Glorious Companions is a turn based tactical RPG set in an original dark fantasy world of Navaroth where you craft your own journey as a leader of a mercenary company. Aspire to become a powerful lord, solve the mystery of the Ancient Guardians or just ride around the continent building your fortune on trade.
The world of Navaroth has been carefully built and maintained by us throughout the years. The whole premise began as a pen-and-paper RPG system. Even the game itself had many different forms throughout the years. In 2009 it was a small mini-game with 2D cards representing the characters. However, it has turned into so much more.
We continue with improvements to the core aspects of Glorious Companions. We know that weird behaviors and actions taken by the computer-controlled opponents may instantly put you out of immersion and that’s why we’ve decided to focus on reworking the AI system early on.
We’d love to hear your feedback on how the new AI plays, along with reports of any bugs or odd situations you’ve encountered during your playthroughs. You can either post those on the Steam forums or on our Discord server[discord.gg].
You can buy the Early Access version of Glorious Companions on Steam:
So, without further ado let’s get to changes in the game’s newest version.
The biggest problem with our old approach was the behavior of the enemy captains, which is crucial for balanced and challenging gameplay - we wanted the captains to focus on surviving the battles. The AI will now move all its units in a tight formation and will no longer leave the poor slow Gunners behind right from the get-go. We’ve also spent a lot of time deciding how to value different actions in varied scenarios, for example enemy units shouldn’t decide as often to move out of melee combat zones (which in turn caused them to receive opportunity attacks) or rotate ‘randomly’. The AI has also learned how to utilize covers and will use them to safely reload their guns when needed.
We’ve also made a lot of groundwork for the AI to use abilities which should come in the near future.
We’ve connected the world map clock with battles and thus you won’t have to play through whole battles at night time. Each turn will last an hour (of the game’s time) and you’ll see a smooth daytime transition at the beginning of your round.
This feature also allowed us to customize each battle location’s lighting settings more easily and give them a more distinct look.
World Map Travelling Speed
You might also notice that your party will move slower through rough terrain from now on. Keep that in mind while traversing mountains or water. In the future (with World Map 2.0 update) this will get more sophisticated but it’ll do as it is for now.
If you notice anything report-worthy please let us know about the issue in the Bug Reports forums board.
What’s aheadWe’re working on a pretty big update that might take us some time to finish (don’t expect it to arrive in 2 weeks time) but we’re really excited for it. You might need a friend to play through it, if you catch our drift ;) Along with the new update we plan to release a new (and much better) trailer for the game. So… stay tuned for what’s coming!
Also here’s a couple of work in progress images from the upcoming Scarre race:
In this development update we want to show you our cool new Gameplay Trailer and our new promo art. Also we're hosting Closed Alpha tests and you're all...
Reveal of the first gameplay video from our upcoming mercenary management game - Glorious Companions.
During the last month we managed to finish the design for Scarre armors, including both light and heavy ones for all units. Our goal was to make the armor...
Glorious Companions comes back reborn along with an announcement trailer and a Steam page. Over 8 years after the project page was created here on IndieDB...
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