Wargroove is still less than a month old and already the team at Chucklefish are eager to share information about the future of the game with the player base. During a recent Twitch live stream, followed by a summary post over on the Wargroove subreddit, the developer outlined the upcoming quality of life and community feedback patch.
While a release date has not yet been confirmed, it's evident a number of changes across all areas of the game are on the way. Players can expect a new checkpoint system, a difficulty system overhaul, multiplayer adjustments, fog of war changes, general quality of life improvements and plenty of new options along with further fixes and tweaks. Read about all of these features below:
Checkpoint system
While playing in campaign mode you'll be able to set a checkpoint in a mission, and then if you're defeated you can retry from this checkpoint. You can set a checkpoint whenever you want, but you can only have one active at a time (previous gets overwritten)Difficulty system overhaul
Following player feedback we're now adding 5x difficulty presets - Story, Easy, Medium, Hard (Default) & Custom.
Hard is the standard rules of the game and the only mode where you can obtain S-ranks.
Medium is a bit easier and allows up to 3 stars, Easy limits you to 2 stars & Story to 1 star (and is very easy indeed!)Multiplayer
You can now add CPU players to online games. There’s now also a message clarifying that you must join a match if you don’t have any in progress.
A number of fixes have been made to Quick Play timers, and you can now no longer suspend Quick Play matches and play other games in the meanwhile, since they’re supposed to be real-time.
Seven maps designed specifically for co-op will also be added.General Quality of Life
The effectiveness chart on unit info and recruit screens has been reworked to be far more readable and informative!
Skipping battles, captures and cutscenes is now much faster, and S Rank requirements will now be displayed on the overview screen for a mission.
“Exit” has been renamed to “Suspend” to avoid confusion and you can now see teams on the Overview screen.
Fix has been made to international text input on Switch, and the Korean font has also been added.
Display the Controller Select Applet on Switch less often (so only shows up when using local multiplayer).New options:
We're adding a “Movement Speed” option that allows you to set all units to move faster, as well as a “Confirm End Turn” option to avoid accidental end of turns.
A “Damage Range” option is also being added to display minimum and maximum damage on previews, instead of average damage.Fog of War:
Allies now share vision, and eliminated players can still see their team vision - thus becoming spectators.
Now spectators can only view the current team’s vision, rather than the whole whole map.
Enemy income and funds will now be hidden! Spawn effects and building colours will also not be shown inside fog of war. Likewise, battle and capture animations won't be shown unless at least one of the units is visible to the current player.
Fix made to “sonar” bug that allowed you to obtain extra information within fog of war.
The full changelog will become available when the patch gets a release date and goes live.
Are you still playing Wargroove? How are you finding it so far? Leave a comment down below.
[source reddit.com, via twitter.com]
Comments 39
Do you get anything special for S rank? I’d probably play on medium for my first play through.
Does this mean they are gatekeeping the entire game unless you play the harder modes? Like you only get to play to a certain point until then?
Hard is the default setting? Not to sound elitist, but I hoped they would've added a higher difficulty, but I guess default will be the highest.
@camseyeview No, its just the mission complete rank. You can still play everything, you won't get a higher grade when you play on easy.
@AG_Awesome Doesn't seem to be, both A rank and S rank give you 3 stars.
For a second there I thought they were referring to this: https://www.nintendolife.com/news/2017/07/nintendos_quality_of_life_project_lives_on
@Grumblevolcano nice!! I’m glad to hear I can play any difficulty and still get the full game. Imho the stars/ratings should be the achievement for completing higher difficulties, but not extra levels/story stuff. Always hated that about games that did that.
@Mrrabbitpuncher Okay that's good! I hate it when games lock out content because you aren't playing it on a harder difficulty.
love this game and the created content access, this and super mario maker could keep me busy for a long time!
I repeatedly emailed them asking for an update with more dogs and here we are with an update that doesn't do anything to patch in more dogs.
Wow, that's a lot of changes. Glad I waited just for the "easier to read" improvements. It's amazing to me how many games I play on a 52" TV and I can't read words on the screen. Every dev needs to fix this.
Kudos to Chucklefish! Already showing great support for this game. Hope it continues!
@AG_Awesome iirc the only thing locked behind stars is a single secret character... and technically his commander groove is one that may actually make him under powered beyond being the only way to complete a specific achievement(which is basically... fishing and perhaps even chance related?)
They need to update pocket rumble with the 8th fighter they promised
I'm so glad the game is doing will and is being supported
Love the game
I want them to make pikemen less strong and or buff swordsmen. A harder difficulty might be cool too but maybe that’ll be possible with custom? All of these changes are awesome though! I’m still playing and loving this game
Someone is on a down voting spree
Edit: Seems like they are down voting every comment on every news today. Wow.
@coolaggro The pikeman rush is a little out of control in pvp. Was talking with some people and everyone agrees, make the dogs 50 gold less, and do more damage to pikemen would be a good counter balance.
Great updates to the game though! Love it!
Does anyone know how I can start a scene before and after a map/fight? I have already made the conversation but it doesn't start, one begins straight with the fight. Internet didn't help me a lot too...
All great stuff. You can tell this really is a passion project for these guys. I hope they make a load of money.
They really need to fix the enemies' movement-preview shading. Many times I would put a unit just out of an enemy's range, only to see them get destroyed by that guy anyway. I think it's because other units have been destroyed/moved out of the way, but it's not made clear. There should also be an option to see all enemies' range simultaneously, and your units should be shaded differently when in range. It's a real pain to have to check back and forth between different enemies' attack ranges and memorize them before making your move.
@IceEarthGuard must be colbat havent seen that troll for a while.
Some really good changes here. Good work Chucklefish. I was pretty much done with the game now but I might have to jump back in now.
@MisterDevil To play an opening cut scene, make a new event and a trigger. In the event select the trigger, and under the column where it says, When? You would select at the start of the match. Under the description of what happens, select play cut scene.
For the end scene, just tack on play cut scene after your win condition. So once the condition is met, add on play cut scene. Does that make sense?
@wollywoo The shading should only be used as a bit of a rough guide rather than completely relying on it. It shows a unit's movement and attack range, assuming that every other unit remains exactly where they are and the weather remains the same when they move. It's up to the player to keep those other factors in mind and calculate them in when planning where to move. I like it how it is.
@PrincessBowsette Maybe XD
Let's hope they keep supporting it, and making it better and better. This game is a blast!
Sounds great to me! Love that they are addressing the end turn thing...
I will get this game one day. It looks amazing.
@Mrrabbitpuncher assuming they also keep the current sliders you can make some insanely hard matches
So overrated
Good stuff. I'd like to see a Zoom option for the TV mode that mirrors handheld mode. Playing it on TV is hard for me because the units/tiles are too small.
@Mrrabbitpuncher
Sounds to me like they are just adding some pre-set slider options.
I'm assuming it's going to work like it is today: all sliders in the middle is going to be named 'Hard' and that you can still change them.
Some very good adds and hats off to the developer for continuing to support the game.
Wargroove: We're going to patch some things, here's a complete list of what we're changing.
Smash Bros: Yeah, uh, we're gonna, uh, change some things. But we can't tell you what, that'd be silly.
@itslukec thanks I will try it out soon hope it works
@MisterDevil Good luck, it can be a little confusing at first, but the the system is well designed.
@itslukec thanks
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