Funded! This project was successfully funded on May 22, 2012.

Update #2

1) Combat video is here! 2) Thank you Stoic! 3) Posters will be signed

Thank you everybody for your ongoing support and encouragement! With your help we are at 40% now and things are just bound to get better and to celebrate this we are very happy to show you our combat video!

Combat video

Please check it out below, we hope it will make clear what we meant by our descriptions of combat. Please note, our game is still in alpha, and quite a few things are missing – there are no hints which makes unclear how many hits will be taken from a unit. Also, there are no visual effects for spells and low-mode shaders are used.

We wanted to demonstrate with this video that:

  • There is no movement without attacking;
  • The battle is dynamic and doesn’t last too long – the second battle was just 4 rounds long;
  • Battle outcome depends on initial positioning and tactics.

Thank you Stoic 

We would like to thank Stoic for sending many supporters to us here. That is very good to be acknowledged by these amazing industry veterans and to know that we are doing things right. Welcome everybody who came as a result of their recommendation and we promise to do our best to make this game absolutely amazing!

Rewards

While we are thinking what additional rewards to include, we would like to mention that all our posters will be signed by our entire team and Pavel Romanov, who is going to design this poster. 

Comments

    1. Logo_2.small

      Creator Aterdux Entertainment on May 2, 2012

      @Matthew - I think your answers to your questions qualify for an update :) We will address it there in a while. To answer some short questions: XP is gained by all units including a hero, it cannot be used as currency. Other questions we will address later.

    2. 1.small

      Creator Matthew Farmery on May 2, 2012

      not sure if this has already been asked, but do units gain XP? another thing is, are going going to add mercenaries to the game? and would they have a loyalty factor? (it would be interesting if you did buy mercs, maybe because you are low on main units, and mercs will fight for you for a price for a few battles, would be interesting if there is a chance that mercs can turn against you, (but as the game is grid based, and the battlefield is small, this may or may not work too well, but would be interesting to see mind. and the other thing is, do units require an upkeep? that knight for example, after a few battles, his sword isn't as sharp as before, so does less damage, unless you keep maintaining his weapons and armour, just some ideas, I know you wanted a simple economy, but I guess one of the resources will be gold / money? now thinking about it, maybe the XP could be used as a currency, and you use it on some units (maybe heroes) otherwise it would get tedious, and these hero units as they gain levels, you can upgrade their stats and maybe equipment, while normal units dont gain XP at all, that would be a better system I would think, but you don't want heroes to be really powerful, so longish levelling and upgrades that might do 1 or 2 to defence or damage, something like that

    3. Logo_2.small

      Creator Aterdux Entertainment on May 2, 2012

      Right now you will position your units yourself and they will stay in the same configuration as in your last battle.

    4. Magenta02.small

      Creator Michelle Gosse on May 2, 2012

      As the battle outcome depends on initial positioning, can I do the initial positioning and then start the battle, or will the AI put my units in the order in which it thinks they should be (e.g. with healers and distance always at the back)?

    5. Fb_profile_picture.small

      Creator Mark Clarke on May 1, 2012

      Would like to see a 35 dollars option please, as I don't want to spend $50 because I can't afford, but 35 is more acceptable to me and probably a lot of other people too, enough so that they may raise the amount they'll pledge to your cause.

    6. 1.small

      Creator Matthew Farmery on May 1, 2012

      ok np, but was just a suggestion, but yes the money is best spent on the game, but if you do go over the funding level, and factor in making a documentary, then that would be awesome, but only if you do have the funds, right now, however yes on the game itself.

    7. Logo_2.small

      Creator Aterdux Entertainment on May 1, 2012

      Thank you for your suggestions, but making a documentary is a project on its own. This would have to be yet another stretch goal but we feel extra funds are better used to improve our game.

    8. 1.small

      Creator Matthew Farmery on May 1, 2012

      it probably is, at least you corrected the problem, and the video is miles better, as people can hear what the speaker is saying, when you make more vids, just remember to turn down the volume!

      but yeah, no harm done, just helps a lot of the music isn't load, and the funding level is doing pretty well, so the game is slowly taking off, so I hope you do more vids, and maybe a behind the scenes one of the development of the game, you could have a reward tier for a DVD or blueray documentary disk, or maybe make them downloadable, as behind the scenes making of games are really good, I know double fine adventure has something similar planned, so while maybe not too many, I know your making and programming the game, so you don't want to spend all the time making documentaries, but its worth a thought, as I'm sure there are a few people who are interested in that kind of thing, I also am also, as I sometimes watch the extras of films, and how a director or music composer makes the music for the film, but anyway, worth a thought, and keep up the great work you are doing.

    9. Logo_2.small

      Creator Aterdux Entertainment on May 1, 2012

      @Matthew - I think it's a good lesson for us not to make videos at 5AM :) We were so excited to present our video that we didn't pay enough attention when we put everything together.

    10. 1.small

      Creator Matthew Farmery on May 1, 2012

      that is a much better video, and I could cleary understand what the speaker was saying, interesting combat, so very impressed to say the least, the music didn't drown out the voice as the last vid, so much, much better, can't wait try this game out, as it has loads of promise

    11. Logo_2.small

      Creator Aterdux Entertainment on April 30, 2012

      Video has been updated! Now the music volume is lower and it is in HD.

    12. Logo_2.small

      Creator Aterdux Entertainment on April 30, 2012

      There are other battle arenas, sure and we would love to make more :)

    13. Avatar150.small

      Creator Archon on April 30, 2012

      Great video, thanks. Small battlefield make more dynamic battles indeed, but will we see different "combat zone" sizes, with more units in the game ?
      Obviously this one was for castle defence ( enemies at the right broke the door, fools ! ), is there some siege battles, or forest or swamp or anywhere else ?

    14. Logo_2.small

      Creator Aterdux Entertainment on April 30, 2012

      Yes, new video is being uploaded as we speak! :)

    15. 988626_10151458268282364_1788078823_n.small

      Creator Michael Becker on April 30, 2012

      Also, to the guys making the video, can you turn the game music down a little next time? Kinda hard to hear what you were saying. Looks fun though :)

    16. 988626_10151458268282364_1788078823_n.small

      Creator Michael Becker on April 30, 2012

      From what I understand, you are never moving just to get into range then waiting a turn for an attack. So you aren't forced to move to attack, but rather its economy of motion. If you have to move to attack, you will move and attack in the same turn, rather than in 2 or more turns like other games.

    17. Logo_2.small

      Creator Aterdux Entertainment on April 30, 2012

      As I mentioned before, it is likely that a decision about moving ranged units or not will be postponed until the beta testing. We have several different ways how to handle this situation. Right now it seems that if ranged units need to move then the battle is lost already :)

    18. 1.small

      Creator Matthew Farmery on April 30, 2012

      whoops, your referring to if archers can move? I would have thought from the video, that you won't have to move archers at all? as long as they have line of sight to the target? so not blocked by another unit, but can archers move? but yeah they dont move to attack, and with range units, they would want to keep as far away from the melee units as possible, unless I miss understood the question?

    19. 1.small

      Creator Matthew Farmery on April 30, 2012

      it looks from the video that you dont need to move archers to get them to attack, but that is an interesting question,

    20. Ing80_de.small

      Creator Gazz on April 30, 2012

      If movement is ALWAYS part of an attack, how do ranged units move... ever?
      They surely don't want to move up adjacent to an enemy knight BY attacking him in melee range.

    21. Logo_2.small

      Creator Aterdux Entertainment on April 30, 2012

      @Matthew - yes, loud music and strong accent is not a good combination :) Thank you for your kind words!

    22. 1.small

      Creator Matthew Farmery on April 30, 2012

      good to know that your uploading a new vid with lower music volume, can't wait, as there were a few moments that I couldn't hear what the speaker was talking about, so will rewatch the new vid when its been uploaded

      other then that, I like the way the game plays out, as I upped my pledge for beta access, would be interesting to see how the game progresses, keep up the great work you are doing people

    23. Logo_2.small

      Creator Aterdux Entertainment on April 30, 2012

      @JS
      It was easy to guess that archers would attack the pikeman since he was close to them (they didn’t have distance penalty) plus his shooting defense is low and that made him a good target.
      When there are just a few enemies are left they can run away from the battle field or surrender. There is a button for auto battle and you can click it at any moment in battle
      Every unit type (shield bearers, pikemen, cavalry etc) have one special action that is alternative to attack when it’s doesn’t make sense to attack (yes, there are such moments too)
      AI depending on the level of difficulty works in the most optimal way. So, yes, if you make a mistake you can replay a battle following the same path.

    24. Logo_2.small

      Creator Aterdux Entertainment on April 30, 2012

      @Matthew - it was early morning when we finished the video :) We are uploading now a better version with lower music volume and higher resolution. For button read my next response to JS.

    25. 1.small

      Creator Matthew Farmery on April 30, 2012

      my spelling strikes again, I mean add a button to end your turn, but like I said maybe optional? but I do like the video and the combat in general, really impressed

    26. 1.small

      Creator Matthew Farmery on April 30, 2012

      I like the combat, my only criticism is that the music is too load, and its difficult to hear the speaker, maybe you could redo the video and turn down the music volume, as increasing the volume from the computer (mine) just makes the music blast, and still hard to understand what the speaker is saying

      other then that, I like the combat system, maybe you could add a button, (maybe make this optional) to turn your turn? just a thought, as combat does seem a little fast paced and not enough time it seems to plan your moves in advance, still I like what I see, very impressed, but please turn down the music level a bit, as nice as the music is, its a bit hard to hear people speak over it, and the main dev of POE made this same mistake when he did a vid of that game, and was hard to understand what he was saying sometimes

      but anyway, nice vid overall, game has promise

    27. Cool%20star%20wars%20art%20darth%20vader%20boba%20fett%20pulp%20fiction4.small

      Creator James Young on April 30, 2012

      Really impressed. The movement thing becomes very clear now, and I think it is the better (and a very clever) way to handle movement in combat.

    28. Herroyalcoldness180px.small

      Creator eisprinzessin on April 30, 2012

      I like the blocking - gives the front row an actual meaning. I also like that the enemy is executing its action virtually at the same time when you do.

      Why do some units have a double move sometimes?

      Suggestion: Archers and crossbowmen could step aside before attacking, if their line of sight is blocked by other (allied) units.

    29. Missing_small

      Creator aylien on April 30, 2012

      Combat system looks to be in great shape, I'm really looking forward to seeing more of the game as it nears completion!
      Quick question, there did not seem to be much pause between units taking their turns in the video. In other words, after the player controlled a unit, the AI's moves were made very quickly, and then it was back to the player. Will this be the speed of the combat system in the finished game, or will it move more slowly between enemy unit moves, so it will be easier to follow what is going on?
      Obviously the game is in alpha, so you're probably already thinking about things like this.
      Either way, looks great so far!

    30. Missing_small

      Creator JS on April 30, 2012

      Very interesting variation on the Disciples style combat. I do have a few questions. For the second fight, near the end you had a choice to heal your Pikeman or Crossbowman, and chose the Pikeman. It seemed to me that the AI might have been able to kill your Crossbowman with its Crossbowmen at that juncture. Did you know ahead of time that the AI would go after the Pikeman? I'm curious about the decision there. Another question is that when you got close to the end of the combat, e.g. enemy had only one unit left, it would have been nice to have a quick combat button to just let the fight resolve itself, since it was trivial at that point. Do you plan to have such a function? Also, are there any kinds of passive combat abilities that can be gained like parry, dodge, and retaliate that would happen automatically when a unit is attacked? Is there any randomness to the AI decisions, or can you always replay the fight over with the exact same steps, changing one decision that didn't work, to see if you get a better outcome?

    31. Small%20irish%20heraldry.small

      Creator Ben Waxman PA-C on April 30, 2012

      Awesome!!!

    32. Logo_2.small

      Creator Aterdux Entertainment on April 29, 2012

      @rekahlert Yes, it is fun :) We got carried away a bit today playing with different things, and we can't wait ourselves to play! But a substantial amount of work is still ahead of us...

    33. Duck_avatar.small

      Creator rekahlert on April 29, 2012

      Oh, that was interesting to see. I understand better now what you meant with the 'no movement without attacking' statement.

      Can't wait to try it myself :)

      (And I *really* like the 'look' of the game. And the fact that you can turn the camera)

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