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 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 game using hidden terrain
This adds a bit more to the game, and can make playing against the AI pretty tough.
On top of this, some performance tweaks have been made, which should hopefully make the game run better, particularly under WebGL.
You can download or play the latest version on the Grim Legions website.
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:
There should be at least one more release before 1.0. One of the major things still left to add is map reveal / fog of war.
For more info, or to play, checkout the Grim Legions site.
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.
Grim Legion’s Website
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). There can be up to 4 players (currently only 1 human player, but multi-player is planned), and you can make alliances with other players.
The start of a game – with a unit in the top right
There are three different types of troop: infantry, archers and cavalry. There’s not much difference between these types, archers are just better than infantry, and cavalry better than archers. Unlike a lot of other games, you can combine multiple troop types in one unit (or “legion”), and you can split and merge them as much as you like.
One of the features we’re really happy with is the map generation. It is randomized, but you have a lot of control over it. E.g. if you get sick of your units taking ages to move through the mountains, you can just generate a map without mountains. You can also decide how much of the map you want to be water (which no troops can move through), from 0% to 60%. There are also 3 map sizes to choose from. This means – despite the relatively simple gameplay – there are quite a few different scenarios. You can end up spending a lot more time playing this game than you think!
Selecting options for map generation
We’re about 60-70% done, so should be ready to release in the next few weeks. It’ll be available for Windows, Linux, and WebGL (Mac release will be possible too if people are interested).