We’ve finally got around to getting the 1.0 release of Grim Legions. There’s not a huge amount of change in this release, a few bug fixes, and a new tileset – Snow. Check out the screenshot below, or go play the game! The snow tileset Here’s another screenshot showing the alliance panel:
The latest (and final beta) release of Grim Legions is now available. Along with a slew of bug fixes, there the major new feature is Fog of War / Map Reveal. Both are optional, so you can either play in ‘classic’ mode, where everything is visible from the start, with the whole map hidden from the start, or with fog of war on so you only see other legions if your legions sight them.
A new version of Grim Legions has been released. Here’s a list of changes: New ‘desert’ tileset Improvement to existing ‘rocky’ tileset Added a “Legion Movement Speed” option (in the settings). This lets you set how quickly legions move around the map, making the game move faster or slower When merging legions, use the lowest movement points for the resulting merged legion. This stops an exploit that allowed infinite legion movement Human player name can now be set in the settings screen Some AI tweaks and improvements Expanded the Help Screens A bunch of other small bug fixes and tweaks Here’s a screenshot of the new desert tileset:
Despite not quite being finished yet, we decided it was time to release a beta of Grim Legions to get your feedback. You can play the game in Windows, Linux or WebGL. The last option is a good way to quickly try out the game without having to download anything (although it probably performs a bit better in the Windows/Linux builds). If you have any feedback, please post in the game’s forum.
We’re currently working on a turn-based strategy game in Unity3d called Grim Legions. It’s a relatively simple game (much simpler than Crown of Conquest anyway), but still a lot of fun. You get to control units that move around a hex-based map trying to capture towns. Each turn, the towns recruit more units. The aim of the game is simply to wipe out your enemy (destroy all their troops and capture all their towns).
In recent versions of Unity, a “Scrollview” UI element has been introduced. It’s very useful, but one thing that wasn’t obvious (to me, at least) was how to use it for something that has potentially infinite content. In my case, I have a message window which has text added to it at various points during the game. I wanted that text to be added to the bottom of a scroll view, but have the previous text still accessible via the vertical scroll bar.