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December Update: Preparing Avalon Lords for a Bold Rebirth in January!

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

  1. Units not attacking enemies on mission 1
  2. Tutorial for screen not decreasing Peace Time
  3. Loading Screen
  4. Add new 3d logo to main menu
  5. Re Animate the peasant model
  6. Work on Main Menu Scene
  7. Peasants should search for other buildings to help finish
  8. Settings option on Main Menu crashing the game
  9. Setup New Main Menu For Single Player
  10. Begin framing work for Tutorial Mode
  11. Box selection prioritizing units instead of unit + buildings
  12. remove skip buttons all together.
  13. make sure that videos are its skipping on its own
  14. Unit health bar not disappearing when being deselected
  15. Unit spawn gathering point not showing on different types of camera zoom
  16. Incorrect model/design for beacons
  17. Widen and smooth out terrain for small chapter 1
  18. Unit portrait has the same image as previous selected unit
  19. Player not able to build Archery Range on mission 1
  20. Button Main Menu not working after failing/winning a mission
  21. Remove unit health bar on cinematic videos
  22. Player not able to command attack on units
  23. Create Books for Main Menu Chapters
  24. create video cuts for main menu
  25. Dark Unit - Demon Warrior
  26. Building a stable locks the player from other actions (until mouse right clicking)
  27. Health bar clipping on unit model
  28. Remove Merlin And Arthur Spawner
  29. Single and double click not working for units
  30. Visual bug on starting area for Mission 1
  31. Cinematic video not automatically skipping on mission start
  32. Cinematic video not being shown on game start
  33. Main menu not being firstly loaded on build 'development - dev'
  34. Some trees being selected on the start of Mission 1
  35. Peace time on Mission 1 not decreasing
  36. Church building softlocking Mission 1
  37. Not able to pass mission 1, as 'Secure the camp site' isn't being triggered
  38. When more than one civilian is selected, the build menu is blank
  39. Merlin and King Arthur always being selected
  40. Arrows being targeted above the enemies
  41. Unit box selector not automatically disappearing
  42. Update Fog Of War
  43. Remove Background Behind Mission Complete
  44. Visual glitch after merlin and Arthur leave the cave
  45. Pressing escape during a mission pauses the game but will not show a (temporary) menu, basically locking the player out
  46. The units are already in a moving state while the cutscene for mission 1 is shown
  47. For Units spawned in have them not run to a location, spawn them at that location
  48. Fix Merlin Model
  49. Ensure Arrows Disappear After Hitting Unit
  50. Add Mission Beacons
  51. Camera Zoom In Min Height
  52. Camera Zoom Out Max Height
  53. Fixing Intro Scene
  54. Increase Hit Box For Attacking Unit
  55. Missions Stuck
  56. Trees Floating In Air
  57. Structures Menu
  58. MOBS Should Fight who they encounter first
  59. Need A Visual Cue For Attacks
  60. Swordmen just Standing around For Some Reason
  61. Archers Stop Attacking Other Enemies
  62. MOBS Sometimes stop attacking
  63. Archers Take Too Long To Respond
  64. create Mission Complete and Mission Failure UI
  65. Dark - Demon cave
  66. Dark - Fortress
  67. Investigate Library / Menu Scene
  68. Update Cave V2 for cutscene.
  69. Updated Cutscene for singleplayer. Cave and Troops
  70. Write out all the building sound references and unit references for audio.
  71. Change Under Attack Sound to Horn
  72. Arrows do not fire from the correct position but from the opposite side of the unit
  73. Add the Aviary to RTS Engine.
  74. Replace King Arthur Model
  75. Import Hero - Arthur
  76. Import Hero - Merlin
  77. Objective Complete
  78. Pathfinding Issues
  79. Random dawn troops you find in the world currently attack you, they need to become your friends.
  80. Hero Unit Not Getting Attacked
  81. Adjust and flatten paths for astar path finding.
  82. Write a short description for each unit both from a sound perspective and wiki lore.
  83. Finish videos for Kim for Sound Design
  84. Can't Go Past Mission 2
  85. On Focus Navigation Items
  86. Enemy Spawning During Peace Timer and Then Disappears
  87. Units Stacking
  88. Mission Complete Sound
  89. Chapter Failure Sound
  90. Chapter Complete Sound
  91. Dark - Siege/Forest Cave
  92. Dark - Prison/House
  93. Dark - Blacksmith/Forge
  94. Skeleton Barracks / Graveyard
  95. Dark - Barracks/Graveyard
  96. Dark - Altar
  97. Wizards Tower
  98. Church
  99. University
  100. Townhall
  101. Stables
  102. Siege Workshop
  103. Sawmill
  104. House
  105. Blacksmith
  106. Barracks
  107. Archery
  108. Aviary
  109. Altar
  110. Replace Peasant Model
  111. Make sure fog of war is working correctly
  112. Integrate Hero UI with merlin and Arthur
  113. UI Implementation with RTS
  114. Figuring out Arthur and getting him game ready.
  115. Adjust Main menu and single player menu to start the single player experience.
  116. Adjust Wave Manager for Unit and Wave Configuration
  117. Adjust Win/Lose State Logic and Implement Checkpoint System
  118. Spawn and Manage Dawn Units Across Chapter
  119. Create the player manager for the dawn units
  120. Add the video that hannah is working on. (story book).
  121. Hide UI during video and cutscene.
  122. Create an ability to turn objects off and on per mission.
  123. Add win and lose states for the single player.
  124. Setup Transition between missions same map
  125. Horn Sound to Signify Mission Transition
  126. Creating introduction trailer for ingame single player
  127. Sounds Pass List
  128. Figure out King Arthur
  129. Figure out Merlin
  130. Create missions for single player game mode
  131. Help Create player hub and other UI for the game.
  132. Help create Icons for buildings Darkness and Dawn
  133. Add new camera for in game cinematics / cutscenes
  134. Stables - Helldogs
  135. Aviary - Flying demons
  136. Create Wizard Tower - Skeleton Mage
  137. Church - Gothic
  138. Create Sacrifice Pit - University
  139. Using RTS Engine create the new faction type of Darkness
  140. Implement The Darkness Faction
  141. Create Darkness Structures
  142. Optimize Structures
  143. Remove Trees From Base Areas
  144. Mesh Baker
  145. Optimize Units
  146. Fix Lights On Construction State
  147. Add Ambient Lighting To All Structures Level 1
  148. Adding Grunge to Ruins on Demo Level
  149. Investigate Implementing FOW
  150. Investigate Implementing Minimap