Warring States Tactics (Ancient China)

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KDH
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Warring States Tactics (Ancient China)

Post by KDH »

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STEAM release date: Oct 6th, 2014 ... Early Access\3 campaign missions ... $6.99 ..

A CIV-like ... I really wanted to say Rogue-Like, but that's so 2013

:?


Image <--- let's play (from the steam reviews below) (38min)
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Madmarcus
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Re: Warring States Tactics (Ancient China)

Post by Madmarcus »

Is this a Civ like game or a Panzer General like game?

I love Civ style games but I have burned out over the years on Panzer General types since they seem to devolve into puzzles where making sure the right units live and receive experience is more important than winning the battle.
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KDH
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Re: Warring States Tactics (Ancient China)

Post by KDH »

:horse: It might, possibly, be compared to Sid Meier's Gettysburg! (1998) .. with the morale breaks





Edit: .. (Dec-19-2017) Dead Video Link Removed


Geez .. I had no idea this thread was created in 2014
Last edited by KDH on Tue Dec 19, 2017 6:49 pm, edited 1 time in total.
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KDH
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Re: Warring States Tactics (Ancient China)

Post by KDH »

...

For what many early adopters considered to be an abandoned project .. Warring States received an update announcement recently

lack of updates or feedback from devs due to illness .. game has entered BETA
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tgb
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Re: Warring States Tactics (Ancient China)

Post by tgb »

This has been on my wishlist since it first appeared, but I refuse to shell out cash for something so shaky. If and when 1.0 ever sees the light of day I'll consider grabbing it.
I spent 90% of the money I made on women, booze, and drugs. The other 10% I just pissed away.
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KDH
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Re: Warring States Tactics (Ancient China)

Post by KDH »

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... Steam Announcement ... Warring States: Tactics has been Released! <---- a couple videos embedded, if you're interested

STEAM

warringstatestactics.com

List of changes from the Beta Announcement back in December
Spoiler:
Changes
The Beta was the last News announcement we posted, but we've been releasing small updates and maintaining a thread on the old Early Access general forum of the patch notes. Here is a complete list of all changes since the Beta update.

Improved handling of AI threads
Fixed error caused by killing all remaining Supply Depots in Mission 2-3 at the same time
Fixed issue with AI deploying cavalry on walls
Improved resource loading
Added alert for first time players to direct them to the Game Guide on the HUD
Improved default naming on save files
Fixed scrolling health not respecting the x2 animation speed
Fixed AI retreating sometimes getting stuck
Fixed AI not moving because its own units block the best path
Eased difficulty of Campaign 1 missions and S ranks
The Cursor is now confined to the game in Fullscreen when you have two monitors (use alt+tab or Windowed mode otherwise)
Disabled edge of screen map scrolling when the window doesn't have focus
Improved Windows Fullscreen support. Now by default Fullscreen means Exclusive mode on Windows and Borderless Windowed fullscreen is now a Steam launch option. Unfortunately this is a Unity engine limitation, but unlike most Unity games, we wanted to give you the option to have both.
Fixed an issue with retreating units not moving (related to gates)
Fixed Mission 4-2 Lua serialisation error after taking the flag in the city
Fixed a soft-lock related to killing undeployed Siege Towers
Errors in missions no longer use the Debug UI and now exit the mission
Fixed an error in Network deployment if you deployed before your opponent finished loading
Improved AI handling of invalid paths
Added Player tooltip for Battle and MP that shows a player's current tactical points, units killed and units lost
Fixed audio error that would occur in MP games
Added missing tooltip icons for Raise Morale and Salvo
Fixed floating text and engagement arrows appearing in Fog of War
Fixed Retreating units ignoring Animations Off
AI will now use Raise Morale correctly
Fixed FoW visibility not reseting after Disorganise
Reduced tower attack duration to speed up upkeep phase
Rebalanced tower damage slightly (improved)
Fixed Volley and Salvo sometimes selecting the same unit multiple times (causing coroutine error)
Improved MP data handling to remove desyncs
Fixed Fire damage not applying consistently between animation modes
Increased timeouts in MP for slow loaders
Fixed Salvo and Volley highlighting on gates
Increased damage bonus on various melee special attacks to make them still worth it on single target
Reduced duration on Pierce and Disorganise debuff
Fixed various unlocalised text elements
Fixed colour in game lobby screen showing game settings
Added unique art for new Raise Morale and Salvo actions
Fixed error introduced by Hotfix #4 related to Fire special attacks
Added unique art for some traits still using generics
Updated Campaign image for Mission 4-3
Fixed Zhao general in 4-4 being a treacherous Han
Fixed the Linux build
Restructured some assets which has reduced loading times and install size
Removed needless particles in specials when using Immediate animation mode
Fixed some AI errors with forts
Fixed issue with capturable buildings not counting
Moved an enemy reinforcement point to ouside fort in 1-3
Fixed the fort area in 3-1 to include all wooden towers
Added some missing effects for Light Cavalry attacks
Adjusted music intensity levels on numerous campaign missions to fit the levels of combat
Fixed inconsistency in retreating units when their path is blocked
Fixed numerous desync issues in MP related to edge case combinations of abilities
Adjusted stats on faction-specific units to differentiate them from their generic versions
Fixed enemy units self-deleting in the last phase of 4-2 when retreating to the gate
Added Tactics bonus for burning enemy units and even more for burning wooden enemy buildings
Added Catapult and Balista as deployable units in non-Siege battle/MP maps
Adjusted Deploy areas for Siege battle/MP maps so the defender can deploy anywhere in a castle/fort initially
Enabled S Rank achievement
Fixed score display in 4-2
Fixed error in 4-2 when your units transport into the city
Added 'Detailed Tactics Points' option to toggle the detailed information about where tactics points are earned
Improved layout of Detailed Tactics Points to no longer wrap, and be on the second line below the actual point value
Increased damage on Swordsman Rushing Blow
Lowered damage on Crossbow Pierce attack
Reduced Tactics Bonus for Spear vs Cavalry advantage, since it's so easy to get
Fixed Spear holding units getting the Spear vs Cavalry combat bonus when engaged with another unit. They should only get the bonus when they fight back.
Fixed destroying a siege tower with a unit on top not removing said unit
Fixed more inconsistencies in Immediate Animation mode vs Normal
Fixed potential desyncs in Multiplayer when players had different animation modes
Reduced number of lights in 4-2 for performance
Added missing effect for the start of Horse Archer special move and Fire Attack special
Fixed flags not updating when castles change ownership
Improved spacing on scrolling combat text
Moved some deploy positions in Attacker vs Defender MP maps to be closer
Fixed an issue with save file names
Fixed units being able to occupy the same tile of a fleeing unit that was initially out of sight due to fog of war
Fixed ambush not triggering when moving next to a hidden unit inside a forest
Fixed Sword Faint not breaking engagement on immediate mode

to quote Bonder on the announcement:

"well that's a bit unexpeccted."
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