Greetings, Avalon Lords community!
Since our last update in August, we’ve made significant strides in bringing Avalon Lords closer to the rebirth it deserves. Our team has been working tirelessly to refine the game, and today, we want to share the progress we’ve made and what lies ahead.
What We’ve Accomplished Since August:
Here are some highlights of the work completed since our last update:
- Combat Improvements: Addressed and fixed bugs like units not properly attacking enemies in missions, ensuring smoother gameplay.
- Enhanced Tutorials: Redesigned tutorial screens to guide players more effectively, including updates like adjusting Peace Time mechanics.
- Loading Screen Enhancements: Introduced a brand-new loading screen for a more immersive and polished experience.
- Visual Updates: Added a sleek 3D logo to the main menu for a fresh, modern feel.
- Animations: Reanimated core models, including the peasant unit, for more lifelike movements and dynamic interactions.
- UI and Sound Pass: Continued refining UI elements and sound effects to ensure consistency and improve player immersion.
And this is just scratching the surface! The team has been methodically polishing every aspect of the game to ensure it’s in a state we can be proud of.
The Road Ahead: January Release Target
We’re excited to announce that we are targeting January 2024 for the release of the newly rebuilt version of Avalon Lords during the Steam Strategy Fest. However, this will only happen if the game meets our expectations of quality and polish. As always, our commitment is to "do it right this time." If the game isn’t ready, we won’t rush the release. Your understanding and patience mean the world to us as we push to deliver the experience Avalon Lords deserves.
What’s Next?
We’re currently in the final stages of preparing for broader playtesting to ensure the gameplay, mechanics, and experience all align with the vision we’ve rebuilt from the ground up. This includes:
- Fine-tuning unit AI, particularly combat mechanics and pathfinding.
- Testing the first chapter of the single-player campaign to ensure it captures the depth and excitement of the Avalon Lords story.
- Continued improvements to UI, sound, and visuals across the board.
Thank you for sticking with us on this journey. The time and effort we’ve poured into this project are all for one goal: to bring Avalon Lords back better than ever. Keep an eye out for updates as we approach January, and don’t hesitate to share your thoughts, feedback, or questions. Your support keeps us motivated!
Stay tuned for more soon, and as always…
For Avalon!
Full List of Completed Tickets and defects
- Units not attacking enemies on mission 1
- Tutorial for screen not decreasing Peace Time
- Loading Screen
- Add new 3d logo to main menu
- Re Animate the peasant model
- Work on Main Menu Scene
- Peasants should search for other buildings to help finish
- Settings option on Main Menu crashing the game
- Setup New Main Menu For Single Player
- Begin framing work for Tutorial Mode
- Box selection prioritizing units instead of unit + buildings
- remove skip buttons all together.
- make sure that videos are its skipping on its own
- Unit health bar not disappearing when being deselected
- Unit spawn gathering point not showing on different types of camera zoom
- Incorrect model/design for beacons
- Widen and smooth out terrain for small chapter 1
- Unit portrait has the same image as previous selected unit
- Player not able to build Archery Range on mission 1
- Button Main Menu not working after failing/winning a mission
- Remove unit health bar on cinematic videos
- Player not able to command attack on units
- Create Books for Main Menu Chapters
- create video cuts for main menu
- Dark Unit - Demon Warrior
- Building a stable locks the player from other actions (until mouse right clicking)
- Health bar clipping on unit model
- Remove Merlin And Arthur Spawner
- Single and double click not working for units
- Visual bug on starting area for Mission 1
- Cinematic video not automatically skipping on mission start
- Cinematic video not being shown on game start
- Main menu not being firstly loaded on build 'development - dev'
- Some trees being selected on the start of Mission 1
- Peace time on Mission 1 not decreasing
- Church building softlocking Mission 1
- Not able to pass mission 1, as 'Secure the camp site' isn't being triggered
- When more than one civilian is selected, the build menu is blank
- Merlin and King Arthur always being selected
- Arrows being targeted above the enemies
- Unit box selector not automatically disappearing
- Update Fog Of War
- Remove Background Behind Mission Complete
- Visual glitch after merlin and Arthur leave the cave
- Pressing escape during a mission pauses the game but will not show a (temporary) menu, basically locking the player out
- The units are already in a moving state while the cutscene for mission 1 is shown
- For Units spawned in have them not run to a location, spawn them at that location
- Fix Merlin Model
- Ensure Arrows Disappear After Hitting Unit
- Add Mission Beacons
- Camera Zoom In Min Height
- Camera Zoom Out Max Height
- Fixing Intro Scene
- Increase Hit Box For Attacking Unit
- Missions Stuck
- Trees Floating In Air
- Structures Menu
- MOBS Should Fight who they encounter first
- Need A Visual Cue For Attacks
- Swordmen just Standing around For Some Reason
- Archers Stop Attacking Other Enemies
- MOBS Sometimes stop attacking
- Archers Take Too Long To Respond
- create Mission Complete and Mission Failure UI
- Dark - Demon cave
- Dark - Fortress
- Investigate Library / Menu Scene
- Update Cave V2 for cutscene.
- Updated Cutscene for singleplayer. Cave and Troops
- Write out all the building sound references and unit references for audio.
- Change Under Attack Sound to Horn
- Arrows do not fire from the correct position but from the opposite side of the unit
- Add the Aviary to RTS Engine.
- Replace King Arthur Model
- Import Hero - Arthur
- Import Hero - Merlin
- Objective Complete
- Pathfinding Issues
- Random dawn troops you find in the world currently attack you, they need to become your friends.
- Hero Unit Not Getting Attacked
- Adjust and flatten paths for astar path finding.
- Write a short description for each unit both from a sound perspective and wiki lore.
- Finish videos for Kim for Sound Design
- Can't Go Past Mission 2
- On Focus Navigation Items
- Enemy Spawning During Peace Timer and Then Disappears
- Units Stacking
- Mission Complete Sound
- Chapter Failure Sound
- Chapter Complete Sound
- Dark - Siege/Forest Cave
- Dark - Prison/House
- Dark - Blacksmith/Forge
- Skeleton Barracks / Graveyard
- Dark - Barracks/Graveyard
- Dark - Altar
- Wizards Tower
- Church
- University
- Townhall
- Stables
- Siege Workshop
- Sawmill
- House
- Blacksmith
- Barracks
- Archery
- Aviary
- Altar
- Replace Peasant Model
- Make sure fog of war is working correctly
- Integrate Hero UI with merlin and Arthur
- UI Implementation with RTS
- Figuring out Arthur and getting him game ready.
- Adjust Main menu and single player menu to start the single player experience.
- Adjust Wave Manager for Unit and Wave Configuration
- Adjust Win/Lose State Logic and Implement Checkpoint System
- Spawn and Manage Dawn Units Across Chapter
- Create the player manager for the dawn units
- Add the video that hannah is working on. (story book).
- Hide UI during video and cutscene.
- Create an ability to turn objects off and on per mission.
- Add win and lose states for the single player.
- Setup Transition between missions same map
- Horn Sound to Signify Mission Transition
- Creating introduction trailer for ingame single player
- Sounds Pass List
- Figure out King Arthur
- Figure out Merlin
- Create missions for single player game mode
- Help Create player hub and other UI for the game.
- Help create Icons for buildings Darkness and Dawn
- Add new camera for in game cinematics / cutscenes
- Stables - Helldogs
- Aviary - Flying demons
- Create Wizard Tower - Skeleton Mage
- Church - Gothic
- Create Sacrifice Pit - University
- Using RTS Engine create the new faction type of Darkness
- Implement The Darkness Faction
- Create Darkness Structures
- Optimize Structures
- Remove Trees From Base Areas
- Mesh Baker
- Optimize Units
- Fix Lights On Construction State
- Add Ambient Lighting To All Structures Level 1
- Adding Grunge to Ruins on Demo Level
- Investigate Implementing FOW
- Investigate Implementing Minimap