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October 19th, 2017, 19:32
The turn-based, tactical strategy game with role-playing elements Warbanners has been released yesterday:

Warbanners


Warbanners is a turn-based, tactical strategy game with role-playing elements. Managing a squad of mercenaries, the player will experience the story campaign's 42 missions, battle through a meticulously crafted fantasy world, and achieve the ultimate goal: become a true legend!

Key features:

  • Create and modify your unique, well-prepared army; hire and equip soldiers, develop their fighting qualities, and learn new exotic skills.
  • Hire assistants! They will not participate in battles themselves, they never engage in dangerous activities, but they will provide you with several bonuses and options. Expect a catapult, poisoned enemies, increased morale, and much, much more.
  • Immerse yourself in a multi-faceted battle system that takes into account a variety of factors, including landscape morphology and lighting, each unit's field of view, morale, and even fatigue.
  • Manipulate the battlefield environment to gain tactical advantages! Freeze rivers, chop down and burn trees, dig trenches, construct bridges and barricades, and so on.
  • Choose the optimal level of difficulty for your tactical fantasy RPG experience; from easy for beginners, to nightmarish for sophisticated tacticians.
With every step you take in Warbanners -each and everyone marked by blood and iron- an invisible but deadly threat will become more tangible. Darkness itself, brooding in the corners of your soul, shall become ever more palpable.

Who said earning your place among ancient legends would be easy?
More information.
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October 19th, 2017, 19:33
Darkness itself, brooding in the corners of your soul, shall become ever more palpable.
Well that doesnt make sense… I dont have any darkness in my soul.
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October 19th, 2017, 20:00
Originally Posted by Wisdom View Post
Well that doesnt make sense… I dont have any darkness in my soul.
i don't even have corners in my soul
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October 20th, 2017, 00:45
Originally Posted by Wisdom View Post
Well that doesnt make sense… I dont have any darkness in my soul.
I had them cleaned this morning.
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October 20th, 2017, 03:08
Originally Posted by Lucky Day View Post
I had them cleaned this morning.
The corners or the darkness?
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October 20th, 2017, 03:16
checked in hoping for comments to learn more about the game. Was not disappointed. 11/10 will check again
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October 20th, 2017, 05:00
Originally Posted by Terry View Post
The corners or the darkness?
My soul
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Developer of The Wizard's Grave Android game. Discussion Thread:
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October 20th, 2017, 08:13
Are there respawning units like in Battle for Wesnoth? I prefer finite forces (and maybe limited summons).
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October 20th, 2017, 21:12
The early reviews on Steam are not all that great. Not holding my breath on this one.
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October 21st, 2017, 12:56
A long video series
https://www.youtube.com/watch?v=SCNijwrUuO8

Shows that a fight is 20 to 30 minutes long (campaign is story scripted over 40 missions) so the product is somehow 20 to 25 hours guaranteed length.

Does not show a use of hex tile, a lack of characterization.

Also shows that production of content is strong in UgoIgo: units have a lot of skills. Now they do not seem to matter.

Playthrough is made on normal so maybe gameplay features acquire weight on a higher difficulty.

Still 30 to 40 hours to find out.
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October 21st, 2017, 13:37
Let's play from bumpy.
Doesn't look for me…

https://www.youtube.com/watch?v=HpyGfUUv0_8
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October 22nd, 2017, 08:57
The vids look good to me. And seeing that light level matters for example this seems to have some depth to it.
Will have a look at it around Christmas (still having huge amounts of fun with Dungeons of Chaos!).
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October 22nd, 2017, 13:40
There are obviously a lot of attributes, skills etc
Depth happens when various elements in gameplay are not put on the same level, they can be discriminated among themselves on value of purpose: different means to different goals.
Watching the series shows that on normal, elements are on the same level, they are used because they exist and are available, not to serve a specific purpose.

Maybe a higher difficulty level adds weight and definition to the various elements. So far, no evidence of that.
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October 23rd, 2017, 12:40
Video maker has restarted a season without completing the first one: apparently, he hit a dead end.

During the first one, he pumped up points in the same attributes. This time, it looks as if he goes for diversification. It might be interested to see how it turns out.
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