Category Archives: New Version

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!

Stellar Monarch 2 version 1.14

Version 1.14 released

This version is a quality of life update, based on the feedback gathered from the forums and Discord. First of all, I realized many players use modernizations in a different way I anticipated, so some extra features to make manipulation of those easier is in order. Next, various small features like time to research, mass orders for unclaimed planets, etc were implemented. In addition there is now a high score section on the main menu (similar to the one from the first Stellar Monarch) and one measly bug fix.

– [feature] High Score table.

– [interface] Research screen lists research points needed to research the current technology and how many turns it will take.
– [interface] Mass order to claim/abandon claims to all uninhabited planets.
– [interface] Military/Ships modernization screen allows to Uninstall/Install modernizations one by one.
– [interface] Military/Ships total modernizations installed tooltip lists all currently installed modernizations.
– [interface] Military/Ships install modernization buttons list the cost (for easier planning).

– [fix] Minimap mouse coordinates.

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 version 1.48

Version 1.48 released

Maintenance update. Libraries upgraded to the newest version. Not that there were any problems with the older libraries but just in case. It’s also more convenient if all games use the same low level routines. Oh yes, also one measly low priority non critical bug was fixed. So, basically, nothing to see, move along.

– [misc] Updated third party libraries to the newest version.

– [fix] ESC key now always closes any open confirmation window (a small cosmetic UI thing).

Stellar Monarch 2 version 1.13

Version 1.13 released

This version includes various quality of life improvements and small fixes as reported or requested by the players. Adjusted some combat settings to make those more clear, greatly improved planets list to include additional information, new art assets, etc.

– [misc] Removed Auto Conquer option from High Command (it’s always ON now). It was a leftover from Early Access where you had alternative ways to order conquering a planet, so now such option makes no sense anymore and is just a source of confusion.
– [misc] Offensive power difference tooltip adjusted to make it more clear and introduced limits of this setting (from 25% to 500%). This should make it more clear how it works and should prevent accidentally setting numbers that would make the conquest impossible to start or succeed.
– [misc] Technical update (newest version of various libraries).

– [interface] New reports images.
– [interface] Planetary development level tooltip made more clear.
– [interface] Planets list “Non core worlds” tab (lists all imperial planets that are not core) and “Colonization” tab (lists all planets being colonized or those that have encourage colonization), also bigger font used.
– [interface] Planets list shows core/colonization status (with colors, makers if can be cored, how much it would cost to core the world, etc) also anomalies are listed similarly to rare resources.

– [fix] Research completed report not displaying properly technology effects in the tooltip.
– [fix] Spelling fixes.