, and share an afterword for GDC 2014.
Developers Diaries #10: Patch 0.91 & GDC
Hello everyone! We again are here to tell you what changes were made in the game between patches 0.908 and 0.91.
- Faster rendering by 30%! This is because a new multi-threaded mechanism was introduced and significant optimization;
- Now your saves can be saved in Steam Cloud, so they won’t be lost!
- Animation for potions drinking is added;
- Two new bosses were added (but you won’t see them for now);
- New story pictures have been added to the events (also, you won’t see them for now);
- New interface is 60% done (and as we said before, we won’t include it in an update until it is fully done);
- A bug with archers low damage has been fixed;
- Over 20 smaller bugs have been fixed.
Last week we showed our game at GDC Play. We had a little stand, with two banners (picture) and in particular a banner with a dead knight was quite an attraction, many people took a picture of it.
A few of our Kickstarter backers came by, and it was fun to talk to them. We prepared a special map just with combat because the format of the expo is not really well suited to show the gameplay at great length. Overall, everyone who played really enjoyed the game, and it was really good to see how well the game was received.
One of our goals however was to attract media. That goal we didn’t reach – GDC Play doesn’t seem to be a good place for this. Neither our PR agency was able to convince some journalists to come by our stand nor the journalists themselves stopped, there are lots of other things happening there at the conference and on the expo floor. GDC still remains the best conference around but GDC Play might not be the best option for indies, especially for a hardcore game like Legends of Eisenwald where it’s hard to show the gameplay in a short amount of time.
Friday - March 14, 2014
Legends of Eisenwald - Development Diary #9
Aterdux Entertainment has posted the next Developer Diary for Legends of Eisenwald. In the update they talk about the new site, GDC, and a new patch.
Developers Diaries #9
Hello everyone! We want to share some good news with you – our web site aterdux.com changed its design. It’s now more aligned with our ideas about quality and being up-to-date. The site now has two important areas: a places to buy our game and blog structure where you can find the most recent news about the game. Instead of the old comments system we decided to use the popular platform Disqus, write us and don’t hold anything back. Later we will take care of the design of our forums.
Soon we also plan to change all the content structure of the site (descriptions, new parts), the closer we are to the release the more we have to do. We hope you will have more fun reading what we write on our new site.
As before, our priority is to create new video effects and new interface. These tasks are big and connected to many other game aspects that we can’t really show them without it being done fully.
In parallel we work on game sounds and translation to other languages (German, French). Thank you for sending bug reports and writing in the forums, we use it to fix the bugs in small patches.
In the last hotfix we had a lot of changes that’s why there is a new version 0.908 and so it means we are one step close to the release. In this patch we fixed the following things according to your reports:
- Bugs connected with start of new game through the main menu in situation were extra objects or data were left;
- Memory leaks in the engine;
- Saving bugs.
Game Developers Conference
You probably heard that in few days Game Developers Conference will start in San Francisco. Alexander is going to present our game at GDC Play, booth PL 203. If you plan to attend, stop by to take a look at the latest game version on our table! This version will include our biggest map in the game – Windfeld and some other surprises might await you!
Friday - March 07, 2014
Legends of Eisenwald - Development Diary #8
Aterdux Entertainment has posted the eight Developer Diary for Legends of Eisenwald. In the update we get a look at horses, and how Sieges work.
It’s no place for horsemen!
We introduced to the game process additional conditions that will make a siege significantly more difficult than a battle on an open field. Like in a tower arenas, when attacking a castle a knight won’t be able to use a horse since the cavalry doesn’t have enough space to move. Be ready for the fact that when you hero who you trained for victorious battles on a horse will have to dismount before entering through the broken gates.
Developing a character is a two edged sword. You can create a wonderful infantryman who will have great combat characteristics and who won’t suffer big losses during a siege but this way you will lose a great horseman. A horse which is an additional item for your main character significantly influences his attributes. In Legends of Eisenwald there are many different horses to everyone’s taste and each on of them influences uniquely character’s attributes. +15 HP and +10 to the initiative is already good, isn’t it?
A lance as a special weapon type also allows to increase damage to enemy when attacking from distance. With a talent “Ramming Attack” if your enemy fell from one strike, your horseman can attack again. Besides, recently we added a few items that can be used only when sitting on a horse (like a saddle for balance, for example). All these factors make a knight who can use ride a horse a dangerous and deadly opponent that everyone will be scared of.
What do you suffer losses from?
The first stage of a siege is an attack against the gates. When you make a decision to attack a castle, you see a window with damage that your army will suffer. AI already calculated what happened based on many different game factors. Infantrymen try to break the gates, your archers with big penalty because of the walls that enemies use to cover, are trying to shoot archers on the defending side. And defending archers shoot your army without any penalties. Durability of the gates and sum of the attack of all infantry calculate time that is required to break the gates. During all this time your army will be under fire and it means your troops will suffer losses.
Combat mechanics in Legends of Eisenwald are practically done. Last minor changes we did last week. Everything that needs to be worried about will be resolved with a new graphics interface. To the screen of losses on the first stage of a siege will be added a nice picture with combat and also a small description of what is going on, so you don’t have to guess where all these wounds are from.
After the game is released we have a few interesting ideas that we don’t have the time to do now. For example, we want to do the full fledged first part of a siege, with breaking the gates so you can rely on your power on both stages and not on calculations of the AI. There is an interesting idea with sieges where a long siege will cause defending troops to lower their characteristics, or a building of a ram that increases a speed of breaking the gates. We want to add an opportunity for defending units to get out from a castle, so you can be attacked from rearward by other knights who want to help inhabitants of a castle. Troops under siege will join a battle and your knight won’t have it easy fighting on two fronts.
Wednesday - February 26, 2014
Legends of Eisenwald - Development Diary #7
Aterdux Entertainment has posted the seventh Developer Diary for Legends of Eisenwald. In the update we get a look at how combat works in Legends of Eisenwald.
Developers Diaries #7: Combat
Sometimes we hear questions from players why a hero doesn’t lead huge armies but rather separate units. Well, usually a medieval knight-errant didn’t have under his command armies of hundreds or thousands of people. In historical novels we see descriptions where a rich and pompous knight leaves his castle with: four beautiful and strong war horses that are led by two stablemen, three knights with fourteen horses, a chaplain, forager, smith, armourer, baggage animals, and a string of carts with gifts. Usually everything was a bit humbler and almost all the time it depended on well-being of knight-errant.
“Legends of Eisenwald” is role playing game above all; it is a simulator of knight-errant who pursued adventures that are later reflected in stories and epic poems. His troops is not just faceless army headed by a general, it’s team of mercenaries and adventurers who like to be in the company of a man of high principle (and with some gold). Taking this into consideration, it’s best to provide more details on the role playing aspect and highlight it.
You can equip any soldier in your army, give to him or her good weapon and opportunity to upgrade: a hunter who became crossbowman sergeant, herbalist who soared to the heights of an enchantress. Individual traits of a hero allow you to carefully use choice ability because this or that skill affect not only combat behaviour but also global map behavior. For enhancing individualization effect, we decided to customize all possible knight’s comrades-in-arms: give names to them, a bit different traits and even nicknames for special characters. We hope that we will be able to implement these algorithms up to release.
Saturday - February 15, 2014
Legends of Eisenwald - Development Diary #6
Aterdux Entertainment has posted the sixth Developer Diary for Legends of Eisenwald.
Developers diares #6: Game Editor
Our next patch will add map editor support and today we’ll tell you about it.
The hardest part about editor which one would have to study is programming of gaming events. But don’t despair! For event programming you never will need to study programming languages because editor won’t force you to code. You just need some patience.
Editor uses event list where every event has its own condition list. For event to occure a condition should be met. You have to add event result selection options and fill event impact list for every possible result. Sounds hard?
But it’s not, you just have not to get lost in event list and you just have to know what do you want from scenario — it will help. Event programming is put into single window which you can find here: “Quest-Customizing events”. On the one hand in event settings you’ll find treelike event structures and on the other hand event content where you can add different features describing it (in pop-up menus). We’ve added useful editor feature which helps to distinguish one scenario tree from another — now you can mark events by specific color and icon.
There will be Mods directory in the game home folder; all modification created by users will be stored in specific folder: characters and items settings files, user-created scenarios, additional objects for gaming map, characters models and animation.
You also will be able to use third-party objects in the game. For it’s using in editor you should add necessary objects into your mod resource folders (Eisenwald\Mods\ModName\Landscape), software will find it and provide you with opportunity to use it for your creative ideas.
Player will have a choice option after starting a launcher — he/she can use modification or original campaign. Then player can launch a game. Files from selected mod folder will be loaded at the first and if they won’t be here, campaign files will be loaded. You can’t corrupt main game files or another mod editing your mod in it’s own folder. The only problem can appear when you want to merge some mods together — you’ll have to manually unite characters and items files.
Friday - February 14, 2014
Legends of Eisenwald - Quick Look @ Softpedia
Softpedia takes a look at Legends of Eisenwald with a video, and a short preview.
The best thing about Legends of Eisenwald is that it feels unique, like its own game and not just a rip-off of a better title, its world is interesting enough to warrant exploration and the gameplay is enjoyable from the get-go. It feels fresh and it offers a different perspective on the strategy role playing game genre, showing the potential to grow into a solid piece of entertainment.
Thursday - February 13, 2014
Legends of Eisenwald - Post-Funding Update #48
Aterdux Entertainment has a new post-funding update for Legends of Eisenwald with information on the games editor, and a patch for the beta version.
New patch, Map Editor is Soon to Follow
Patch 0.907 has been released today, for the details please look here. It fixes quite a bit of bugs and provides support for modding and the editor that will be out soon. Right now we are working on the overview video for the editor.
For those of you who might have missed, we started posting weekly development diaries which you can find on our web site or Steam. Here is a link to our latest one, entitled: What happens to those who refuse to sleep?
New game page
We also decided to put up a game page on Facebook after a few people told us they couldn't find our game there. And we though it makes sense since the name of our company is not very well known to keep it all there, so a game's page would be definitely beneficial there. Please come by our new page and like us!
Friday - February 07, 2014
Legends of Eisenwald - Development Diary #5
Aterdux Entertainment has posted the fifth Developer Diary for Legends of Eisenwald.
Developers diaries #5: What happens to those who refuse to sleep?
Patch 0.906 will be released tomorrow. We are trying to not let anything slip between fingers and that’s why we attempt to check and fix everything. We have to admit that splitting one patch to two small brought a handful of chaos into our balanced work process. But as we told you earlier we’ll release this patch, so players won’t face new errors and if it’ll be necessary we’ll make adjustments and start preparations to patch supporting the map editor. As you can see there is a lot of work to do.
Saturday - February 01, 2014
Legends of Eisenwald - Developers Diary #4
Aterdux Entertainment has posted the fourth Developer Diary for Legends of Eisenwald.
The developers diary #4: What happens next?
We are still busy fixing bugs and debugging. Nicolay is carrying out tasks scheduled on the last week and he is spending all of his free time on visual animation effects. Dmitry is polishing the map “Trever”. Denis is dealing with inventory. In the next patch players will finally be able to automate sorting of items by it’s usability for each character. And the next patch won’t be limited by only these features.
In the following couple of weeks we are going to add some new gaming innovations. Initially we wanted to release one big patch including the map editor but considered all pros and cons and decided to split this update in two parts. We did this to play safe and provide Denis and other testers with ability to ensure that there are no critical errors in the interaction of the game and the map editor or bugs left unfixed.
And it was decided that the next patch, which will be released the next week, should bring a lot of changes and fixes and also new interesting features. The number of awkward gaming moments should be significantly decreased. The second patch will be almost completely related to the map editor and its integration within the game. We had to do a lot to be sure that the editor would interact with the game without any confilcts and offer the ability to use all possible functionality.
What’s going to happen next?
We thought that it would be important to notice here that the following two patches can be one of the few last ones (before game release). After release of editor we’ll make sure that everything works fine for everyone, and then we’ll concentrate on GUI (it’s Dmitry’s responsibility). You can count on that GUI will be re-built from scratch so we have to do a lot of stuff by integration of the interface with existing functionality. Because of such a big change we decided that we won’t release patches with half-new/half-old interface so you can create your own scenarios without any troubles.
Saturday - January 25, 2014
Legends of Eisenwald - Developers Diary #3
Aterdux Entertainment has posted the third Developer Diary for Legends of Eisenwald.
Developers diary # 3: Thousand little things and a few bosses
The closer we are approaching the end of development the more we have llittle things which we have to add or fix on the time. This week team priority slightly shifted to fixing numerous fixes. Anyway, game development is a funny thing you can say quite a lot about.
Thousand of little things.
Nicolay and Dmitry have been adding scenario-related pictures. Dmitry had to fix bugs on Windfeld map and synchronize additions and edits made by or script-writer Victor.
You can congratulate Dmitry because he did a great job — he finished all bosses models in the game.
The necessity to divide joint “Legends of Eisenwald” project file to 25 thematic formed parts for correct job allocation between team members who finished their tasks became top priority for Nicolay.
Denis who is pretty busy with editor deveopment also had to spend some time on thousand things. So we are going to add to the game’s events system additional control of character presense in the squad because existing control was not enough. And of course we had to clean-up editor interface from useless for user elements, add neccessary functionality and hints. So, do you guess what we are talking about? :)
Sunday - January 19, 2014
Legends of Eisenwald - Developers Diary #2
Aterdux Entertainment has posted the next Developer Diary for Legends of Eisenwald.
What do we know about AI?
Creating AI as a worthy opponent for players was a great challenge for us. We did a great job of balancing difficulty and pleasure to form a challenging computer enemy. But AI still needs a bit of polishing so we are working on it more. Denis is spending some time fixing the combat AI, which went crazy and used special abilities in a way they were not designed; for example, powerful strike and aimed shot had issues. Also, the AI misplaces the units of characters with two blades and pikes. The new build version is being tested and we continue our job (while we don’t have too many new bug reports).
Everybody loves special effects.
Preparation to improve game effects is one of Nicolay’s longest and labour-consuming projects. Almost everything he’s been busy with during last 1,5 years is related to this task. His special effects work includes rewriting all shaders to provide DOF, SSAO and HDR support, volumetric fog, multiple light sources and ghosts transparency level. So we are also talking about giving our game even more rich visual component.
When will the new patch come?
Patch 0.906 will be huge, because we are planning to add a scenario editor. Of course editor won’t work without some other supporting features, so it’s necessary to do a lot of work again for letting game fully use the editor resourses (for example, mod catalog support). And of course, what we need is more and more testing.
Monday - January 13, 2014
Legends of Eisenwald - Developers Diary #1
Aterdux Entertainment has posted a new Developer Diary for Legends of Eisenwald.
Developers diary #1: Windfeld can Astonish You
New year’s fuss did not interfere with the development of our game. We took a week’s vacation and it served as a good respite for us and gave us a chance to rethink some decisions.
On Monday we run into an obstacle and weren’t able to get into the office so we shifted working time to Saturday.
Don’t worry, we are fine and nothing wrong is going to happen. We all work as usual.
This week we thought that you could be interested in reading about the final stage of development of our game, because technical details aren’t so important now and we just have a lot of to talk about! And because of it today the team is going to talk about our progress in the weekly report.
Everyone go modding!
Despite that fact that we are mostly focused on key game elements, we also put a greater emphasis on the game editor. Today Nikolai is finishing the game build version 0.906 with final touches on some essential features for preparing the system for modding resource game files (graphic and models). Next week Denis will try to finish the alpha-version of modding system to integrate it with the editor and gameplay.
At this point Denis is fixing known registered bugs. We would like to thank our gaming community and staff testers for all the good finds. Don’t forget that you can point out found bugs and issues to us by using the official forum, the Steam forum or the automatic bugreport system (appears when game crashes).
Saturday - January 11, 2014
Legends of Eisenwald - Interview
Strategy Informer interviews Alexander Dergay to see what it is that makes his game Legends of Eisenwald a unique offering.
Strategy Informer: Can you tell us in your own words what Legends of Eisenwald is all about?
Alexander Dergay: It’s a mix of RPG and strategy, with a focus on the RPG side of things. The game centres on a rich story and features tactical turn-based combat, exploration, and some simple economic elements. We drew inspiration from games like Disciples 2 – how the units level up, how the world map is explored and the well-designed story-driven campaigns.
We wanted to create a medieval setting which was a grittier and a more real fantasy world; a place where superstitions of historic ages come to life. We don’t have the typical overblown fantastical things like fireballs, elves and orcs. Instead of that, the game is based on real-world folklore; things which people believed in medieval times like werewolves, vampires, witches, herbal healing, and so on.
Strategy Informer: What has been the biggest challenge design-wise?
Alexander Dergay: Well one thing is that we don’t have a single game designer; pretty much everyone in our company participates in the game design. We have two major schools of thought in our company which have conflicted with each other. One is a group of very serious gamers, and then there are people like me who like things not to be quite so hardcore and fun to play. So a big challenge has been reconciling and bringing together those two ways of thinking and finding a compromise between them. In the end I think that everyone is happy with how things are turning out.
Friday - January 10, 2014
Legends of Eisenwald - Post-Funding Update #46
Aterdux Entertainment has posted a new post-funding update for Legends of Eisenwald with news of a contest on The Indie Showcase.
Our game at Steam Indie Showcase
We are happy to tell you that an exciting Steam Indie Showcase event is waiting for you this week and it was prepared by the guys from Greenlit Gaming. A 24-hour gaming marathon based on games picked by Steam Greenlight — it's indeed something quite fun, don’t you think? Every game will be given half an hour. This time the organizers should present each game to viewers in all of their glory. And we heard something about giveaways and gifts during the presentations!
We'd like to tell you why Greenlit Gaming is really awesome. Almost from the birth of Steam Greenlight they showed and supported the best and most interesting projects and kept everyone informed about all changes. We are really proud that Greenlit Gaming picked Legends of Eisenwald for this event along with many other great games. We hope that you find our presentation interesting, Alexander is going to be around too.
Of course the Steam Indie Showcase shows the presentation schedule, so that you can know which other Steam Greenlight games will be participating in the marathon. Steam Indie Showcase will start on the 10th of January, and our game will be shown at 03:30 AM (EST) or 12:30 Moscow Time at Greenlit Gaming TwitchTv Channel.
Well, this is a nice thing to have in the beginning of the year and we hope more great things are awaiting all of us!
Wednesday - January 01, 2014
Legends of Eisenwald - New Year Update
Aterdux Entertainment has posted a New Years Update for Legends of Eisenwald.
New Year update
This next year will be very important for us because that’s the year when Legends of Eisenwald will be released.We really hope that you will like the game when it’s done and that you will be getting a lot of quality playing time out of it.
This last year was very challenging and intense for our team. We were busy with the Greenlight campaign in the beginning of the year, then we ran out of funds a few months later but were lucky to find an investor. In May we got greenlit, and then kept working to release the game on Steam Early Access which was in our opinion rather successful, thanks to all of you. More importantly, it gave us enough funding to finish the development and do a few other things, improving user interface is one example. Early Access showed us that the game is not as ready as we thought it was and it gave us a lot to work with. We keep working on the issues along with finishing the remaining things. Here is a picture that will be used in the new interface in some buildings.
All in all, 2013 made us learn a lot and brought us much more closer to the finishing line. The game is becoming better, we experimented with a few things that were suggested by the community, a lot of bugs were fixed, and overall the game is much more stable and playable.Next steps
Next large update will be centered around the Map Editor. All the other chapters will be included at the release time, we want everyone who already played to receive the full impact of the experience. Closer to the release at some point we will raise the game price. We think this way it will be fair to all of our early supporters (for the same reason we didn’t participate in Steam winter sale).
With the Map Editor on the horizon and continual other improvements, we will be working also on some promotional assets, which we hope you will enjoy as well.
We wish you a wonderful and successful 2014!
Saturday - December 28, 2013
Legends of Eisenwald - Preview @ Gameranx
Gameranx has a new preview for Legends of Eisenwald were they find a few faults, but in the end say the game has some good ideas.
Legends of Eisenwald is by no means a bad game but it can be a frustrating one and with future updates many of the gripes listed here may well be resolved. Still, playing the game leaves you with the distinct impression that it needs is a follow up to truly bring to reality Aterdux's impressive vision.
Monday - December 02, 2013
Legends of Eisenwald - Post-Funding Update #44
Aterdux Entertainment has posted a new post-funding update for Legends of Eisenwald with news the third campaign is ready for download.
New chapter Run Away is out! And other news
We are happy to report that the chapter 3 of the main campaign called Run Away is out! On Steam now but soon we will put it on Desura and make a DRM-free version as well. The detailed list of what has been done in this patch you can find here.
We will spend some time fixing possible bugs that will arise now but then we are planning to work more on finishing the programming part of the game. Special effects are being done, interface is being redesigned and we are working on testing and balancing the remaining scenarios.
Next big patch that is going to come out soon is the Editor, many players were asking us if they can create scenarios, and with this great tool it will be possible to do that. We think first there will be quite a few scenarios in a sand box style. And maybe then someone brave will take on a story. It would be fun to see, for sure!
As for other news, we moved to a new office and finally settled in here and even celebrated this move with making a patch :) New office is bigger, Internet here is faster and that's more fun overall. We will post soon a few pictures what it looks like now.
Monday - October 14, 2013
Legends of Eisenwald - Post-Funding Update #43
Our Early Access Experience
Usually we don't post updates usually so soon after one another, but we really wanted to share with you how the first day on Early Access went.
The launch has been really wonderful and successful. To put it in perspective, we sold twice as many copies on Steam in ten hours than we sold via pre-order in the whole time after Kickstarter (and that's almost year and a half). The money we've made on Steam so far is already enough to ensure we have the budget we need to finish the game.
We keep on working and fixing bugs, there are in particular some issues with Windows 8 but they will be resolved shortly.
All of us at Aterdux
Sunday - October 13, 2013
Legends of Eisenwald - Preview @ PCGMedia
PCGMedia has posted a new preview of Legends of Eisenwald for everyone to read especially if you're interested in buying early acces to the game.
Legends of Eisenwald isn’t a terribly complex game, but it delivers on its promise to enter players into ”the world of Eisenwald in this RPG with turn-based battles and experience medieval romanticism and adventure.” Gameplay centers primarily around classical text based quests, seeking out information from locals, cherry picking information to find what you need to complete quests. The dialogue has a few typos here and there but it’s generally well translated, and nothing seems too lost in translation. It would have been nice if the quest log didn’t tell you when you had been told pertinent quest information, because once indicated you feel no need to continue talking to people at inn’s or in the town. I could see that annoying a lot of people, but if you’re going old-school you might as well go the whole hog.
Thursday - October 10, 2013
Legends of Eisenwald - Post-Funding Update #42
Aterdux Entertainment has a new post-funding update for Legends of Eisenwald with news that the game is now available on Steam Early Access.
We are very happy to announce that today at 9AM PST (8PM Moscow) we start Early Access on Steam! We teamed up with the Humble Store (these are the nice people who run Humble Bundle) to distribute Steam keys and also DRM-free version of the game (DRM-free will be available a bit later but very soon). By the way, all of you who backed us or pre-ordered the game will receive BOTH Steam key and DRM-free!
What's new in the game
We could have written lots of stuff here, but we will just say two things: there is a new scenario Way Home, which is the second scenario of the big campaign, plus there are mounted units! Get your copy and have fun :)
- The email that you provided in the survey (the email for your first or the only copy of the game) will be the email used to redeem the game through the Humble Store. For those of you who have not filled out the survey, you will have to use the email that we have on file from Kickstarter (or Paypal.)
- As we make new builds, you can use the Humble Store to download the latest versions, up to the final Release version and beyond.
- The other digital rewards (PDF artbook, the OST) will all eventually be available for direct download DRM-free via the Humble Store when they are released.
We chose the Humble Store because it really makes the distribution process for you and us much easier (we actually don't know how we could have handled it ourselves). We looked at many other Kickstarter projects that used Humble Store for distribution and saw that it worked really well. And folks at Humble store were extremely helpful and friendly, we hope you like their distribution service and their store as we came to like it.
When will the game be released in full?
The best answer we can give right now is - as soon as we can. As soon as we see the game as ready and when you and our community will consider it ready. There are ways to speed up our development process but they usually require extra resources which we don't have.
One example here is our translation process. Our game is really story driven and there are a several story lines, so the amount of translation is really significant. In our current version there is no German or French translation of the new, Way Home scenario. We are very grateful to Michael and Philippe who have been taking care of the German and French translation so far, but they have their other jobs and were unable to finish it in time for Early Access launch and we, on the other hand, didn't want to delay this launch because of that. So, we will add these scenarios in German and French later, hopefully soon and we will look for other ways to get future translations done.
Another example is testing. Despite our efforts to create something systematic, it's still a bit irregular. We talked to other teams, for example some of the guys, who did Eador: Master of the Broken World and they highly recommended using companies who do stream lined testing. And again, lack of resources doesn't let us do it, at least yet but we really hope Early Access will help us out in his respect.
Friday - August 30, 2013
Legends of Eisenwald - Post-Funding Update #41
Aterdux Entertainment has a new post-funding update for Legends of Eisenwald. The update talks about a new patch, and a new scenario.
Those of you who have Desura version installed, can download already our new patch that mostly includes bug fixes and changes to the appearance of the interface. Settings window is now also there, music volume is adjustable, just to name a few things. DRM-free version should be available tomorrow. More news will come in the next update very soon.
More importanly, our second scenario of the campaign called Way Home will be released next in beta, right now it's being translated into German and French by our two wonderful translators Michael Fuegemann and Philippe Sainton.
And here is the map of Eisenwald! It will be in the game, and in its physical form it is a part of the $175 reward, its design is almost done and we want to show it to you.
Next comes the information about the new scenario.
Like before, here is a short story by Joel Martin to introduce this scenario. This does not contain any spoilers, it provides just a little of background information related to this scenario:
A Better Man
Winter had drenched the land in a thick layer of snow. Hooves crunched into the white blanket. Upon these horses rode grim men clad in dark livery. Shoots of air escaped the holes punctured in their helms, resembling the snort of a dragon.
"Is the cover of darkness your honor, Konrad?"
The man called Konrad was dressed in heavy furs and a leather brigandine. His shoulders and arms were covered in segmented plate. He rode with deadly grace, his body moved with fluidity to adjust to the horse's movement. Konrad shifted the position of the broadsword that hung on his back. Konrad lifted the helm off his head barring his face to the snow. "Honor does not win battles, Eckhart. And why should you care? This is a job for you, nothing more."
Tuesday - July 23, 2013
Legends of Eisenwald - Post-Funding Update #39
Aterdux Entertainment has released another post-funding update for Legends of Eisenwald. The topic of the update is to basically tell us they released a patch and tutorial.
We have been working very hard last several weeks but now finally we are somewhat happy with the state of our first scenario of the campaign that includes tutorial. Other scenarios are being tested, we will add some of them later to the beta. This tutorial is not the final option and we will probably change a thing or two based on your feedback. A quick warning: playing as a Mystic could be tough in the first battle, so be careful. The patch is uploaded to Desura and hopefully will be approved soon. The DRM-free version will be done early next week.
Here is what was added along with a new scenario/tutorial:
- New talents for all heroes;
- Autosave every two hours of the game time;
- In combat in addition to the health bar, mana bar is displayed as well;
- There are active alternative actions for many characters;
- You can now use potions in combat;
- Relationships in buildings implemented fully.
Things that were fixed:
- Enormous amount of bugs;
- Objects appear on the mini-map as you explore the map;
- AI was updated a lot, in particular computer armies can heal themselves and hire troops;
- Interface was improved, new things you will be able to see. Also, now there are versions for different resolutions.
Things that were done fully or almost fully but cannot be seen yet:
- Detailed shader settings of the characters and weapons through a global file of a combat arena;
- Animation blending (not turned on yet, still working on it);
- Manager of combat animations and special effects (completed, in the process of integration);
- System of replay and recording sessions of the game;
- System of event cut scenes;
We would love to hear your feedback on the tutorial. Those of you who played, try to imagine you are playing the game for the first time. And those of you who didn't try beta yet, this is the time for you to tell us if the tutorial explains things well enough.
Thursday - July 11, 2013
Legends of Eisenwald - Post-Funding Update #38, Campaign Background
Last week update #38 for Legends of Eisenwald went live with a short story on the campaign background and a promise of more to come and another promise for a new scenario that will come out one of these days.
The fireplace cackled evilly in the corner of the hall. A man stood by a table, his fingers tapping a nervous tattoo.
The doors to the hall opened blowing a sudden gust of snow into the hall. An armoured form entered the hall.
The thin man looked at the newcomer. “Lord Kuestenkatz, your arrival was not announced.”
“Doctor, I come on urgent business.”
The thin man folded his hands, one over the other. “Well, no rush. It is a cold day. Warm yourself by the fire.”
“No fire is warm enough to wash me clean of Seidlitz’ ambition.”
“Men could say the same for you, my lord.”
Kuestenkatz approached the warmer section of the room, unclipping the heavy furs from his shoulder, the particles of snow now simply water in the deep warmth of the room. He pulled the gloves from his hands and held his frozen digits to the fire. “I come for your advice, Doctor.”
“I know there are many men that consider my actions, how shall we say? Unorthodox, perhaps? But I have never been accused for not providing results. You have always been a loyal friend.”
“The feeling is mutual. The time is drawing near when will need to act.”
The Doctor looked at Kuestenkatz. “Then perhaps drastic times call for drastic measures.”
“I cannot kill him. The repercussions of such an action will go far beyond the borders then.”
The Doctor placed a hand on the lord’s shoulder. “Oh not at all my friend, why kill him when you can remove his threat.”
“And how would one do such a thing?
The Doctor went to a drawer and placed a hand to an object hidden from Kuestenkatz’ view. “Deception is a powerful ingredient. Better to act through the face of another,” he said.
“Who do you suggest?”
“Why would I work with such a criminal?” Kuestenkatz responded.
“We are all branded criminals or villains by someone. Who’s to say that he has not done any more than we have in our time? Would your enemies have spoken well of you, my lord, when you brought death to them?”
“Such is war.”
The Doctor grabbed Kuestenkatz by his wide shoulders and starred into his craggy face. “We are at war. We are at war against a greedy and selfish world. We are always at war. Do not think any different. You and I, my lord, see the bigger picture here. We don’t live by petty morals. We make a better place in the long run, but live with our actions here and now.”
Kuestenkatz shook his head, “He will call on his allies.”
“Then, my lord, we should assemble some of our own. This war will not be on your head alone, I promise you that.”
The Doctor stretched out a hand and after a moment’s hesitation Kuestenkatz gripped it firmly.
The Doctor knew Lord Kuestenkatz was correct that the fire did not hold any warmth. For his heart was empty and cold as a winter’s storm.
Monday - May 27, 2013
Legends of Eisenwald - Post-Funding Update #36,The Plans
Last week the Kockstarter page for Legends of Eisenwald was updated with information on the plans for the coming period.
Today is exactly one year since the end of our Kickstarter campaign and we think it is an appropriate time to talk a little about the progress of our game and about our plans. While we have been working very hard on adding features to the game and fixing bugs, we also have been working on updating our plans and making sure we can finish everything to release our game in September. The new plans are already in place and we follow them pretty well which makes us cautiously optimistic that things work out this time with no further delays.The finished game is going to have one scenario that is available now – the Masquerade, plus the large campaign consisting of 7 scenarios and a scenario for you, our Kickstarter backers. We are doing relatively well now in terms of programming effort but scripting scenarios is a bit harder due to their complexity and non-linearity. Still, we hope to accomplish it all. But just as a heads up – should we face any delays, we think it might be possible we postpone a bit this special scenario for you – because cutting or not making the whole campaign is not an option. Some of you said that our recent decision to postpone the release until September was relatively sudden and yes, you are right. We want to learn from this mistake and be even more transparent in our communication.
Tuesday - May 21, 2013
Legends of Eisenwald - Greenlit
Thanks to your many players and to your ongoing support, we have been greenlit today!
We planned quite a bit of activity to support our campaign on Greenlight and now we would have to change a few of our plans, but this time around this is a much nicer change compared to postponing the release.
We didn't expect to be greenlit this round but regardless, we really appreciate it and Greenlight is a great service for indie developers. Alexander talked about it a few days ago in this article. If you want to hear his (well, actually our) thoughts about it, check it out.
Thursday - May 09, 2013
Legends of Eisenwald - Post-Funding Update #35, Beta News
Last week an update came available for Legends of Eisenwald that informed us that patch 0.85 is out and tha the first stage of beta has been concluded, with these being the highlights of that patch:
- French translation added;
- Quest journal significantly expanded - quests are marked on the mini map and tabs for all, completed and not completed quests are shown correctly;
- Personal items are displayed in the info window of a character;
- Added calculations of payment for mercenaries and units without castle support;
- The cost of hiring depends on the relationship to buildings owners;
- Skills are displayed in the info window of a character;
- Added icons of a character’s hiring status (mercenary units, followers, regular units with castle support have no icons).
They also could use more votes to get greenlighted on Steam.
Wednesday - April 10, 2013
Legends of Eisenwald - Update #34, Delayed to September
In a lengthy post on the Kickstarter page for Legends of Eisenwald it is explained that the game is being delayed until September and the reasons behind this decision.
Delay and reasons
Those of you who have access to beta probably already know that delay is inevitable judging by the state of the game now. We could have taken a “quick and dirty” approach and released our game in somewhat workable state, but we don’t think anyone would appreciate that. Also, this approach can pretty much ruin everything we worked for. Therefore, after looking at our schedule, at things that remain to be done, we think a realistic date to release our game will be sometime in September.
How did we end up in this situation
When last year we came out to Kickstarter, we really thought that having brought our game to alpha means that not many things were left to do. Core mechanics were in place and we thought all the “niceties” such as hints and tooltips would take much less time to implement. The only experience we had was based on development of our first title, Discord Times. However, that game was much simpler in terms of gameplay and user interface (UI), so our estimate was wrong. As you know, we only managed to get out early beta in November and that early beta could have been called by some the late alpha.
In November we got optimistic again and thought that now we can finish things until April and that’s why when we came to Greenlight, we set April as our target month. But again, it’s April now and our game is still not finished, even though much closer now. But this time reasons are a bit different than just a bad estimate. What took too much time was testing gameplay and making sure that certain things work, especially in combat, because it’s brand new combat system. Also, we experimented with hits system and ended up with something completely different. You saw already version 1 where hits were not restored, there was version 2 where hits restored but characters received wounds and that was not the last version it seems, the final one will contain both approaches since each system on their own proved to have some disadvantages.
Monday - March 11, 2013
Legends of Eisenwald - Update #33, Patch, German Beta and Post-Mortem
The Legends of Eisenwald beta has been patched and is also available in German now.
What has been fixed:
- All known crashes (thanks for all those bug reports!)
- AI behavior for casting spells
- A lot of problematic things in the AI
What has been added:
- A window of the first stage siege result before the actual siege, with a possibility to cancel the siege.
In case you missed it before, on Gamasutra a post mortem can be found on the Kickstarter experience of the Legends of Eisenwald devs, with 6 recommendations of which, out of laziness, I only quote 3.
We knew PR was important. We still managed to underestimate how important it was.
Mistake #1 There was no information anywhere in the media that we were going to start our campaign on Kickstarter. Our game wasn’t even announced.
Recommendation #1 Send out press release (press packs) about an upcoming campaign some time ahead. Announce your project.
If we had to do it again, we would announce our game a month or two before, then announce our plans for Kickstarter and then start the campaign itself.
Mistake #2 We started our campaign on Saturday. Weekends are slower than weekdays on Kickstarter because the biggest percentage of Kickstarter backers are from the US and it seems to be a national US tradition to leave somewhere for the weekend )(good tradition, I would say).
When we started our campaign we got to learn it very fast. Also, sending our press releases on the weekends proved to be very inefficient. As later some more experienced people told us, on the weekends editors get a lot of spam so often they don’t look at any of the messages received. For two first days we were pretty much without any press coverage.
Recommendation #2 Start your campaign on a week day.
Personally, we think Monday or Tuesday could be a good day to launch a project.
Mistake #3 We didn’t have enough promotional materials and we had to make a lot of them during our campaign. Also, we had to explain many things how our game worked.
Recommendation #3 Create a lot of promotional materials. Videos seem to be the best for this.
Friday - February 08, 2013
Legends of Eisenwald - Update #32, Combat
Update number 32 for Legends of Eisenwald is about the combat mechanics of the game. It explains the combat is based on the Discord Times system, including some Disciples 2 and evolving from that. One of them being that moves in a battle always have a result and another that the speed of the battle depend on the skill of a palyer and not something random.
Battles can be lost quickly if your tactics aren’t sound. It’s very important to choose which units to attack, and how to place your units initially, since it is impossible to move ranged or casting units later.
Choices are not only important in battle, but also when preparing for action. It is very important to have a balanced army that is ready to deal with any kind of challenge. That is why unit management is essential for any successful battle. Recruiting a wide range of units such as bowman, mages, knights and dual wielding units, and understanding their strengths and weaknesses, provide a tactical depth that is fulfilling and challenging.
Players can enter battle with a maximum of 12 units, all of which have unique attributes. These are made up of initiative, attack, willpower, melee defense and ranged defense. Certain units are locked to certain weapons; a knight cannot use a bow while a mage cannot use a sword. Setting the formation of your units before entering battle, and protecting your support units, is crucial. While recruiting units is important, players need to pay special attention when equipping and upgrading their units. Certain weapons will have unique properties, and equipping healing potions could be the difference between success or failure
Tuesday - January 22, 2013
Legends of Eisenwald - Preview @ IndieRPGs
Craig Stern reviews Legends of Eisenwald over at IndieRPGs in a video preview, based on the beta of the game.
Basically: there is a lot of good stuff here, but I also have some gripes. The balancing of many early game battles seems off. Further, as things currently stand, the game does an exceptionally poor job of explaining itself to the player, both in terms of its rules and in terms of providing visual feedback to the player during combat. (Dergay tells me that there was some sort of documentation about how to play that they forgot to send me, but alas, games are no longer in the age of RTFM.)
Luckily, all of this is stuff that can be easily fixed. Less likely to change is the fact that I can’t independently move my units during combat, a design choice that I am still far from sold on. Hopefully I will grow to appreciate it when I sit down to try LoE out at greater length in the future.
Tuesday - January 08, 2013
Legends of Eisenwald - First Impressions @ IndieStatik
IndieStatik got a beta build of Legends of Eisenwald and like to share their thoughts on the game.
The combat engine feels and looks like a blend of HoMM (back when it was hex-based) and Disciples. An initiative bar at the side shows what order you and your enemies are going to be taking their turns in, and most of the time you’ll just be giving simple ‘move to this hex, attack this guy’ orders. There are some support units such as clerics and herbalists, but nothing too taxing at this point. I’d imagine that there’ll be more interesting abilities layered onto the formula as the campaign advances, though. As you can see from the screenshots, this is a pretty game. Production values are great all round, and animations are smooth. There’s quite a lot of detail to the authentically medieval gear worn, and even the long-haired Baroness character wears a convincing looking ensemble of plate, chain and leather.
Wednesday - January 02, 2013
Legends of Eisenwald - Update #30, Beta Patch
Update #30 of Legends of Eisenwald brings news on the beta patch that is avaialble for those who are actually in the beta of the game.
We uploaded a patch to Desura and we hope it will be approved soon. Those of you who use Desura, will get automatic update. Others, please mail us here and we will give you DRM-free version some time soon, we have to create a list to notify you.
This patch has a lot of new things:
- You can play as a Mystic now;
- The life hits system has changed, we call it vitality now, see how it works for yourselves and let us know what you think;
- The limit on units in army has been introduced - castles provide support slots for units and each castle provides support for a certain number of units;
- Draft version of hints have been introduced: there are hints in battle, hints on spells, and hints on skills;
- Some new spells are added for witches and heretics;
- Save/load functionality has been improved - in addition to auto saves, quick saves now with F5 will not overwrite anything; also, game can be loaded from the main menu, but no progress bar yet there;
- Dual wielders now have a response attack.
Some smaller things and fixes:
- Crash entering a tent has been fixed;
- Bug with loading saved game before battle has been fixed;
- Upgrade for named characters changed;
- And some other minor things.
Sunday - December 23, 2012
Legend of Eisenwald - Kickstarter Updates #28 and #29
Legend of Eisenwald saw 2 updates on Kickstarter in the last couple of days. The first is for a video preview of the game done at Pixabyte.
We sent out now invites to the beta to everyone in the $15 reward tier. We are still working on the patch with many different improvements and bug fixes and it will be probably ready tomorrow. But it will be the weekend and then Christmas time, and admins at Desura might not approve the patch right away. We don't want to leave you without promised access to the beta and the possibility to play over the holidays, so we sent invitations to all of you now. If any of you didn't receive it, please write us here via Kickstarter mail and we will sort it out. If you have the patience and the possibility to wait until the patch is out (likely Wednesday next week), please do so, we would like to have a handful of impressions that will be fresh if that's possible.
Source: RPG Codex
Tuesday - December 11, 2012
Legend of Eisenwald - Preview @ RPGCodex
RPGCodex has received a beta copy of Legend of Eisenwald resulting in an article on the game.
You're not developing towns and you're not controlling several individual armies, as you do in strategy/RPG hybrids such as Heroes of Might & Magic or Age of Wonders. Instead, you focus on controlling a single band of adventurers led by your hero. Perhaps a likeness could be drawn to Mount & Blade in this regard. As you come across villages, churches and other locations, you will be able to recruit low tier units such as peasants or priests. Your followers, like in Mount & Blade, will gain experience in battle. With sufficient experience points, you will then be able to upgrade them. Peasants will become armored and blonde women will turn brunette. Your hero on the other hand, will instead be able to upgrade via skills chosen in a talent tree.
Another way to improve your hero and your hero's followers is to equip items. These items, such as weapons, armors, potions and trinkets, can be bought from merchants found in locations scattered all over the scenario map. You may also see some items drop from defeated enemies if you're lucky, or get them as quest rewards.
Wednesday - May 23, 2012
Kickstarter - Legends of Eisenwald Funding Complete
The Kickstarter for Legends of Eisenwald finished yesterday with a total of $83,577 - just shy of one of the stretch goals, but a good effort against their $50k goal. From the update:
It’s official – Legends of Eisenwald will be made!
Thank you all, our great and amazing 2729 backers! Thank you who just backed our project, thank you for all our active backers who spread the word about us and thank you who didn’t get upset with 4 letters sent to them :) Thank you Kickstarter that it exists and helps bring to life many different projects.
This month brought us a lot of new experiences. We answered to the questions of journalists, wrote press releases and compiled press packs, argued a lot about new ideas how to attract new backers. We followed how our project was becoming more popular and read on forums what is written about us and participated in some of the forums ourselves. We got used to that and we have to admit we are going to miss Kickstarter!
Also, while we didn’t reach our stretch goal at 85k, the hope is not lost! Maybe we will get the missing amount through Paypal and Yandex money. And since castle assault was more popular, maybe we can even get to that goal there.
Friday - May 18, 2012
Kickstarter - Legends of Eisenwald, First Stretch Goal Achieved
Darklord reminds us to keep an eye on the Legends of Eisenwald Kickstarter, which is currently at $64k with three days to go. An improved storyline has already been unlocked and other goals are on the horizon - the next is a backer's choice based on a poll:
Based on the voting results, this will most likely be a possibility of upgrading castles or a pack of storyline characters. You decide! If you have not voted, you can select any three items. A link to the poll can be found in update #8.
To reach the goal, we need to collect at least $15 000 within four days. As shown by some other projects, there is nothing impossible about this! Only you can help us make the game better — simply click on FB like under our video if you have not done so yet. We have almost 2 000 backers and just 800 likes, so 1 000 more likes would help nicely. And certainly, share the news of our campaign at message boards and blogs: there is not much time left until funding, and this very fact may persuade many to support us.
Sunday - May 13, 2012
Kickstarter - Legends of Eisenwald Funding Successful
Legends of Eisenwald has just inched past their funding target of $50k (currently $50.3k, 9 days to go). There's a new music sample on offer and presumably they'll start looking at stretch goals soon.
Tuesday - May 01, 2012
Kickstarter - Legends of Eisenwald Combat Video
A new combat video has been posted for Legends of Eisenwald at Kickstarter. Being Alpha, they note a number of things are missing such as visual effects but it does demonstrate some tactical elements.
Thursday - April 26, 2012
Legends of Eisenwald - Interview @ RPG Codex
RPG Codex has an interview about Legends of Eisenwald, which you may remember from Kickstarter newsbit a few days back. Here's a bit on their previous work, Discord Times:
At first glance, Legends of Eisenwald looks quite similar to Discord Times (2004), Aterdux' previous title. What kind of game were you aiming for with Discord Times, and in what ways will this game be different from its predecessor?AD: Since Discord Times was created way before King’s Bounty: The Legend our motivation back then was a desire to revive forgotten gameplay of the original King’s Bounty. And our enthusiasm for Disciples 2 was reflected in the combat system.
Unfortunately, Discord Times lacked good graphics. And it was also quite, no, TERRIBLY difficult to play even though some fans think that it's a plus! And yes, we have to admit, in some areas it lacked balance. But we learned from our mistakes. The main problem of Discord Times – constant lack of gold – is solved: now only a special category of units will require pay – mercenaries. As for difficulty, in Legends of Eisenwald the player will have a choice on what level of difficulty to play at. (For the record, “Impossible” is a level that a player needs to choose to reflect the difficulty of Discord Times).
Monday - April 23, 2012
Legends of Eisenwald - Kickstarter Campaign
Aterdux Entertainment sent in the press release below, announcing a Kickstarter campaign for Legends of Eisenwald. The presser references King's Bounty, Mount & Blade and Disciples II and it appears they have completed a substantial part of the development. Interestingly, the Kickstarter page says the project is based in Belarus, which I thought Kickstarter didn't allow.
Aterdux Entertainment: Legends of Eisenwald
Independent game studio «Aterdux Entertainment» announced its new project Legends of Eisenwald – a role playing game with elements of strategy and turn based tactical battles.
The game can be described as Knight Errant simulator. A hero travels on a global map, conquers castles, receives tribute from villages and gather troops for his or her army. Main focus of the game is not on the economy but on battles and adventures. Fans of King’s Bounty and Mount-n-Blade will understand well what it is about.
As for battles, creators of the game decided to solve what they perceive to be the main problem of turn based battles: lack of dynamics and slowness. For that reason they discarded “empty” movements without strikes. As a result, a player faces a choice whom to attacks at every move. According to developers, it makes a battle intense from beginning to end since a battle outcome can depend on one strike. Those who played Disciples 2 remember similar battles.
Despite the knightly romanticism and presence of magic the world of Eisenwald is not a fantasy but alternate Middle Ages. There is a place for adventures and heroic deeds but there are no arrogant elves or stupid orcs, no ancient gods or other fantasy clichés. Heroes of Legends of Eisenwald are not saving the world and are not participating in the wars between gods. Rather, they are directed by human motivations: by a desire to find glory (and wealth), by blood feud, revenge and even by unrequited love.
Right now developers have an alpha version of the game. Following an example of many independent studios Aterdux Entertainment addressed their future players through a popular in recent months Kickstarter with a rather original presentation video. Release of the game is planned for the autumn of this year.
http://www.aterdux.com company site
Information aboutLegends of Eisenwald
Developer: Aterdux Entertainment
Play-time: 20-40 hours
Voice-acting: Partially voiced
Regions & platforms
· Platform: PC
· To be announced
· Publisher: Aterdux Entertainment