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Dr Tasty
Jul 21, 2005

Hueheheh-and you GOT one
:siren: $39.99 standard edition is now available on the Steam store page! Alternatively, the $65 bundle is still available for those who still want the extra units after they are released :siren:



Trailer https://www.youtube.com/watch?v=cjH5Ae8pn_Q&feature=youtu.be
Steam Store http://store.steampowered.com/app/253510



WARMACHINE: Tactics, developed by WhiteMoon Dreams, is a turn-based strategy game for PC and Mac where players pit their armies against each other in a deadly close-quarters and ranged encounter, featuring monstrous, steam-powered robots and spell slinging warriors known as Warcasters.

The game is based on the tabletop game, WARMACHINE, published by Privateer Press. Those familiar with WARMACHINE will be right at home in WM:T, WhiteMoon Dreams is working really hard to bring the spirit of the tabletop to the videogame version.

Demonstrated at PAX East, E3, and Privateer Press’ own Lock & Load GameFest, WARMACHINE: Tactics funded through Kickstarter less than a year ago. The campaign reached nearly 300% of the project’s goal and remains in the top 40 funded Kickstarters of all time. It is also one of the fastest games to be greenlit on Steam!



Release Date
WM:T is available as an early access title on Steam right now.

As far as official release, the studio is planning on a date of sometime in August, but this is subject to change. I will update this post whenever I get an actual date.





What is WARMACHINE: Tactics?

WARMACHINE: Tactics is a turn based strategy game much akin to XCOM: Enemy Unknown in that each side takes a turn moving all of its units and attacking all at once. Each unit has abilities and actions it can perform on its activation. Since this is based on WARMACHINE tabletop, everything is balanced in such a way that players are encouraged to pursue aggressive tactics and engage the enemy in combat as quickly as possible.

What sets this apart from other games is that it's a near total conversion of a thoroughly tested and successful tabletop miniatures game. It has awesome battle robots - called Warjacks - that are mentally controlled by magic wielding commanders - called Warcasters - who are also formidable combatants.



Players take command of a Warcaster, a few Warjacks, and a handful of infantry troops. They move these units around the battlefield and strike at their opponent. Warcasters can move freely, cast spells, attack with a ranged weapon (if they have one,) and engage their enemies in melee combat. Warjacks must be given focus in order to do anything beyond moving and performing basic attacks. Infantry are able to move independently and require nothing from the Warcaster, but are best used as a group and are very vulnerable to enemy Warjacks and Warcasters.



Additionally in order to allocate focus to a Warjack, it must be within the Warcasters Control Area. When it is outside of the control area it can only function as it does without focus. Warcasters can cast damaging spells, debilitating effects, or buffs and also have an ability called a Feat which is very powerful and can only be used once per game. However, if the Warcaster retains all of their focus points they gain extra armor, which can save their skin in a tight spot where they otherwise would be gooey paste on the ground.



Both a Single Player and Multi-Player component are in the game. The SP campaign is still in development, so it won't be complete until later on. The Multi-Player component currently on consists of head-to-head battle where the objective is to kill the opponent's Warcaster, but there will be more game modes, factions, and maps coming down the line.



For those who are not familiar with WARMACHINE, each army is made up of different units:

Warcaster



The most powerful and important unit. Every Warcaster has a variety of spells and weapons, which compliment their personal fighting style. Warcasters use what is known as Focus to power their spellsand attacks. Most importantly, they can give focus to the devastating steam powered robots called Warjacks to really bring the pain.

If this game were using chess pieces, the Warcaster would be both the King and Queen. While it is the most potent unit on the battlefield it is also the most vulnerable and losing the Warcaster means a loss.

The current roster for the game in its Early Access state is: Cygnar's Stryker, Khador's Sorscha, Menoth's Kreoss, and Cryx's Deneghra.


Warjacks



The spearhead of the WARMACHINE fighting force is the warjack. They're outfitted with an array of weaponry, these imposing constructs of steel and iron are brought to life through a fusion of steam power and magic and controlled by the warcaster. Warcasters are in constant telepathic contact with their warjacks and can channel their focus through a warjack to boost the machine’s combat abilities and enable it to execute devastating power attacks.

These giant steam powered machines are the backbone of every army, they carry heavy firepower and armor ranging from Ice Axes to Dual Cannons. Warjacks must be given focus by the Warcaster and must be in the Warcaster's control area in order to perform its abilities such as Slam, Throw, Headbutt, Tremor, and Combo Strike.

Warjacks come in different flavors of sizes and configurations like the Khador heavy jack "Juggernaut" to the flamethrower wielding Protectorate warjack "Repenter." Proper use of warjacks can turn the tide of a battle, provided they're not turned to scrap by the opposing team's 'jacks. The Warjacks in WARMACHINE: Tactics are brought to life and look super rad while smashing into each other.

Warriors


Fleshing out the squad in WARMACHINE: Tactics are the warriors. Encompassing a wide range of disciplines and roles, warriors are selected for the fighting capability and supporting tactics they add to your squad based on how you want the force to operate on the battlefield.

Warrior type units are the specialized infantry of each faction, while independently they do not amount for much, a group of Warriors can be tactically advantageous when put in the right place. Every warrior has unique abilities: Cygnar's Trenchers can throw smoke bombs for concealment and can even have a grenade launcher, Khador's Ironfang Pikemen have large shields for shield walls and their pikes can knock down a light warjack, and so on. Currently in the Early Access build there are Cygnar Trenchers, Khador Winterguard, Protectorate Temple Flameguard, and Cryx Mechanithralls.



WhiteMoon Dreams is working on additional units, but these will take time to be thoroughly tested and implemented. Look forward to your favorite characters appearing down the road.

Focus


Warcasters possess a replenishing reservoir of magical energy, called focus, which endows them with their superhuman abilities. This energy regenerates at the beginning of their turns. Players must determine how to put this to use as each Warcaster only has so much focus to spend. With focus players can buy extra attacks, boost attacks to increase chance to hit or raise damage dealt, or do what's known as overboosting to give their Warcaster extra Armor if they have unused points.

Warjacks can be given focus to buy extra attacks, run, or perform special abilities or Power Attacks.




Single Player



There is a Single Player campaign planned to be over 20 missions, featuring Cygnar’s Lt. Allison Jakes, a young journeyman warcaster trained as a duelist who is unexpectedly thrust into a position of great responsibility and leadership before she is ready. As players make their way through the story, they'll be able to choose how she develops her abilities. Conducting your squad during SP battles works exactly like combat in multi-player, but entirely against A.I. opponents.

Right now in the Early Access build there is only one level available, Fisherbrooke. This will serve as a sort of practice mission to familiarize new players with the game. Jakes will be playable as a Multi-player Warcaster in a future update, but currently she is limited to Single Player.

Allison Jakes wields a Mekanika blade, parrying dagger, and a hand cannon. Her abilities will focus around the Cygnar flavor of magic, mostly lightning and arcane stuff. She also has a passive ability, which lets her avoid the dreaded FREE STRIKES (my nemesis in multi-player.) This campaign also features another new Warcaster: Sturgis, a double-blade wielding badass who also teleports. There will also be a Cryx version of Sturgis called Corrupted Sturgis :getin:





Multi-Player

Multi-Player will pit players against each other in several game modes and take turns beating the crap out of each other with giant metal robots with axes, lances, shock shields, flamethrowers, dual cannons, and hammers.

In Early Access, players will be able to join each other in one on one battles where the objective is to kill the opponent's Warcaster. Each player can choose 1 of 4 available pre-made armies in the Forest Ruins map. There are only four Warcasters at the moment, but more will be made available, but currently the line-up is: Commander Stryker for Cygnar, Sorscha for Khador, Kreoss for Menoth, and Deneghra for Cryx.

In future updates players will be able to create custom squads, where they can pick any combination of units from a given faction and team them up with a Warcaster.

The full version of the game will contain:
• An epic single-player campaign featuring 21 missions and an engaging storyline that will immerse you in the world of the Iron Kingdoms.
• Three multiplayer maps.
• Four factions, each with two warcasters, four warjacks, and multiple warrior units.
• A point-based squad customization system that allows you to decide exactly what units and strategies you take into battle.
• A revolutionary unit coloring system offering nearly unlimited visual customization of your squad.
• Play-By-Mail functionality
• Team up with or fight against computer controlled AI.
• Special game modes like Take and Hold, Teams and Onslaught.
• Online Ranking and Leaderboards
• Expand your experience with regular releases of new units and campaigns, available for purchase through the Steam store.
• Multiplayer maps will be released regularly, always for free!



Early Access

The closed beta for Kickstarter backers launched on June 25, but the Early Access pre-launch build is available now. The build has one single player map and one multiplayer map. The single player component will feature a new Warcaster, Lieutenant Allison Jakes. The multi player component will give players a choice of one of four factions: Cygnar, Khador, The Protectorate of Menoth, and Cryx.

The official release will be in the realm of $45. This will include what the game has now, plus any other features that were announced to be in the base game. Additional factions and other features will be available as paid DLC down the road.

Early Access is available now for purchase on steam for $65. This may sound like a weird pricing scheme, but included in this is a 20 unit bundle DLC. After the official release this bundle will be paid DLC, so get it now.

• Eight Mercenary Warrior Units
• Magnus the Traitor Mercenary Warcaster
• Three Mercenary Warjacks
• Four unique Character Warjacks [of the Apotheosis] — one for each of the core factions.
• Four massive Warcasters [of the Apotheosis] — one for each of the core factions.

WhiteMoon Dreams is releasing patches as development progresses; the game is in an alpha state and there are many things which will be added to the game as time goes by. The Kickstarter backers have been playing the backer release version for a couple of weeks now and have been enjoying the game, their feedback is very helpful.

WARMACHINE: Tactics is promised to be a mostly faithful conversion of the tabletop game with some mechanics changed to fit the scope of video game development. Most notably there will no longer be squads; instead infantry like Trenchers or Winterguard are now essentially solos with some abilities thrown in to make them more effective as an independent unit. This change was made due to the technical limitations of drawing a number of characters on screen at once.

Each Warcaster will have their proper arsenal of weapons, spells, and stats with some minor adjustments to balance things in accordance to warriors all being solos.

All statistics in WARMACHINE Tactics are displayed in a "Star System"; a ranking from 0 to 5 stars. Zero stars indicates an abysmal rating, where a 5 stars ranking represents the best raw value in the game. These Star Ratings are directly derived from the tabletop stat ratings. Note that stats can be boosted beyond 5 stars, for those times when you really want to crush your opponent.

There are a few other changes, but I will put a developer post in here somewhere.




Links


https://www.kickstarter.com/projects/409030043/warmachine-tactics

http://warmachinetactics.com/

http://www.whitemoondreams.com/

http://privateerpress.com/

WARMACHINE tabletop thread http://forums.somethingawful.com/showthread.php?threadid=3465762&pagenumber=1&perpage=40#post400465959

Whitemoon Dreams FB page https://www.facebook.com/whitemoondreams?fref=nf

Streamers
http://www.twitch.tv/cedarbridge
http://www.twitch.tv/comelli88
http://www.twitch.tv/counterhelix
http://www.twitch.tv/diancecht
http://www.twitch.tv/failedparachute
http://www.twitch.tv/fiddles_4
http://www.twitch.tv/gameongirl
http://www.twitch.tv/iratechozo
http://www.twitch.tv/istarune
http://www.twitch.tv/jaakalope
http://www.twitch.tv/kahncub
http://www.twitch.tv/khisanthmagus
http://www.twitch.tv/stompystomp
http://www.twitch.tv/wildwingzero
http://www.twitch.tv/zero354

Screen Shots

Dr Tasty fucked around with this message at 01:35 on Sep 4, 2014

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Dr Tasty
Jul 21, 2005

Hueheheh-and you GOT one
Minimum System Requirements
The game is being developed in Unreal Engine 4, so there's still a lot of work to get this running optimally on low end systems. But the current stats are:

OS: Windows Vista 32/64 bit
Processor: 2 Ghz Quadcore or Better
Memory: 4 GB RAM
Graphics: Intel HD4000
DirectX: Version 10
Network: Broadband Internet connection
Hard Drive: 20 GB available space
Sound Card: Soundblaster Compatible
Recommended:
OS: Windows 7/8 64bit
Processor: 2 Ghz Quadcore or Better
Memory: 8 GB RAM
Graphics: NVidia GTX 670/AMD Radeon or HD 7870 w/2GB VRAM
DirectX: Version 11
Network: Broadband Internet connection
Hard Drive: 20 MB available space

We're working on a Mac version, but it's still rough.

WhiteMoon Dreams posted:



FAQs
CHECK OUT OUR GAME TUTORIALS HERE

Part 1: https://www.youtube.com/watch?v=WzoRanu331I
Part 2: https://www.youtube.com/watch?v=ekejcQk1bqk



CHANGES FROM THE TABLETOP TO THE GAME

Note from the Developers:

For those WARMACHINE players familiar with the tabletop rules, you'll feel right at home with Tactics. We've made many gameplay decisions during development, and all but a few have kept us aligned with the tabletop rules. In truth, the existing rules are so well balanced and play-tested that it would be folly for us to modify them too much. Even the slightest change in the rules can cause a cascade of new changes required to fix the problems the initial change caused. Besides some technical limitations, our mindset has been, "Don't mess with it if you don't have to."

WARMACHINE Tactics is played on a grid, roughly representing one inch on the tabletop. With all units aligned to the grid, there are a few things to keep in mind:

Small sized units have a base size of one square. Medium sized units have a 2x2 base size. Large sized units have a 3x3 base size. The important thing to note is that this gives the units in Tactics larger bases
to block line of sight and charge lanes.

In Tactics, facing is done in 90 degree increments to stay aligned to the grid. A Unit's facing is just as important as the tabletop. You still have to worry about their front attack arc and openings for back strikes.

For getting ranges and movement distances, we're using true Euclidian distances. This just means that we retain the circular distance radiuses like the tabletop, quantized to the nearest grid space.

A unit's melee reach includes the spaces adjacent to their sides and front, including the forward diagonal spaces. So, technically, the units in Tactics have a slightly longer reach than the tabletop.

All statistics in WARMACHINE Tactics are displayed in a "Star System"; a ranking from 0 to 5 stars. Zero stars indicates an abysmal rating, where a 5 stars ranking represents the best raw value in the game. These Star Ratings are directly derived from the tabletop stat ratings. Note that stats can be boosted beyond 5 stars, for those times when you really want to crush your opponent.

Point values have been doubled from those you might be familiar with on the tabletop. With every warrior unit becoming a solo, the additional granularity provided more vectors for balance. Squads are 50 points, plus your warcaster’s warjack points.

In the tabletop, Warrior units are purchased in large squads of sometimes dozens of individual characters. Unfortunately, technical constraints limit the number of characters we can draw on the screen. Having fewer characters made it necessary to make the Warrior units in Tactics much tougher and act more like solos. All Warrior units have a pool of health. This makes them able to withstand a few rifle shots or sword blows. One good hit from a Warjack, though, is usually enough to put them down.

Each Warrior unit is moved individually, anywhere the battle takes them. They do not have to stay in formation.

You'll notice that the Warrior units in Tactics have one or more new abilities not found on the table-top. These abilities keep the theme and spirit of the unit while increasing their strategic options in battle. Spells Affect Them Individually:
Since Warrior units do not have to be grouped into squads, they are effectively Solos. This means that when a spell is cast on them, it affects only the individual unit. Warrior units are not influenced by a Commander, and thus will not break due to a loss of morale.

Any unit, regardless of their type, can participate in a Combined Ranged or Melee Attack, so long as they have that ability. This would allow your Winter Guard and your Iron Fang Pikemen to make a Combined Melee Attack on a target together, with the resulting bonus to hit and damage.

Special Unit Attachments, like Weapon Attachments, are now treated like new Warrior Types. They each have new abilities or weaponry, and can be purchased and added to your squad just like any other unit.

With Warriors becoming tougher, Warjacks also went through a slight change to keep them the awesome machines of destruction they should be.

Warjacks no longer have Systems, and as a result, cannot be crippled by damage. A Warjack is just as strong on their last hit point as their first.

All the tabletop Power Attacks are faithfully represented in Tactics - except for Weapon and Head Locks.

The way weapons and spells inflict damage has been modified to give slightly more predictable results.

Damage is now static value, based on the POW of the attack.

Any critical hit now yields additional damage for the attack. This makes critical hits important, even without a special weapon quality.

A unit’s ARM stat directly reduces the incoming damage amount. An ARM of 2 reduces incoming damage by 2.

Cygnar players take note! Disruption has changed slightly. Instead of disrupting ALL the focus that can be allocated to a Warjack, in Tactics, Disruption only hinders focus allocation by 1 point. However, this effect can stack. This means that one hit with Disruption causes a warjack to lose one focus allocation next round. On the second Disruption hit, that warjack now loses two focus allocation next round. Warjacks suffering from a single point of Disruption are no longer able to channel spells.

Unlike the tabletop, you must have a valid target in order to perform an attack. When firing a weapon with AOE, a target must be within weapon range. AOE shots will still deviate, but you can't intentionally be out of range and hope the deviation will hit an enemy.

3D6 is used as a base instead of 2D6 to provide a softer curve for hit checks and to provide a steeper curve for critical hit checks.



How do I play this?

WARMACHINE is a fairly nuanced game with a lot of rules and actions. WARMACHINE: Tactics is not much different, where a lot of the stuff you'd normally have to track is done for you in the game. However, there is still a lot to keep in mind when playing this as it isn't as simple as other TBS games.

Starting a Game
On the main menu we currently have options to host a public match, private match, or a LAN match. The game is not region locked, so anyone who sees your server will be able to join and vice-versa.

Once you are in the game, pick the faction you want in the Squad Selection menu. Currently there's 4 pre-selected squads, 1 for each faction. After both players pick a squad, you will be put in the deployment phase.

Deployment
Your squad loads into the Deployment Zone, where you can either click the Unit's portrait or the unit itself and place it anywhere in the deployment zone that is not occupied by another unit by right clicking. You'll notice the Unit's base indicator underneath the unit, telling how much space that model takes. Keep this in mind later when maneuvering your army around the battlefield. Once you have placed all of your units, click the Done button to end Deployment. After both players complete Deployment the game will start.

Turns
In battle each player will take turns moving their squad around and attacking the opponent. Currently the Host of the match will go first and the client will go second. This will most likely change later, but for now if you want to go first you must host a match. During a turn you have the option to activate each of your units and complete all actions they can perform, but before that happens you must first go through the Control Phase.

Control Phase
The control phase is where you allocate focus points to Warjacks, upkeep spells, and shake any negative effects your Warcaster and Warjacks are suffering.

Each Warjack has at default a normal movement and attacks with any of its weapons. Note that you can't melee and shoot in the same activation. However, Warjacks can be given focus points, each Warjack can have up to 3 focus at once. Having focus allows the Warjacks to perform Special Attacks, Power Attacks, purchase extra attacks, boost attacks, and run. Remember that Warjacks can only be given focus if they're in the Warcasters control area, which is the maximum amount of focus the Warcaster has multiplied by 2. For instance, Stryker's control area is 12 squares.

Certain spells the Warcaster has cast in the previous round can be given a focus to upkeep, such as Stryker's buff spells or Sorscha's Fog of War. You can upkeep as many spells as you have focus, but you are most likely not going to have that many upkeep spells active at the same time, I can't think of any Warcaster that has that many.

If the Warcaster or Warjacks have been hit with a debilitating effect like Knockdown or Stationary, the effect can be removed from the unit at the cost of 1 focus point. Shaking an effect on a Warjack lowers the amount of focus it can be given by 1 point for that turn. So if you shake knockdown on an Ironclad it can now only have 2 focus points for the turn.

After you have finished doing what you need to do in this phase, you click the End Control Phase button and move onto the Activation Phase.

Activation Phase
During this phase you can move units around and attack. To activate a unit you can click on their portrait or the unit itself. If you decide you do not want to do anything with the unit at the moment and have not performed any actions, you can cycle through units with the buttons on the bottom left corner or click on another unit. This way you can use the current unit later on.

The activation phase is over once all units have been used and the End Turn button is clicked. We'll probably change this up, but for now don't click on the End Turn button unless you're absolutely certain you have done everything you wanted to do.

Actions
Each unit can perform certain actions, they can advance, run, change facing, and perform any attacks with whatever weapons they have equipped.

Basic Actions

Advance - A movement of up to the unit's speed value, indicated by the blue boundary when Movement has been selected. Left click to lock a destination and right click to move the unit. Left clicking again can lock another destination. Right clicking a square without locking it can be done, but be careful.

Run - A movement of up to double the unit's speed value, indicated by the red boundary when Movement has been selected. Running uses all of the Unit's remaining actions, so use wisely. Warjacks must spend a focus point to run.

Change Facing - Changes the direction the unit is facing, can be performed at the beginning of the unit's activation or at the end of a movement. Move the mouse in the direction you want, when the arrow on the unit is pointing in the correct way right click to change facing. Unit can't run if change facing is performed at the end of an advance.

Attack - Allows the unit to attack valid enemy targets with its weapons. Units can either perform a ranged attack or a melee attack, but not both in the same activation. A unit can perform multiple melee attacks if it has more than one melee weapon equipped, such as the Ironclad's hammer and open hand or the Mechanithrall's steamfists. Only one Ranged attack can be performed, unless the unit has focus and the ranged weapon has a rate of fire of more than 1.

Advanced Actions

Charge - The unit uses a movement and attack action at the same time to run in a straight line toward an enemy target and perform a melee attack with its melee weapon. This attack is boosted, but the unit's activation ends at the end of the charge. A unit can't advance and charge unless it has an ability that allows them to do so, such as Sorscha's Wind Rush spell which gives her a free advance. Units that are currently suffering a penalty to movement can't charge. Warrior Units can charge for free, but Warjacks must use a focus point to perform this action.

Special Attack - Some units have special attacks linked to their weapons. Using a special attack locks that character into using the associated weapons attack types for the remainder of their activation.

Deactivate - Once the unit has performed all of their actions or the player decides not to perform any further actions, they can deactivate the unit by clicking on the X button at the bottom left of the screen. Once a unit is deactivated, it can no longer be used until the next turn.

Stand Up - If the unit is knocked down, on the following turn they can stand up. However, the unit will be limited to either an attack action or a movement action, but not both.

Targeting

Attack Arc - Each unit has an attack arc, which is all squares in a 180 degrees area in front of the character. The attack arc is also the unit's melee area, which is either 1 square or 2 depending on if the weapon it has equipped has reach.

Line of Sight - Units must have line of sight to the target in order to perform attacks. Line of sight is calculated in the Attack Arc of the unit, unless that unit has a special ability that makes the attack arc 360 degrees (which is rare.) Currently line of sight is very strict, but expect a rework of this soon.

Backstrike - If a unit is targeting an enemy and is not in their attack arc, they get a bonus to ATK called a Backstrike.

Aim Bonus - If a unit has not moved, it gets a bonus to Ranged Attacks chance to hit.

Boosting - If a unit has allocated focus points, the player can choose to boost an ability. You can boost the ability's ATK (hit chance) or the DAM (damage.) Boosting ATK raises the chance to hit by 1 star, boosting DAM raises the damage value by 1 star.

Elevation - Units on a high enough surface get an elevation bonus, which lets them get line of sight to units they normally would not and bonus to DEF (chance to dodge.)


Warcaster and Warjack Actions

Spell Casting - Warcasters and certain special Warriors can cast spells. Each spell has a different focus point cost. Unlike other actions, spells can be used at any time other than after a run. So a Warcaster could cast a spell, move, cast another spell, attack, then throw another spell - as long as they have the focus to spend.

Purchasing Multiple Attacks - A Warcaster and Warjack can purchase additional attacks by using a focus point, if they have it. This occurs only on weapons that have been used. So if the character has multiple weapons they can swing with each weapon first, then buy additional attacks. For instance, Allison Jakes attacks with her Mechanika blade and her parrying dagger for no focus, the player then uses a focus to perform another attack with the Mechanika Blade. This technique is essential in destroying tough enemies, like Khador's Juggernaut.

Power Attacks - Warjacks can perform 1 power attack per activation at the cost of 1 focus point. Each power attack does something different. Push will push the unit back a certain distance and advance the Warjack forward. Headbutt knocks the target down. Slam causes the warjack to charge the enemy, move the target a distance, and knock it down. A Warjack receives a penalty when attempting to push or slam a larger size unit (Lancer slams the Destroyer, for instance.) Currently not all power attacks are complete and Throw is not implented yet.

Feat - Each Warcaster has a special ability called a Feat, which can only be used once per match. Each feat does something different and is typically limited to the Warcaster's control area. Some Feats ignore LOS while others do not.

Special Concepts and Pro-Tips

Chance to Hit and Damage - Each unit has a RAT and MAT value, which determines how likely they are to hit an enemy unit. Each unit also has a DEF value which is calculated against RAT and MAT to determine the ultimate chance for an attack to hit. Each unit's weapons have a DAM value, which determines how much damage the weapon does. Each unit also has an ARM value which determines how damage is mitigated from an attack.

Critical Hits - An additional roll is made to determine if an attack does extra damage. This system is currently being reworked, as critical damage is very high right now.

Rate of Fire - Each ranged weapon has a ROF value. This means it can only be shot a certain amount of times per the unit's activation. Most guns have ROF of 1, but some have more such as the Charger's Dual Cannon. Using a ranged weapon with a ROF value greater than 1 more than once costs a focus point.

Powerful Attack - Some weapons use 1 focus to boost both to-hit and damage at the same time. The Charger's dual cannon has this modifier.

Reach - Some melee weapons have the Reach quality, adding an additional square distance to their melee range. Sorscha has this on her weapon as well as the Lancer, temple flameguard, and Ironfang Pikemen.

Free Strikes - If a unit is performing a movement action and the movement path goes through and out of an enemy model's melee range, that enemy gets to perform a free strike on the unit. This attack gets bonuses to both ATK and DAM, so be careful when moving your units. Keep this in mind especially for units that have Reach.

Incremental Movement - You don't have to complete a movement action all in one go. You can perform a movement in increments of however many squares you want. To do this, simply select a destination within your advance range and move there. Once you're there the boundary will update to display how much advance the unit has left on it's move action. This is useful for getting around free strikes. WARNING: Currently there is a bug where this won't work if you perform a run first before you advance, the workaround is performing a complete advance first and then performing a run action.

Knockdown and Stationary - If a unit is knocked down or stationary any melee attacks made against it have a 100% hit rate. Use this to your advantage, there are abilities and spells which give these effects.

Critical Effects - Certain weapons will put an effect on a target if the hit is a critical hit. For example, if the Juggernaut critical attacks an enemy with its Ice Axe, that unit will become frozen (stationary.) Only certain weapons have this, so check the unit's info card to see what qualities its weapons have.

Arc Node - Some Warjacks, such as the Cygnar Lancer and Cryx Deathripper, come equipped with a device, which allows Spellcasters to channel spells through that unit and to any target in that unit's LOS. The Warjack must not be frozen, knocked down, or engaged in melee.

:siren: Latest Patch Notes :siren:

WhiteMoon Dreams posted:

9-02-14
Announcements
Welcome to WARMACHINE: Tactics Early Access!

We are opening our forums (see link above) to all players! The passcode to enter the forum is "WarIsComing!" (without quotes)

A new multiplayer map, Snowy Valley, has been added!

Siege's Breach now applies additional damage after the target's armor is reduced!

Gunmages and Skarlock Thralls now have 8 Hit Points.

Continued performance enhancements.

Below are the current hotkeys! They may be subject to change and more will be added.

Z: deselect unit or end activation. TAB: cycle squad members. SPACEBAR: cycle targets. DEL: end turn. G: toggle grid. ALT-F9: toggle UI.


Known Issues

The grid and grid-targeting highlights (when using Flame Wall or Mage Sight) will appear beneath parts of the terrain in Snowy Valley.

Strakhov's Overrun ability is currently unavailable.

Strakhov's Iron Fist does not grant Pathfinder.

Asphyxious's Teleport will not accept destinations he could not normally move to.

Units participating in a Combined Ranged Attack may sometimes be able to block LOS to other participating units.

Units performing Combined Melee Attack will do a Ranged Attack aiming animation.

Units performing Combined Ranged Attack do not Aim at their target.

Units can execute a combined attack by themselves, though do not receive any bonuses to their attack as a result.

Revenger Repulsor shield does not push targets it hits or units that attack the Revenger in its front arc.

Casting Windrush while affected by Shadowbind will cause Sorscha's activation to end prematurely.

Heavy Warjacks cannot trample through small-base units that are adjacent to one another.

Heavy Warjacks cannot trample if their trample movement would incur a free strike.

Set Defense does not increase defense against slam attacks.

Units sometimes will show incorrect facing after moving diagonally or hit with a Free Strike.

Warjacks will sometimes not play all their attack animations when performing multiple attacks.

Putting focus into Stationary Units will remove the Frozen visual effect, even if the Stationary Effect is not yet shaken.

Units will appear to sink into either platform in the Forest Ruins map when standing on certain squares.

Units can move through the stone blocks near each deployment zone in forest ruins.

Trencher Smoke Grenades and the Flameguard Cleanser's Incinerate produce concealment, but do not function as Cloud Effects.

Slamming a model into another model does not cause collateral damage or knockdown to the second model.



Crashes

Computers running 32-bit Windows may see a crash when quitting to the main menu.

Rare crash occurring on certain hardware configurations.

If you experience any crashes, please email us with the circumstance of the crash, your dxdiag file, and warmachinegame.log file.


Coming Soon!


Warjack Power Attacks: Throw and Two-Handed Throw




Fixed Bugs

Siege's Breach feat no longer expires on all enemies when one enemy is hit.

Strakhov's Iron Fist now only allows allied units to charge enemies within Strakhov's Control Range.

Strakhov's Iron Fist now allows for warjacks without any focus to charge for free.

Headbutt no longer costs 2 focus to boost.

Strakhov is now immune to Fire attacks.

Having Eye of Menoth active no longer prevents Severius from casting Defender's Ward on himself.

Siege's Ground Pounder no longer targets enemies, now properly targets a space on the map.

Units within Siege's Foxhole spell will no longer block Line of Sight.

The player can now end the Trencher's Activation while targeting a Smoke Grenade.

Unit Cards now show the remaining ammo for the Winterguard Rocketeer and Trencher Grenadier.

The Vanquisher can now use Trample.

Cover objects should no longer block line of sight.

Dr Tasty fucked around with this message at 01:43 on Sep 4, 2014

Real hurthling!
Sep 11, 2001




I did the kickstarter for a copy of this and a table top model, which apparently wasn't high enough to get me a beta code. When are they going to send me my steam code for the full version?

Dr Tasty
Jul 21, 2005

Hueheheh-and you GOT one
If you didn't pledge high enough for beta access you'll get your steam code when we release in August. Otherwise you can upgrade your kickstarter pledge through backerkit. More details here https://www.kickstarter.com/projects/409030043/warmachine-tactics/posts/888837

TwingeCrag
Feb 6, 2007

I got a Phd in Badassery
I just threw money all over this game, I'm so excited. If any other goons are going to play multiplayer, my ingame name is gonna be TwingeCrag

Yngwie Mangosteen
Aug 23, 2007

TwingeCrag posted:

I just threw money all over this game, I'm so excited. If any other goons are going to play multiplayer, my ingame name is gonna be TwingeCrag

Just added you. I'm Friendly Bee.

XboxPants
Jan 30, 2006

Steven doesn't want me watching him sleep anymore.
Isn't this the game that they're going to charge individually to buy units via microtransactions, and justify it by saying that's how it is for the physical thing and players seem to like that?

quote:

Regarding micro transactions, as we mentioned numerous times during the Kickstarter, our goal is to get as much of the setting into the game as possible. That's a lot of content and that content requires funding for us to produce. By releasing new content every month, we can keep that funding coming in to provide for our ongoing development. Based on the way WARMACHINE players build collections, we believe an a la carte system for new content is far superior to large, expensive expansions. Consider this: if you prefer to play a single faction, then paying for a higher-priced expansion that gives you units for all of the factions in the game means you're paying for content that you don't intend to use. Similarly, we know that not every Khador player desires every single Khador model, for instance. Imagine if the one unit you were looking to add to your squad was the only thing you wanted in a larger expansion block of content? We've designed a system that allows you to purchase only what you want instead of paying for content that you don't intend to use.

I figured it was going to be free to play but I guess they're charging $45 for entrance anyway?

XboxPants fucked around with this message at 01:25 on Jul 10, 2014

rantmo
Jul 30, 2003

A smile better suits a hero



Having been involved in the thread in the PP forums, I'm not entirely convinced that everyone is yet on the same page as to how expansions/DLC are going to work. I'm not making any judgement calls about it until they WMD figures out the plan. I didn't pledge enough for the Beta access (and couldn't justify dropping an extra $45 on a game I already own just for a few weeks of playtime) but I figure that even if it's a catastrophe, I'll at least get my :20bux: worth.

fermun
Nov 4, 2009

XboxPants posted:

Isn't this the game that they're going to charge individually to buy units via microtransactions, and justify it by saying that's how it is for the physical thing and players seem to like that?


I figured it was going to be free to play but I guess they're charging $45 for entrance anyway?

It looks like the way they are doing it is $45 for entrance and that gives you some infantry, 4 mechs, 2 warcasters for each faction then they are going to have a DLC for every single additional unit, maybe some DLC packs too. Maps appear to always be free at least.

Lord Windy
Mar 26, 2010
Jesus, I loved the idea behind this but I'm not going to pay $65USD ($20 dollars extra for Australia seems extreme) for a game that looks like it's going to nickle and dime me.

Firstborn
Oct 14, 2012

i'm the heckin best
yeah
yeah
yeah
frig all the rest
Yeah I'm super interested in the lore, and love Tactics games, but I'm not paying 45-65$ and then purchasing individual units on top of that. And with only 1 map and pre-made multiplayer armies I don't even know why you would pay for this yet.

I'll be watching this, and might even regret not getting all that fun pre-order stuff, but the price point is ridiculous. This is fully the sort of game I expect to fail spectacularly and then re-launch as F2P.

Edit: As an aside, you really had Kickstarter pledges that didn't include the loving game to play until it's retail? Incredible.

Firstborn fucked around with this message at 03:32 on Jul 10, 2014

Yngwie Mangosteen
Aug 23, 2007

Lord Windy posted:

Jesus, I loved the idea behind this but I'm not going to pay $65USD ($20 dollars extra for Australia seems extreme) for a game that looks like it's going to nickle and dime me.

You could also read the OP and realize that that's base game + 1 expansion and the ability to beta test it. This is common for Kickstarted games. If you want to pay $45, then wait until August.

Lord Windy
Mar 26, 2010
I don't think it's that common, generally it's cheaper during the beta/alpha cycle and they give you the things for free for supporting it before it is considered bug free and released.

(I also don't remember that early access bit being there when I complained. But it might be me not reading it.)

Yngwie Mangosteen
Aug 23, 2007

Lord Windy posted:

I don't think it's that common, generally it's cheaper during the beta/alpha cycle and they give you the things for free for supporting it before it is considered bug free and released.

(I also don't remember that early access bit being there when I complained. But it might be me not reading it.)

It's exactly how several other Kickstarted games have done it. Planetary Annihilation most notably. And the OP hasn't been edited in like 5 hours.


edit: Sorry, not to sound like an apologist, I just dislike half-cocked negatives. If it sucks I'll be the first to decry it, but I've always wanted TT mini games to move onto the PC.

Lord Windy
Mar 26, 2010

nucleicmaxid posted:

It's exactly how several other Kickstarted games have done it. Planetary Annihilation most notably. And the OP hasn't been edited in like 5 hours.


edit: Sorry, not to sound like an apologist, I just dislike half-cocked negatives. If it sucks I'll be the first to decry it, but I've always wanted TT mini games to move onto the PC.


Tis true about the OP. Egg on my face there.

I do want TT games to move onto the PC as well. But I think it's overpriced for a game that is going to going to be loaded with DLC. $65 now is about $15 less than what I paid for Skyrim when it first came out. Not entirely sure what prices are like for AAA titles in America but it seems similarly priced to the $60-$70 that I was under the impression was normal.

For $65 I would expect the entire game, not the base game + first of many DLC.

rantmo
Jul 30, 2003

A smile better suits a hero



I really wish they'd just give an idea of what they're thinking price-wise, even understanding that nothing is set in stone. It would alleviate so much and let people make a more informed decision. Of course, I'm used to indie gaming companies like Evil Hat who are transparent almost to a fault, so I'm probably asking too loving much.

MinionOfCthulhu
Oct 28, 2005

I got this title for free due to my proximity to an idiot who wanted to save $5 on an avatar by having someone else spend $9.95 instead.
I backed it (not enough to get in the beta, though), but is anyone else disappointed at how small the game seems? I have a No Quarter issue from 2010 that talks about the soon-to-be released Warmachine Tactics game, and now that it's finally coming out four years later, we're getting... two warcasters and four 'jacks. Joy. It just seems kind of lacking for something that's been brewing for this long, y'know?

Panzeh
Nov 27, 2006

"..The high ground"

MinionOfCthulhu posted:

I backed it (not enough to get in the beta, though), but is anyone else disappointed at how small the game seems? I have a No Quarter issue from 2010 that talks about the soon-to-be released Warmachine Tactics game, and now that it's finally coming out four years later, we're getting... two warcasters and four 'jacks. Joy. It just seems kind of lacking for something that's been brewing for this long, y'know?

There was an earlier warmachine game but it was entirely scrapped and a new one started development a bit over a year ago. PP had a lot of trouble pitching a game to publishers that maintained something close to the lore/TT game.

fermun
Nov 4, 2009
Price is keeping me out as well, I'd love to have a tabletop type game on the PC, but $65 for a game is a lot to ask and the OP implies that the price for the game and that batch of DLC is going to rise on full release. To top it off, the screenshots look incredibly dark with character models that are hard to distinguish, small-looking for their environment, and it looks like there is some kind of blur effect on the edges of the screen that make things on the edges even harder to see. I can't even see what's what in the in-game screenshot because of how it is so dark and there are flames everywhere. In the sample screenshots I can not see at a glance who is winning or even which side most of the smaller models are on.

Yngwie Mangosteen
Aug 23, 2007
I really hate to keep posting in defense of a game I know relatively little about, but the OP specifically says that the price will be $45 not somehow 'more expensive after launch!' The $65 includes a dlc pack and early access. The dlc pack hasn't been priced yet, but $20 is pretty standard.

Do you guys even read the OP before you start posting, or do you just sort of skim vaguely through it then slap an opinion down?

This game may suck. If you don't want to pay $65 for the initial beta/game/expansion pack then pay $45 in August when it releases.

Dreadwroth
Dec 12, 2009

by R. Guyovich
If it plays like the tabletop game, it should be pretty fun. I have heard nothing but good things about the Warmachine game, I just don't feel like painting minis anymore these days so this is a pretty drat attractive alternative for me. I think this has been in development for a long time from what I remember.

rargphlam
Dec 16, 2008
Honestly more interested in Horde, so hopefully those factions wind up being in.

Dr Tasty
Jul 21, 2005

Hueheheh-and you GOT one
We have gotten some complaints about the price, but the early access bundle price tag is that way to match what the backers pledged for that much of the game. Making it any lower would dishonor the Kickstarter backers, which we'd like to avoid. I did post that bit when made this thread - the price will drop once the official release comes along.

I'd like to be a lot more transparent about what the plan is, but we're not entirely independent; we have to work with Privateer Press as they own the IP and the decision making process isn't entirely in our hands. I can't say anymore than that, but when there is more information available I'll give a heads up.

As a refresher here's what comes with the base game: 21 single player missions, 4 factions with 2 warcasters and several jacks each, multiple warrior units, 3 multiplayer maps and more for free as they come along, and multiple game modes. If you don't want to play the game in its current state then that's fine, just wait until August when the price is lower. When that happens you'll be able to make custom squads and paint them to your liking.

The early access bundle also comes with 20 extra units.

I'll post some better screenshots tomorrow when I get back to the office.

Dr Tasty fucked around with this message at 07:23 on Jul 10, 2014

Lord Windy
Mar 26, 2010
If we're only waiting until August, why not keep it a closed Beta for another month or so and spare the game a potential bad start? The game could be the best game ever, but the first 3 reviews on the Steam page all say not to buy it and the negatives have gotten far more press than the positives. Next the game is going to drop $20 in price after it's released which could cause people to think that the drop is due to quality rather than the odd kickstarter situation.

nucleicmaxid posted:

I really hate to keep posting in defense of a game I know relatively little about, but the OP specifically says that the price will be $45 not somehow 'more expensive after launch!' The $65 includes a dlc pack and early access. The dlc pack hasn't been priced yet, but $20 is pretty standard.

Do you guys even read the OP before you start posting, or do you just sort of skim vaguely through it then slap an opinion down?

This game may suck. If you don't want to pay $65 for the initial beta/game/expansion pack then pay $45 in August when it releases.

Look, I know you keep posting this but it's really not helping. My first impression (and I'm sure others) was to go straight to Steam to get it and then discovering the price. Not after carefully reading the OP to see that it's going to be $20 cheaper. It doesn't say it clearly in the OP and it doesn't clearly say it in the Steam Page.

Dreadwroth
Dec 12, 2009

by R. Guyovich
I just bit the bullet and bought this on Steam. I played through the existing single player portion, and it is a blast. It's basically a tactical turn based game with a timer, and you really need to pay attention to your unit's facing. Always keep your Warjacks within a certain distance of your Warcaster or you can't add action points to them. Overall, the only major issue I saw was the FPS seems to be really drat low for some reason, but I gather it's just because they haven't optimized it yet. I would wait until full release, this game is going to be really goddamn awesome when they get done.

rantmo
Jul 30, 2003

A smile better suits a hero



rargphlam posted:

Honestly more interested in Horde, so hopefully those factions wind up being in.

Well Boomhowler is in multiplayer and one of the videos showed a troll enemy for the single player campaign, so they'll at least have those skeletons handled.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Will there be a Khador campaign in SP?

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
That interface looks like a gigantic mess...

Perestroika
Apr 8, 2010

I've always liked the tabletop ruleset quite a bit, but never really got into it because I wouldn't have anybody to play with (also because :effort: with all those miniatures), so this is pretty great news. The price is a bit steep for me to jump in right now, but I'm very much looking forward to the release.

Brainbread
Apr 7, 2008

Seconding on the UI being a mess right now. Something I liked from the card system which probably would work well in the game, is hiding the stats until the target or unit is selected. Or at least having a good amount of display options.

Though, I sincerely hope there is a "A unit still requires orders!" thing to keep me from forgetting to use something.

Still, excited for this :3

Cuntellectual
Aug 6, 2010
$45 for a game with microtransactions? Great idea!

Axetrain
Sep 14, 2007

65 loving dollars for alpha access, and then on top of it we are expected to purchase units individually at release? I was almost interested until I looked at the pricing bullshit. Even Games Workshop doesn't pull stunts like this with their video games.

Dr Tasty
Jul 21, 2005

Hueheheh-and you GOT one

CommissarMega posted:

Will there be a Khador campaign in SP?

Currently there are plans for at least a Cryx campaign, according to the Kickstarter. I don't really have any additional information about that sort of thing.

As for the interface: we're making changes to it as I type this post. We already have new unit icons in the game as well as the new focus menu. A lot of work went into systems under the hood so it would be easier and safer to implement new features, minimizing the risk of major game-breaking issues. Unfortunately that means the bells and whistles had to wait. There are still some bugs with display icons, but those are being ironed out.

For those of you who are playing: units you've used on your turn will have their portraits on the side-bar grayed out. Also all unused units will have a blue ring underneath them (this represents their base,) this ring disappears once the unit has been deactivated.


VVVVVV If you left click a square when you're determining a move, it'll lock your destination to that square. Right clicking will move you to the square. Left click on another square to move the destination marker.VVVVVVVVVVVVV

Dr Tasty fucked around with this message at 20:50 on Jul 10, 2014

Paper Kaiju
Dec 5, 2010

atomic breadth

Axetrain posted:

65 loving dollars for alpha access, and then on top of it we are expected to purchase units individually at release? I was almost interested until I looked at the pricing bullshit. Even Games Workshop doesn't pull stunts like this with their video games.

No, it's $65 for the deluxe edition, and you get alpha access with it. It's actually a pretty standard model for Early Access games on Steam (whether or not Early Access is a good idea in the first place is a different argument). Also, you're not expected buy anything extra unless you get heavily into the multiplayer scene.

Anatharon posted:

$45 for a game with microtransactions? Great idea!

I fail to see how having a $20 DLC qualifies as a 'microtransactions'.



Edit: To add more :effort: to the post, I'd like to add two things I would like to see in future versions.

1. More camera control. Specifically, I would like to be able to look directly overhead without being zoomed out all of the way (if there is already a way to do this that I missed, please correct me). In general, though, being able to move the camera along the Z axis and pivot the view independently of each other would be a boon, I feel.

2. A way to confirm or undo actions, because it's really easy to misclick a square when you meant to click the adjacent square, and send a unit off to do the wrong thing (although I think future graphics optimization would help alleviate that issue as well).

Paper Kaiju fucked around with this message at 20:22 on Jul 10, 2014

BadLlama
Jan 13, 2006

Cool been waiting for this for awhile.. but I was also going to drop like $70 on Warmachine plastic toys this weekend : /

fuck the ROW
Aug 29, 2008

by zen death robot

Paper Kaiju posted:

I fail to see how having a $20 DLC qualifies as a 'microtransactions'.


It says right there that all the units will be sold individually. Saw this on steam and didn't spring for the early access because of one mission and pre-set teams for multiplayer. The microtransaction scheme is great to know and a real deal breaker.

I said come in!
Jun 22, 2004

Ooh my god, I can't believe this is getting a PC game. I always wanted to play the table top version. I am all over this.

Fingat
May 17, 2004

Shhh. My Common Sense is Tingling



I debated and then caved and spent too long playing last night. I see some great potential here.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
As someone whos knowledge of Warmachine Tabletop extends to "It exists and is almost-kind-of-sort-of-like steampunk warhammer", can someone who's played tabletop kind of break down what you get with this $65 pack? I assume the units you are getting in this kit amount to whatever baseline racial starter kit you can buy for tabletop, are these guys going to hold up compared to DLC units potentially coming up in the future or will I be hitting situations where I'm going to get wiped out because I wasn't a grognard that bought the turbokossak DLC guy?

As far as more general questions about the game: I assume as is the only vs mode is 1v1, no team matches? Is there any AI skirmishes outside of the tutorial mission currently in to test army compositions? What sort of scale in battle are we looking at, in Warhammer 40k tabletop comparison terms? From what I've seen on the amounts of units on the board, I'm assuming battle size is kind of like a 500-700 point warhammer 40k match?

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Paper Kaiju
Dec 5, 2010

atomic breadth

DeathSandwich posted:

As someone whos knowledge of Warmachine Tabletop extends to "It exists and is almost-kind-of-sort-of-like steampunk warhammer", can someone who's played tabletop kind of break down what you get with this $65 pack? I assume the units you are getting in this kit amount to whatever baseline racial starter kit you can buy for tabletop, are these guys going to hold up compared to DLC units potentially coming up in the future or will I be hitting situations where I'm going to get wiped out because I wasn't a grognard that bought the turbokossak DLC guy?

Actually, most of what's in the DLC pack is there to simply give you a fifth faction in multiplayer: the 'Mercenaries' faction. The main four factions will like also be able to run some Merc units, though (assuming they keep in line with the tabletop); but as long as the programmers balance them correctly, they shouldn't be more powerful than their point cost would indicate, just have different abilities.

The rest of the pack is an additional jack and caster for each of the main four faction. The jacks are, in theory, going to be more powerful than the base jacks, but they should be costed accordingly, so that running one of them instead of a base jack will likely mean running less warriors, as well.

Basically, it doesn't matter how powerful future units will be, as long as their cost accurately reflects their power and forces players to drop other units to make room for them (and we won't know that until they are released).

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