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Devlog
Major post-release patch
December 16, 2019
by
LazyKitty
For the past 5 weeks since last update we have been working hard on our official Steam release, this patch includes all of those changes. In no particular order these are: German localization French l...
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Bugfixes, performance improvements and level update
November 11, 2019
by
LazyKitty
#bugfixes, #performance
Fixed a number of bugs General performance improvement across the board, especially in the AI area. Changed the starting area of the level a little to make it more enjoyable...
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Demo version
November 09, 2019
by
LazyKitty
#release, #demo
It's been a long time since last update. The game has been taken down in preparation for Steam release. Meanwhile we have introduced a bunch of new features - you can read about some of them on our we...
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Patch 1.3
August 22, 2019
by
LazyKitty
#feature, #ux
This patch brings unit training feature. From now on, when you visit a settlement you will notice "Train Units" button If you press that - you will be taken to the Training screen In the training scr...
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Patch 1.2.1
August 18, 2019
by
LazyKitty
#bugfix, #performance, #ux
Lots of improvements fixed a pathing bug that would cause the game to freeze in some cases animations for loot and achievements are not independent of the "game time" and will not just hang while you...
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Patch 1.2
August 12, 2019
by
LazyKitty
Changed Armor mechanic. It no longer provides 1:1 damage reduction, the formula now has diminishing returns. What this means is that armor will provide less damage reduction in general, but it's usefu...
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Achievements, balance update and more in Version 1.1.1
August 06, 2019
by
LazyKitty
#performance, #balance, #bugfixes
Hey guys, it's been relatively quiet for us here on itch, but we have been working a lot since last update to bring you more features and better gameplay. This new update includes: Achievement system...
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Patch 1.0.1
July 27, 2019
by
LazyKitty
Fixed missing assets Adjusted initial difficulty Improved vfx Added full screen option Separate options for Music, Effects and Ambience volume...
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Version 1.0 is here!
July 24, 2019
by
LazyKitty
#release, #roadmap
Hello lovely folks! We are proud to bring you official release of our game, with this release we have made the game feature-complete! This update brings 3 things: Strategic AI, enemy will throw heroe...
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Upcoming features!
July 17, 2019
by
LazyKitty
#news
It's been a month since last update, so I wanted to provide a bit of an overview on what we've been up to during this time. Currently there are 3 major things we are working on: Additional class mecha...
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Language selection
June 16, 2019
by
LazyKitty
#localization, #UX
Small update. Added language selection button and shifted streaming priority on language files to make sure that they are loaded early, so game texts appear without a large delay. This mostly affects...
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Initial language support
June 15, 2019
by
LazyKitty
#language, #translation, #UX, #UI
We've been working on translating our game into other languages over the past months, so far only 2 languages are completed: English(British) and Russian with 1 more language being incomplete with som...
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Teaching gameplay with cursors
June 14, 2019
by
LazyKitty
#UX, #UI, #mouse
I haven't given it much though in the past, but cursor is a powerful tool to communicate gameplay. When you see a piece of colored text with an underscore , you think "it's a link", because that's wha...
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Wind of change
June 06, 2019
by
LazyKitty
Today we are proud to bring you a major update dubbed "wind of change". We have been hard at work on this patch for almost a month. This update touches almost every aspect of gameplay, here are just...
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Increasing the character roaster
May 31, 2019
by
LazyKitty
#characters, #skills, #design
Over the past couple of weeks we have been working to bring a number of new characters into the game. These characters are not intended as entirely new archetypes, instead, they will be branches of a...
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Balance re-work
May 18, 2019
by
LazyKitty
1
#design, #difficulty, #economy, #leveling
After a lot of internal discussion. We are adding passive effects to all in-game units, this allows us to make units more different from one another. After doing a lot of play-testing, we have come to...
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The Wand
May 18, 2019
by
Zabortis
We're proud to announce the release of a major update: "The Wand". Hero Mage (Viscount and Viscountess) and Mages have received eight new talents. "Water Shield" and "Water Guardian" minorly heal mag...
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The Balm
May 18, 2019
by
Zabortis
We're proud to announce the release of a major update: "The Balm". Hero Healer (Earl and Countess) and Herbalists have both received new talents. "Life Shield" and "Life Guardian" use delayed healing...
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Rendering engine overhaul
May 05, 2019
by
LazyKitty
2
#engine, #rendering, #performance
This change has been in the works for a while. The main benefit is twofold: Improved performance. About 30% more fps Elimination of jagged edge artifacts on particles. The graphics engine uses deferre...
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The Lute
April 22, 2019
by
Zabortis
#gameplay, #design
We're proud to announce the release of a major update: "The Lute". Buffers (Troubadour and Trobairitz) have received two new talents: "Grand Heroism". Increasing the effectiveness of the main buff...
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The Arrow
April 17, 2019
by
Zabortis
We're proud to announce the release of a major update: "The Arrow". Hero Archer (Marquis and Marquise) and Mercenary Archers have both received many new interesting talents. The theme of these new ta...
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Strategic AI: Threat evaluation, taking pathing into account
April 15, 2019
by
LazyKitty
1
#ai
Continuation of Strategy AI implementation. When AI evaluates threat, it will now consider how far a group can move, so that area directly within the reach of an enemy group will be considered to be s...
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Strategy AI: Threat evaluation
April 14, 2019
by
LazyKitty
1
#ai
Working on strategic AI. The idea is to create dynamic enemies that would move around the map and generally make players' lives a misery. To be able to do that, AI will need to figure out where to go...
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New Splash Art
April 09, 2019
by
LazyKitty
#art
Supper happy to bring out new splash art. Let us know what you think!...
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The Hammer
April 06, 2019
by
LazyKitty
We're proud to announce the release of a major update: "The Hammer". If you have been following our development updates, then you know that we have been preparing a number of changes for a release f...
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New particle effects
April 02, 2019
by
LazyKitty
#graphics, #particles, #animation
Magic attack, Healing and Buff projectile particle animations have been reworked...
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Completed rework of warrior talents
April 01, 2019
by
LazyKitty
#talents, #design
We've been working on talent rework for a while. The heroes have new delicious talents that affect all units in the squad. Each talent branch, leading to "Mass Inspiration", received one additional ta...
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Reworking the model import pipeline
March 29, 2019
by
LazyKitty
#engine, #assets, #graphics
Just a quick update. I've been working on getting new set of models into the game. Doing that I ran into a very common problem - models tend to have arbitrary hierarchies and transforms. For context...
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Combat state visibility
March 27, 2019
by
LazyKitty
1
Over the past few days I have been working on improving visibility of "defense" state in combat. Here's what it will look like: The idea is to make it clearer what is happening on the field...
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Talent and Status Effect update
March 21, 2019
by
LazyKitty
#design, #talents, #ux
Our game designer has reworked the talents and status effects based on some of the player feedback to use whole numbers for fixed bonuses to: ability power health absorption these changes should make...
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Minor bugfixes to talents
March 21, 2019
by
LazyKitty
#bugfix, #talents, #gameplay
Fixed a bug that would sometimes cause talent levels to not update properly. You spend a talent point, but the effects of new talent level do not apply until you re-load the game. Thanks to all who h...
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Introducing new game mechanic
March 18, 2019
by
LazyKitty
#design, #mechanics, #healing
We're currently in the process of major overhaul of talent trees. As part of that work, we're introducing a new combat mechanic: healing effectiveness. It's a new stat which modifies how well healing...
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Minor bugfixes
March 17, 2019
by
LazyKitty
#bugfixes, #ui, #ai
Couple of bugfixes and tweaks - AI logic has been adjusted a bit, you should see fewer poor decisions being made - Rounding error is in awarded experience calculation, there were some ugly looking dec...
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Clearly marking dead units
March 15, 2019
by
LazyKitty
Small update. Dead units now appear grayed out to make it more clear...
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Balance Update
March 15, 2019
by
LazyKitty
#gameplay, #balance
We have had a lot of feedback about how easy the game is in the beginning. This was by design, but it looks like we went too far off the mark. So in this update we have increased the early game diffic...
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Stat color coding based on modifiers
March 15, 2019
by
LazyKitty
#ui, #stats, #ux
Now stats are color-coded based on whether they are currently boosted or deduced. If the stat is increased - it will be colored green, if it's reduced - it will appear red. There is a bit of a glow u...
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Added stat breakdown tooltip
March 14, 2019
by
LazyKitty
#ui, #tooltip, #stats
Over the past few days we received a few request to be able to see how much talents are affecting your characters, so I added stat breakdown to the tooltip. It's super simple, it only shows you base...
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Reworked floating combat text
March 14, 2019
by
LazyKitty
1
#combat, #ui, #animation
Floating combat text is a bit of an art-form, I think. I added a couple of features to it to make it look better. - text gets a random offset within a small area, which makes several messages appearin...
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