Category Archives: New Version

Legends of Amberland II version 1.13

Version 1.13 released

This version, in addition to the usual fixes and smaller interface improvements, focuses on experimental rebalance. The idea is that for most players there is no change, they play using the old stable rules. But for the more adventurous spirits, there is an option to opt-in to experimental rebalance changes. Which allows to experiment with the rebalance without upsetting most players who just want to play the way it is. The plan is, after all this rebalance is properly tested, to make one big rebalance somewhere in future (v1.20 or v1.30 most likely) in a single big update (with the old rules v1.x being preserved as Steam beta branch). Oh yes, also Respawn Monsters option was moved to regular features, so now you can officially grind as much as you want, if you so desire (it can be enabled/disabled anytime, it works with both old and new saves), well except if you play on Insane since on that difficulty you are not granted the luxury of infinite resources.

– [feature] Experimental Rebalance option (need to be enabled in Options). When enabled it will use an alternative rebalance settings (presumably better than the standard one). This rebalance can change from version to version (so the gameplay can be somewhat chaotic, therefore it’s not recommended for most players) and is aimed to forge out the final rebalance. Around v1.20 I plan to move this experimental balance to regular balance in one big batch (with an alternative build that uses the old balance preserved in Steam beta branch for people who liked the old one better).

– [misc] Respawn monsters option moved to regular features.
– [misc] Development markers (small triangle) not shown unless those indicate an error (to avoid confusion).

– [experimental] Only if enabled Experimental Rebalance: Monsters got Dexterity attribute (Dexterity value depends on level, also Trolls got it significantly lower), which affect hit and evade.
– [experimental] Only if enabled Experimental Rebalance: Dragons got better armor.
– [experimental] Only if enabled Experimental Rebalance: New hit chance formula (taking Dexterity into account more).
– [experimental] Only if enabled Experimental Rebalance: Whirling item ability chance increased significantly (to 25%).

– [interface] Added list of known trainers locations to each individual skill level tooltip (the skill tooltip was frequently overlooked, now the information is duplicated which makes it much harder to overlook).

– [fix] Notices (like Evil Aura notice) not cleared on load and new game. Also, one tile in DarkWood had no proper aura.
– [fix] Experimental feature “Auto recast party spells at midnight” was not taking into account the level of the caster (which made it possible to cast the spell by inappropriate character in some cases). BTW, I could use some feedback on this feature, I want to move it to regular features at some point.
– [fix] Spelling and other story related cosmetic stuff.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland II version 1.12

Version 1.12 released

The third after release version contains a bunch of fixes, miscellaneous adjustments and one experimental feature, some of you were eagerly waiting for. Respawn monsters is here, as an option which you can enable at will. Personally, I think such option is not really needed to enjoy the game since the balance (on Normal) basically guarantees there is enough resources to beat the game. Still, I understand why some of you would desire such an option, so here it is. In future versions the feature will be moved to regular optional features, possibly in an altered form. For now you need to descent into the experimental features to enable it.

– [feature] Experimental feature (needs to be enabled via Options): Respawn monsters. When enabled monsters will respawn (once per month) on the overworld map. This setting is ignored on Insane (no infinite source of gold or experience on Insane, nope). This setting can be changed anytime. Note that you need to re-enable all experimental options each time you launch the game.

– [misc] Experimental feature: Midnight auto cast party bonuses timing adjusted. Now those are attempted after the rest (to avoid a situation when the cast is attempted while out of MP). This change results in more reliable auto cast.
– [misc] Experimental features options settings are now saved.
– [misc] All special abilities are now guaranteed to hit.

– [interface] Added Invisibility notice on Evade tooltip (analogous to Displacement notice).
– [interface] When fled from combat it shows the time passed notice.

– [fix] Gamepad button “Y” to call Map Notes not working properly.
– [fix] Fix of armor formula (was not working as described).
– [fix] Fix of Hit/Evade formula (was incorrect in some cases).

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland II version 1.11

Version 1.11 released

The second after release version has some fixes, but nothing really important, mostly cosmetic ones. Which makes me very happy that there was nothing serious to fix reported since the last version. I expected to spend more time on fixes to be honest, considering that’s my first title released without Early Access. Therefore, I could spend more time on features. Two very important improvements, many of you requested. Map notes which you can put on the map as you desire (like to help you remember which location was explored) and an option (for now marked as an experimental feature) to auto cast party bonuses spells at midnight. Some interface improvements were done as well.

– [feature] Map notes. Now you can put colored markers on the map and leave small text notes to yourself (which will be shown in tooltips). Several colors to choose from, some with predefined meaning (like Completed, Too Hard, etc), you can disregard the intended meaning of those markers of course and use them as you desire.
– [feature] Experimental feature (need to be enabled via Options): Auto recast all active Party Bonus spells at midnight. I tossed it together quickly because it was requested heavily by players. It might have glitches (but nothing that would break the game, it’s safe to use) but overall works. Later it will be replaced with a better solution.

– [interface] Map and minimap shows fountains effects in a tooltip (similar to names of locations).
– [interface] Map and minimap shows service type (inn, shop, etc) in a tooltip. Also other, less important things, are shown in a similar way.

– [fix] Levers do not show on minimap on some resolutions.
– [fix] Language tooltip can be shown when “How to Play” menu from the main menu screen is called.
– [fix] The last update introduced a bug where victory status was not properly cleared and was propagated to the new game.
– [fix] Clicking on close button also selected a monster in some circumstances.
– [fix] Quests scroller not working properly in some cases.

By the way, Legends of Amberland II just got VERIFIED status on Steam Deck.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Stellar Monarch 2 version 1.17

Version 1.17 released

This version fulfills one of my secret desires as the designer. It finally gets rid of diplomatic corps as a separate entity and integrates diplomats directly into the court. I know, I know, it’s not that important to you as a player but for me it’s super nice. I mean it’s very clean design wise, I no longer need to take into account loyalty of diplomats to rebel points generation (since now they are courtiers and standard rules apply), it also, indirectly, allowed me to improve tooltips of personnel (since now I can say “In addition to being a Courtier, those additional rules apply because the character is appointed as a Diplomat)”. Next, I was watching some YouTube videos and read through various forum posts and based on those I incorporated several small changes and improvements to the interface and the game balance. Overall, the game is now slightly more streamlined without losing any depth (actually a bit of depth was added), which is always a desired outcome. Only one fix, if we not count spelling corrections, which is kind of nice since it seems I start to run out of bugs to fix, even the most obscure ones.

– [feature] Removed Diplomatic Corps, now you appoint diplomats among courtiers (there is one diplomat position for All Minor Races and one for each major race). Note: You need to appoint Diplomats among courtiers if you have an old save (otherwise you will have no diplomats).
– [feature] Extra optional rule “Visible Technologies”. When selected will make all technologies visible regardless of level.

– [misc] Removed bonus to All Ministries Efficiency from the court (the Administrative points gain is more than enough to make you care for Competence of courtiers, so the effect was redundant and was not affecting any decisions anyway and was just adding to the interface and mental clutter).
– [misc] Banishing a Courtier from the Court requires stripping the Courtier of all positions first.
– [misc] Level of Ministry renamed to Efficiency of Ministry (more logical and consistent with other similar effects).
– [misc] Color of the Ministry of Foreign Affairs and Justice switched (for more intuitive Diplomats color, since they use a variant of the color of the Foreign Affairs Ministry).

– [balance] Technologies rebalance (effects slightly adjusted, tier of some technologies adjusted), one new technology added.
– [balance] Budget (Administration) grants Administrative points (+5 per tier).
– [balance] Budget (Administration) reduced Tax Efficiency bonus.
– [balance] Budget (Administration) increased All Ministries Efficiency bonus.
– [balance] Agricultural Standards Act and Mining Standard Act (laws) made significantly stronger.
– [balance] Will Of The People Act (law) increases reform speed by additional +25% instead of +10%.

– [interface] Summary/Empire list all dynastic perks.
– [interface] Bonuses tab on Summary/Empire which lists all bonuses (identical to stats on Technologies screen).
– [interface] House button tooltip shows wealth, FED shares and has proper colors for Authority and Monarchism.
– [interface] Authority and Monarchism on Houses summary screen.
– [interface] Tax changes are instantly updated (to see how it affects happiness without waiting for the next turn).
– [interface] Top bar tooltips improved.
– [interface] Court screen shows stability bonus from houses.
– [interface] Better tooltips for courtiers competence, loyalty and charisma (with extra notes depending on the role like minister or diplomat).
– [interface] Various small interface improvements (colors, tooltips, etc).

– [fix] Removed incorrect aliens aggressiveness report (this was leftover from first Stellar Monarch mechanic which was never used in the sequel).
– [fix] Minor spelling fixes.

And one more thing… it’s not official yet but there are quite high chances the next project would be an expansion to Stellar Monarch 2. Drop by Discord or Steam forums to discuss possible expansion.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland II version 1.10

Version 1.10 released

Traditionally, the first version after release is one big bug fix. In addition to the fixes, there are tiny interface improvements (aimed at handhelds: read SteamDeck) and one change regarding chests. Some of you found out that while the loot type from chests is persistent, there is a small loophole, the chance of a second item was not persistent, so save scumming fest began (by people who play on Insane). The loophole has been patched in this version.

– [misc] Now the chance of a second item from a chest is also persistent (before only item type was persistent). Same for gold from chests. No more save scumming!
– [misc] Gold from chests formula slightly altered (to make it more varied between location grades). Overall, the amount of gold was slightly increased by this change (on average).

– [interface] Improved Stats & Skills screen text readability.
– [interface] Shop interface enlarged (prices font bigger, more space allocated to display items).

– [manual] Improved manual.

– [fix] Two plaques text not showing (in caves).
– [fix] Two quest items had incorrect names of NPCs listed which lead to confusion.
– [fix] Two quests not triggering as finished (cosmetic, not affecting gameplay).
– [fix] Doubled NPC in Riverfell (one removed).
– [fix] Obscure bug with quick load while not closed trainer screen after buying the skill but before closing the screen (yup, a very unusual combo to trigger the bug, but the consequences when it happened were severe).
– [fix] Incorrect mapped keys when using spells if party character changed position.
– [fix] Language selector flickering on main menu when attempted to click it when it’s illegal to open it.
– [fix] Mute on focus lost audio settings not saved.
– [fix] Numerous spelling corrections.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland II: The Song of Trees has been released on PC!

Legends of Amberland II released on Steam & GOG

Today, on 5th December 2023, the sequel to Legends of Amberland has been released on PC.

Legends of Amberland II: The Song of Trees is a classic RPG driven by my personal nostalgia for the 90s era of RPGs. It’s a turn-based, first-person view, over-the-grid movement, party-based RPG where you lead a group of heroes on an epic quest without dealing with moral dilemmas and other nonsense. There are dragons to kill, treasures to be found, people to be rescued, and an evil behind the events in Amberland that you must deal with, of course, as the noble heroes who undertake such quests.

At release, the game is available in English only, but very soon it will be localized to German, French, and Polish. Later, even more languages are planned to be added.

The consoles port (Nintendo Switch and XBOX) is planned for 2024.

The game has a full gamepad support (and SteamDeck support) at release.

Legends of Amberland II on Steam
Legends of Amberland II on GOG

This is the first game of mine that is released without Early Access, so bear with some minor problems that might (but don’t have to) pop up during the first month after release. However, the game has been very well tested and shares a lot of code with its predecessor, which was tested for years, so I don’t expect problems. But one can never be sure, so I prefer to include this warning.

This is also the first game that comes with custom music, made especially for this particular game, which is quite exciting for me.

I want to express my gratitude to all my long and short-term contractors who contributed assets, music, linguistic assistance, and more. Thank you!

I would also like to thank all the nameless helpers, some of whom started providing comments to my design questions years before the project even started. To all the testers, feedback bringers, and others who provided support in one way or another – without you, it would be much, much harder for me to make the game, and it would not have reached the quality it has today. This is especially true since we skipped the Early Access phase this time. Thanks!

So, that’s it. The sequel is out, and I hope you will enjoy it. As usual, I implore you to leave a review if you liked the game. Reviews matter a lot to niche games like Amberland, and they play a crucial role in determining the feasibility of a future sequel.

Thank you for your support, and I hope to see you in Legends of Amberland III (which might or might not enter development, who knows). See ya and have fun!

Legends of Amberland version 1.28.1

Version 1.28.1 released

A small update targeted at improving gamepad support.

– [interface] Gamepad support: Improved Virtual Keyboard (physical keyboard can be used identical to a physical keyboard when detected, more characters supported).
– [interface] Enable/Disable Gamepad option (Options/Controls/Gamepad), useful for people who have a gamepad plugged in but who do not intend to use it. The option is ignored if SteamDeck is detected.

By the way, the sequel, Legends of Amberland II: The Song of Trees is out tomorrow!

Legends of Amberland version 1.28

Version 1.28 released

Primarily a maintenance version aimed at updating various libraries and fixing some very rare bugs. But there are some small improvements as well. Gamepad support is no longer an experimental feature and virtual keyboard (to enter text without keyboard) was improved. Some stuff was backported from the upcoming sequel, since a lot of the code is shared (for example double clicking on load/save opens or saves the file). Also usual fixes, this time for some very rare and obscure bugs you probably never encountered anyway.

– [misc] Gamepad is no longer an experimental feature (enabled by default).
– [misc] Updated third party libraries to the newest version, just to keep those updated, unlikely you would notice any change.
– [misc] Technical update (newest engine version).
– [misc] Removed Turbo mode from Video options.
– [misc] Failure to connect with platform API (like Steam/GOG) will no longer result in a warning.

– [interface] Backported some functionality from the upcoming Legends of Amberland II, Load/Save works by double clicking on the savefile from the list.
– [interface] Gamepad: Virtual Keyboard improvements.

– [fix] Various very big screen resolutions glitches (input text area too big, incorrectly clipped help text).
– [fix] Removed dev only F10 hotkey which, when pressed, messed with display.
– [fix] Potential bug when one party member was not receiving damage from poison.
– [fix] Very, very rare bug of “missing item” chest notice.

Stellar Monarch 2 version 1.16

Version 1.16 released

My personal vendetta against weak and confusing or unclear features continues. This time diplomacy system was the target. Removed agents and Xeno Experts, redesigned diplomats statistics to make it work similar to ministries. Now both Competence and Charisma is added up and used as a base of the Diplomat’s efficiency and displayed as a separate number. It’s much more clear how it works now. Next, a small thing but a very nice one, you start with 3 megalopolises (Old Empire start) and additional Megalopolises are unlocked via laws. This is the kind of of adjustment I love very much as a designer, very logical and intuitive, no additional complexity and solves various oddities and adds new decisions for the player. The last feature, which was requested like by everyone, is the option to replace leaders of the rebellious noble house during the tribunal. Now, finally, you will get your much desired justice to those traitors! Oh yes, the usual interface tweaks and small fixes are present as usual. Have fun!

– [feature] House who betrayed during rebellion has the house leadership replaced (unless explicitly pardoned by the Emperor).
– [feature] Efficiency of diplomats introduced (similar to Ministries). Now, average of Competence and Charisma of diplomats is used for all diplomatic calculations (treaties, diplomatic perks, infiltration). The value is displayed on Alien/Diplomacy screen (similar to Ministers) with all bonuses in a tooltip. This makes it more clear how it works (no longer separate Competence and Charisma effects) and overall look prettier. Technologies and laws which affected Competence/Charisma of diplomats directly were adjusted accordingly.

– [remove] Removed agents (there was just one technology that affected Agents and overall the mechanic was insignificant and not worth the additional complexity and UI clutter).
– [remove] Removed Xeno Experts (those were of marginal usefulness and added needless clutter with the need to explain what works for Diplomats and what for Xeno Experts, now only civilized races have Diplomats which is clear and straightforward).

– [misc] Now start with 3 megalopolises and can unlock additional 4 via laws (City Rights and Imperial Supremacy, +2 maximum megalopolises each) for a total of 7 megalopolises.

– [interface] Improved several tooltips related to diplomacy.
– [interface] Fleet “C” zone tooltip clearly states it covers Terra only.
– [interface] Unlock project tooltip on technologies screen lists effects of the project to be unlocked.
– [interface] Minor improvements to the description of some audience tooltips.

– [fix] Tooltip position incorrect in some rare cases.
– [fix] Main menu Load screen stays open in some cases.
– [fix] Reforms screen incorrectly closing audience dialogue screen in some cases.
– [fix] Spelling corrections.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Stellar Monarch 2 version 1.15

Version 1.15 released

This version is a result of digging out stuff from very old forum posts, reviews and comments to reviews. I have analyzed the most common complains over last year (even dug through some ancient Early Access posts as well) and tried to track and examine what are the key and recurring things that should be improved. I made some interesting changes based on this analysis. First, a small change with big repercussions, now the number of Core Worlds is tied to Centralization. This solves micromanagement issue when it comes to making cores, especially in a huge galaxy settings, which also improves the late game balance since it reduces the number of cities in the late game without affecting the early game. Next, High Command Staff mechanic was removed, it got an enormous number of complains and the consensus was that the game would be better without this feature. Rules selection was streamlined and made more clear, now there is an Imperial Mode (default one) and Throne Mode (for people who wish even more “rule from the heights of the imperial throne” gameplay). Modernizations mechanic, which split the community into lovers and haters, got more automatization options (for those who do not enjoy that part of the game), this automatization is also now enforced in Throne Mode. Next comes a bunch of interface improvements, bug fixes and rebalance of ministers.

One request, if you find a bug please post it on the Steam forums. I had to dig through a lot of reviews to find those and those would have been fixed much earlier if I know about them. So, when you find a bug, please post on the forums. Also, if you have certain suggestions, please copy the stuff from your review to the forums as well. It’s much easier to find (plus it allows a discussion).

Note that because of the heavy changes in this version I made v1.14 Beta branch available in case you wanted to finish your old game using the old rules.

– [feature] Automatic ship hulls modernization option (if you select the appropriate checkbox in Options AI will automatically decide on ship hulls modernizations and report it each time).
– [feature] Throne Mode (previously called Hands Off ruleset) now enforces “Automatic ship hulls modernization” (regardless of option selected), so you don’t deal directly with modernizations in this mode.
– [feature] Now there is a more strict limit to Core Worlds (maximum 30 + 3 Core Worlds per point of Centralization but no more than 50% of planets).

– [removed] Removed Imperial High Command staff mechanic (replaced with a simple static image showing high command in work). Basically, no one liked it and most people voted that the game would be better without it. In future the feature might return in some other form.
– [removed] Removed Total Control ruleset (I feel no one was using it anyway, if requested the effects of this ruleset can be added as “Extra rules” in future versions), now the rules selection looks much more intuitive. If you have a save that runs on this ruleset it will work correctly.

– [misc] Less suicidal diplomacy of minor civilized aliens towards the Empire, they are now much more reluctant to declare war if the Empire is much bigger than them.

– [balance] SpecOps gain per turn scaled to the game length (to make rebellions equally difficult regardless of the game speed settings).
– [balance] Drastically increased ministry expansion cost (it was way too low), also adjusted expansion administration points cost.
– [balance] Adjusted ministry efficiency effect on ministry events chances (was geared too much towards positive events) and added difficulty level bonus/penalty. Also changed the caps to minimum 10% and maximum 90%.

– [art] New Rebellion report image.

– [interface] Civilized races which lost all planets are clearly marked as dormant and have diplomacy options disabled.
– [interface] Improved “Summon head of the house” and “Summon to investigate” tooltips, to make it more clear what it is used for.
– [interface] Military / High Command screen now show maximum squadrons and squadrons production (and loses, in a tooltip), similar to Squadrons screen.
– [interface] Made it more clear that F.E.D. income comes from both fiefs and colonies, also renamed the tab on finances to “F.E.D. Income” for consistency.
– [interface] Rulesets renamed to modes and made much more prominent on the News Game screen. Also renamed “Balanced” to “Imperial Mode” and “Hands Off” to “Throne Mode”.
– [interface] Improved New Game screen.
– [interface] Experimental feature (need to enable Experimental Features in Options) report notice buttons have a different color depending on report type.
– [interface] Most reports have a bigger text now (because there was space and bigger is better, especially on small monitors).
– [interface] Legislation and Research reports now have a button to access the appropriate screen (with [SPACE] hotkey).

– [fix] Small spelling corrections.
– [fix] Support reform option still appears when all reforms already completed (in Summon to discuss option only).
– [fix] Incorrect larvaes displayed on exactly one special planet (Early Access leftover).
– [fix] Civilized alien races asking for peace when when they have no planets anymore (aliens with no planets now are considered dormant/extinct).
– [fix] Meaningless and incorrect display “at War with Empire” on aliens overview screen next to Empire.
– [fix] Admiralition still sending forces to unclaimed planets, planets with withdraw order or planets controlled by a race you are at peace with in some circumstances.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!