Keevahh posted on
October 4th, 2024 in
Uncategorized
What’s that? Wargroove 2 has been out for a whole year, already!? We’re here to give a big thank you for all the joy and enthusiasm you’ve given Wargroove 2 this year. You’ve followed us through new language releases, bug fixes and balancing tweaks, a fancy Wargroove 1 + 2 Physical launch, Mod support, Groove of War tournaments and most recently our big launch on Xbox consoles!
The Robotality team have now moved on to support the rest of the Chucklefish development team with ✨Witchbrook✨ (but this isn’t the end of the road for Wargroove 2 👀👀)! As with all anniversaries, we’ve been left feeling nostalgic about the last year, and the beloved time and effort we spent bringing Wargroove 2 to life. So, take a walk down memory lane with the development team and their fondest anecdotes about creating Wargroove 2:
Just a short story I remember from when I was in Germany one time. Simon and I went to have cake at the bakery across the street one of the last days I was there. Whilst we’re eating their amazing cherry cake we began talking about an idea of giving the factions in Wargroove 2 permanent territories instead of a fixed campaign. We were already deep into the campaign at this point, so there was just no way we could make a structural change like that. But, this did lead us to the idea of having permanent armies and shortly after the concept of conquest mode was born. The name “conquest mode” really is just a reminder of that original idea of having permanent territories to fight over. Either way, we ended up prototyping the idea and quickly knew there was something to this. The rest is history. Moral of the story: Eat more cherry cake. Another favourite memory of mine was when we were showing Wargroove 2 at Pax East. We had these 2 boys that were maybe 8-9 years old trying out the game. They needed a little bit of guidance but soon understood the concept and were having a good time. A few hours later they were back for another round. And then the next morning, they showed up again. I don’t remember how many times they came by, but they were clearly loving playing the game together and played it as much as they possibly could.
One of my fondest memories is right after Hassan joined the team, he and I sat down together for multiple days in a row and just had chats about how we want to structure the world and the story. It was such an interesting time when everything was possible. Interestingly, a lot of what we had ideas back then actually made it into the game, like the 3 chapters in parallel, the different teams of commanders etc. It was a fun time. 🙂
My favourite aspect of working on Wargroove 2 was having the opportunity to bring together a team of exceptionally talented developers. Not only did we get to combine talent who had worked across different Chucklefish projects into a single title, we also discovered new developers to join us and finally worked with those I had only admired from afar. Together, we all became one big dream team! A highlight for me was finally meeting most of the team at the Wargroove 2 launch party. It had been a long few years full of various lockdowns and we all worked across different timezones, so meeting in person was so rewarding and heartfelt!
My favorite time during the project was early 2022. The team had just gotten back from holidays, everyone was feeling refreshed and energetic, and it seemed we were hitting a stride not only with the project, but also in working with one another. One of the artists might show off a cool animation that would give me an idea for a character that would give the level designers an idea for a mission that would give me an idea for a scene that would need some more art, and so on and so on. We were also in a golden part of the process where just enough work was done that we could be proud of ourselves — but release was still some faraway-sounding date. Anything could happen before then! We were in the middle of a beautiful dream, except for Caoimhe who kept waking up to check on the alarm clock (🙏)
We made the trip to London for the Wargroove 2 release party and I had a lovely time visiting the Chucklefish office. We saw the London sights, ate a lot of great food, and discovered the questionable shape of the shadows cast on the Westminster Bridge at a certain time of day (don’t deny it, I got pictures!).
And of course the party itself was amazing! We didn’t just meet the rest of the team, but also many of Wargroove 2’s talented voice actors.
There were so many memorable aspects of development I could be talking about! But I do remember the fear- and excitement- we felt when presenting the mice faction to the team and eventually to the community, pondering how they would accept it! I’m a big fan of rodents, I’ve had many pet rats myself and I think they’re awesome and completely misunderstood. Seeing them become “alive” slowly though the writing and seeing the depth Hassan was able to imprint on them was quite amazing! Also, seeing my loved ones slowly fall in love with the game filled me so much gratitude and happiness!
During the whole production, I made a point to not check the story WIP channels, where Hassan and the others were making up the actual plot. I knew just enough to convey the characters’ personalities into their acting and actions, but I didn’t want to spoil myself anything. So when the game got finally released, and I got to discover the final version, what a ride! It was worth the wait, I was on the edge of my seat the whole time. At some point, when a character died, I got up from my armchair and dashed to my PC and I yelled at them on the chat : “HOW COULD YOU DO THIS?!!” they rightfully answered : “well, you could have been there to prevent us from doing it” but that was exactly the kind of emotion I wanted to feel while playing it. I got so invested, at some point I even was like “Hey, this is pretty!…Wait a second…I remember! It’s me! I have done this!” After release, I even got to chat with fellow game fans, as we discovered the story and maps together, some of them asked me questions like : “You’re a dev, don’t you have the answer?” and I was like “Hell no, right now I’m a simple fan girl just like you!”
It was really great to bond with everybody over this.
(art by Marion)
Lisa Marie – Junior Art & Animation
I joined the team and Wargroove 2’s development as an intern while I was still at university, and have been with Robotality ever since. I don’t think I’ve ever been as nervous as I was during that initial interview… The game was my first step into the industry, many of the units in it are where I learned things for the first time. It feels a bit like we grew up together! Especially with you, pirate wagon, my beloved brother.
At the start, we had a set time on Mondays for interns to present the work they had done and get feedback. Oh, how I yearned for and dreaded that first Monday! I was scared to show my work, because everyone around me was amazing at what they were doing and I, in my little heart, was intimidated and scared to disappoint. But as I was struggling to properly stream my Aseprite window and the feedback came in, lovely encouragement and smart improvements in equal measure, I realized that I had met a truly special and incredible group of people. I decided in that same moment I would try and do my very best for the game they had worked so hard on and poured so much of their own hearts into.
When I play it now I still hear the jokes we made, the struggles we had, feel the fun and the exhaustion. Just the love, I guess. Too soppy? Don’t care!
My fondest memory of working on Wargroove 2 was right at the very beginning of the work, at my first submission of music to the team. You never know how these things are going to go, and in this case the entire team and everyone involved would listen to and weigh in on the work. No matter how much you’ve done this work, this is always nerve-wracking. I wanted to really stick the landing, but it’s always a bit of guesswork and instinct to try to come in at just the right level to meet everyone’s expectations. Add to that everyone’s eagerness to hear what I’d do, and I found myself almost trying to reduce others’ expectations up until that first delivery day. When that day finally came, it was fantastic: kind words came from every direction. I could feel the consideration and encouragement from everyone. People told me how many times they looped it, or how they shared it with family and family members danced to it. Extended teams got to hear that first piece and all the energy coming back was extremely positive. I got a bit emotional. I’ve been writing music for games for a good while now, but I can’t think of too many times when I just felt this accepted and encouraged. This day really set the pace for the rest of the work.
“We’re thrilled to finally get this album out to our fans. As many are now aware, our former physical product partner, Ship to Shore, closed its doors earlier this year, so it took us additional time to complete production. We were committed to making it happen, though, and we’re pleased that it all came together in time for the game’s one-year anniversary. We hope fans enjoy as they relive their favorite Wargroove 2 memories and perhaps dive back into the game itself!” – Jayson Napolitano, Scarlett Moon
Socks posted on
September 17th, 2024 in
Uncategorized
Good news, Groove Gang!
Wargroove 2 is coming to Xbox Gamepass on 19th September! Command an army, customise battlefields, and challenge your friends, in this richly detailed return to retro turn-based combat coming soon to Xbox One, Xbox Series S, X & the Microsoft Store!
“Bigger than its Predecessor in Every Way” 8 / 10 – IGN “A Challenging Love Letter to Strategy RPGs” 9 / 10 – Gfinity “The best Advance Wars game never made, whose post-launch update smooths out the rough edges and creates a strategy game that’s more accessible and fun than ever.” 9/10 – Metro
About Wargroove 2: Trouble stirs on the shores of Aurania. An ambitious new faction has unearthed forbidden relics capable of catastrophic consequences. But how far will they go to achieve glory? Take to the battlefield, sea, and sky with a cast of new Commanders, using your wits to wage turn-based war!
An all-new Wargroove adventure for new recruits and veteran wardogs alike!
Return to the frontline with new Commanders, as mysterious new factions join the fight
Supercharge your Commander’s Groove with a newly updated Groove system
Follow three new Campaign arcs, interwoven in a fierce conclusion
Battle with or against your friends in Co-Op & Multiplayer mode, locally or online for up to four players
Put your strategic abilities to the test with a new roguelike mode – Conquest!
Develop new tactics with five new unit types to master
Level-up ordinary units by picking up special items
Battle after dark with new night mode
Get more creative than ever with new & improved map, campaign & cutscene editors
Captivating soundtrack written by composer Dale North (River City Girls 1 & 2, RWBY Arrowfell, Alchemic Cutie)
Find us on X or come and join the official Wargroove Discord. The development team often pops in to answer questions and share insights on the game’s development!
The Chucklefish and Robotality teams have been pretty busy behind the scenes! We’ve been forging away, refining Wargroove 2 with bug resolutions and implementing some quality of life fixes. Not only is the development team hard at work, our partners have jumped aboard with a host of exciting updates! It’s time to hoist y’er anchors and set sail, the tide is high with Wargroove 2 news!
Wargroove 2 is now available in Japanese
Today’s a long awaited day for Japanese tactics enthusiasts, Wargroove 2 is now available in Japanese!
We’d like to thank our friends at Kakehashi for their diligent work in bringing Wargroove 2 to life in Japanese and all their promotional efforts by bringing us to events Bitsummit and Tokyo Games Show in 2023 and sharing their love from Wargroove with the audience in Japan. You can play Wargroove 2’s latest patch now on Steam and Nintendo Switch, this patch also comes with a whole host of fixes which are available at the bottom of this update!
Wargroove 1 + 2 physical edition is coming to Japan!
Global fans, keep an eye out for other physical edition news coming soon! 👀
Mod Support now on the Preview branch
Mod Support is almost here! Since the early Wargroove days, we’ve had a brimming community of modders. We’re happy to confirm Mod support is almost done and is coming to Wargroove 2! We’re currently in the final feedback and fixing stages of before setting everything live on the main branch. If you’d like to join in and help us with the final development stages, you can access the preview branch from your Steam Library. Right click on Wargroove 2, select Properties and open the “Betas” option. On the dropdown menu, select “preview – Public preview version” and you’re in!
How do I make a mod?
We’ve updated the Wargroove wiki and expanded the original modding documentation to contain information about Wargroove 2! In addition, we’ve updated the example Tolstoy Mod from Wargroove which you can find by following the file path C:\Program Files (x86)\Steam\steamapps\common\Wargroove 2\modpacker_bin
How do I share a mod?
Once you’ve created your mod, it should have put itself in your Wargroove appdata folder. You can probably find this at %appdata%/Chucklefish/Wargroove2/mods. Copy the folder with your mod name on it and send it to a friend! They just put the folder in the same spot in their appdata folder.
How do I use a mod?
Custom Maps
If you want to create a modded map, go into a custom map and open the main menu. Hit the branch new “Mods” button, and you should see a list of your installed mods.
Just flip the switch for the ones you want to use and change the ordering if you need to. Hit “Save and Reload Map”. This should reload your map with the mods on. The “Add to Mod” button is for packaging maps within a mod, and you can read about it in the document linked in the “How do I make a mod?” section.
Local Multiplayer
If you want to use a mod in a map that already exists, go to local multiplayer and select the map. In the “Match Settings” window, hit the “Mods” button, and you should see a list of your installed mods. Flip the switches for the mods you want to use and change the ordering if you need to.
Hit close when you’re done and you should be using your mods!
Online Multiplayer
Mods can also be enabled when hosting online matches. In Match Settings, go to “Mods” and toggle the mods you’d like to use. All players must have the same version of the mod installed. Mods can also come with maps included. If they do, when you go to host a game you should see the modded map available. Anyone with the same version of the mod installed can join the game like normal.
Will console versions receive modding tools?
Unfortunately not – this is a platform restriction we don’t have control over, so modding tools are a PC only feature. Console players will not be able to access any custom content or join any online matches which use PC mods, and instead will see an error message.
I have more questions!
Feel free to get in touch with the Robotality team on the Wargroove discord to ask about modding! You can also use the Discord to report any issues you may come across!
New Merch from the Yetee!
We’re also going to be launching some new Merchandise with the Yetee! Keep your eyes peeled for new Wargroove 2 apparel on the way.
1.2.6 Patch Notes
– Japanese language added
– Fix occasional crash when loading into conquest maps, or launching maps from the editor
– Fix movement of Pegasus and Turtle units when ambushed in fog of war. These units are allowed to move into FoW if the target tile is not blocked. If it is, the unit is considered “ambushed” and placed on the last free tile in its path of movement.
– Fix all HQ structures, not just the one of the current player, regaining health on each turn
– Fix map design issues in Pearlescent Valley
– No more combat preview tooltips or target highlights for enemy units not in line of sight of Riflemen
– Objective texts are now updated properly when changing the language during a match
– Tooltips in the unit info UI now always use the correct commander icon
– Audio: changing tabs in codex does not play the sound FX twice
– Audio: stop active music track when loading map editor
– Audio: fix double sound FX with interaction menu in maps with free movement
– Fixed quick play rating sometimes not updated if first player abandons the match (note: this is a server-side change and has been patched for *all* versions already)
– Fixed bug which could cause performance problems and crashes when stacking buffs on units, for example with ranged units holding an attack boosting item and Emeric’s tier 2 groove
– Tenri’s groove can not target kraken, its tentacles, and tentacled units anymore
– Tornado and push/pull abilities can not target immovable units anymore, for example the crystal spawned by the Twins’ groove
– Fixed list of units (tentacles, crystals spawned by Twins) not convertible by Elodies groove
– Fixed Pistils tier 2 groove behaving weirdly when used by AI
– Neutral structures do not take damage anymore by slamming units into them
– Fixed graphics effect of tentacles wrapped around units not being removed sometimes
– Fixed bug in “The General” mission which could cause a story dialogue to be skipped
– Fixed scripting bug which could cause bridges fail to spawn in “A Great Fall”
– The correct weather setting is now shown in match info of a multiplayer lobby
– Updated incorrect description texts of Nuru and Twins on commander selection screen
– Fixed exit confirmation dialog opened twice when pressing ESC key in title screen
– Fixed crash rendering preview image for custom maps in map selection screen
– Fixed crash trying to run misconfigured unit actions on custom maps
– Conquest: Fixed various bugs with the kraken mini boss and its tentacles
– Conquest: Fixed smoke screen effect persisting until end of map
– Conquest: Fixed issues caused by units loaded into transport units. Units are now unloaded automatically when progressing to the next event.
– Conquest: Fixed units playing wrong animations sometimes after loading a new map
– Conquest: Prevent some situations where the player was able to walk backwards on the world map
– Conquest: Commander icon is now shown, instead of Knight, in the “vulnerable” section of unit info UI
– Editor: fix waterfall decoration changing position when switching to Dungeon biome
– Editor: in the unit palette tool, cycling through neutral faction does not reset the current selection to Soldier anymore
– Editor: fix ghost shadows when switching maps in the campaign map editor
– Editor: fixed cutscene dialogue box cutting through overlapping UI elements
– Editor: fixed unit facing option not working correctly if language isn’t set to English
– Editor: Fixed crash when trying to edit properties of treasure chest
My name is Midio, Lead Artist on Wargroove 2! I had the pleasure of crafting the visual development and design of the Faahri Commanders and Units. Today, I’m going to dig into the process of creating the Faahri faction and characters you’ve all come to know and love since the release of Wargroove 2!
When I joined the team, Simon- our art director- already had in mind a “cave dwelling folk” faction, and flirted with the idea of them being dwarves and even monks at some point! As the conceptual exercise dove deeper, he suggested them being rodents and the team was completely in love with the idea of introducing a cute little mouse faction to the Wargroove universe. The essence of the Faahri Republic’s early lore from pre-production stayed almost intact throughout the development of Wargroove 2: a nation of mouse-folk from another land, who reside in sprawling underground networks.
I got to work developing the visual identity of the mice, blending Simon’s designs and Wargroove’s distinctive style. Wargroove’s armies often draw inspiration from a tapestry of global cultures, and the Faahri faction finds some of its inspiration in the Golden Age of Islam and the influence of the Abbasid Caliphate and the Arab world on the West. This period is well known for the discovery, assimilation and flourishing of complex math, science, cartography, new technologies, culture and education that would be carried onto western societies. One of the main themes around the Faahri are their geometric designs, a theme commonly seen in the islamic’s architecture and art, symbolizing the clarity and order these little mice pursue in their society.
Once the general aesthetic and colour scheme were defined, we moved along to developing the Commanders. The beginning of this process was also through geometry: Pistil was thought as a cylinder, Lytra as a small circle and Rhomb as a big square. Pistil was born almost as we see her in the final design. I thought she could embody some diversity with a prosthetic limb and a robotic eye (both super ornate, of course). Rhomb firstly wielded a huge axe, but ended up with two forms once we started exploring the depths of crystal technology and how the Faahri use it and its more sinister uses…
Lytra became the Commander who went through the most iterations. We loved each of her designs at every step, with some of her earliest designs making their way to other units and characters! Early on, Lytra wielded a fierce flamethrower, which eventually ended up being part of Nadia’s design! Our plan for Lytra had always been that she would be the misfit of the whole Faahri outfit. Our initial approach was to make her differences clear using her visuals by giving her a punk look with spiky, colourful hair – now used for the Faahri merfolk! Eventually, we decided that Lytra’s feelings of distance from her peers should be less outward to create nuance and make her character not so easy to define. We knew we wanted her to have a deeper connection with the magic of the world she inhabits and so we decided to give her oversized mage clothes and turned to music and experimented with instruments as a weapon.(Fun fact: Lytra once had a trombone!)
There it is, I hope you’ve enjoyed this journey down development-memory lane with me! I’ve really enjoyed seeing all the love you’ve had for the Faahri faction – I’m going to also leave you with a bit of an art-dump full of mine, Simon’s and Marion’s development sketches. We’ve loved bringing something completely new to Wargroove 2 and we’re happy to know you’ve all enjoyed getting to know Rhomb, Pisil, Lytra and their friends!
superconsole posted on
November 30th, 2023 in
Uncategorized
Hi everyone!
Wargroove 2’s v1.2.5 “Multiplayer Ranking Update” is now live on PC & Switch. If you’re in the Discord you’ll know this one has been a while in the making, and full of some highly requested updates.
Thank you for your patience while we fixed some particularly tricky multiplayer bugs. As Wargroove is a cross-platform game, all updates have to release simultaneously, so the approval process for consoles can make things take a little longer. So without further ado, here’s what v1.2.5 has in store:
Multiplayer Ranking + Changes to Quickplay experience
This update we wanted to focus on improving Wargroove 2’s multiplayer experience. Now when you enter the Multiplayer section of the game, a new ‘player rating’ is now visible. This rating is used in matchmaking. If you haven’t played a quickplay match before the rating will start at 1200. After finishing a quickplay match, a new screen has been introduced detailing how your rating has changed based on the previous match.
(Please note: If you’ve already started ranking up on the Preview branch, the v1.2.5 release version will reset all rankings to 1200 for fairness across platforms).
We can’t wait to see players battling and sharing their rankings!
An important note on potential transition conflicts once the patch goes live – once updated you won’t be able to join lobbies, or continue ongoing games which were opened with previous patches. To finish playing any matches started during an update prior to v1.2.5, please access our “legacy” branch which will be staying as version v1.2.3.
If you were playing a match while the update went live, this shouldn’t have affected play, but you will need to update to the latest version on Steam to continue further matches.
Quickplay Map Pool
For this update we lowered the amount of quickplay maps in rotation to give players a better chance of learning them, and removed some maps which weren’t a good design-fit for quickplay. We will be rotating the pool of maps for subsequent updates/seasons, so for now, please find below the selection of quickplay maps now in rotation for this season:
Wyvern Isles
Brimouth
Life in 19×19
Moonlight Meadows
Heartsong Gardens
Dusty Oasis
Ban Ban Beaches
Harmonious Hideout
Brimwin Valley
Snowdrift Harbour
Pearlescent Valley
Lost in Riparia
Other updates to Multiplayer include:
Quickplay will now play a different music when queuing for a match. Once a match has been found a notification sound will play.
When a player abandons a lobby during quickplay, a more descriptive message is now displayed to the other player.
Players now have 90s instead of 60s to ready when a quickplay lobby has been found
Balancing Changes
Kraken: Cost increased (750g->850g) and they receive more damage from water units.
Ragna: Tier 1 now charges at Medium speed down from Slow.
Nadia: Both tiers charge at Slow speed now.
Nuru: Nuru’s Tier 2 affects now all recruiting structures.
Valder: Tier 1 now charges at Medium speed, up from Fast.
Caesar: Tier 2 now charges at Very Slow speed, up from Slow.
The following multiplayer maps have seen tweaks in this update:
Pearlescent Valley
Lost in Riparia
Moonlight Meadows
Ban Ban Beaches Beyond
Brimouth Channel
Brightfall Plains
Frostbite Plains
Swamp of the Damned
Fixes
Vespers groove has received several fixes and should now work as intended
Fix bug that would sometimes prevent recruiting with the Enter key
Fixed Zawan’s supercharged vines showing missing description when right clicked.
Fix various navigation bugs when using arrow keys to navigate recruit/map lists
Fix optional Kraken crit objective being wrongly rewarded in “Return to Eight-Arm Bay”
Fix target portals not being available to use for team mates
Fix crash bug that could occur if player placed Lytra at a specific spot during the second prologue mission
Fix softlock that could occurred when player cancelled progress during tutorial campaign.
Optional objective in “The Fortress” is now properly fulfilled if enemy commander is defeated with the twin’s groove
UI: Fixed Tenri’s groove icon
Ultra widescreen monitors are now better supported
Controller: Improved usability in editor by showing button mapping for functions like undo/redo and toggling symmetry tools.
Improved visual readability of Vesper’s and Errol & Orla’s grooves
Fixed issue that caused Ryota’s groove often not being available in Fog of War maps
Neutral structures no longer take push/pull knock-on damage
Fixed a bug which could cause desync and “Invalid unit order” crashes in multiplayer
Fixed occasional crash after leaving multiplayer lobby screen
Updated translations for the Power Gauntlet item description to match its actual properties
Fixed a few spelling errors in all languages
We have made some updates to the server to help with issues people have been having in multiplayer.
Kraken units can no longer tentacle other tentacles
Editor: Fixed issue that caused placed units to be invisible on very large maps
Editor: Fixed crash issue with controllers that could occur when deleting triggers and conditions
Editor: Fixed missing strings in “Units: Verbs used” condition
Editor: Removed a few placeholder items in “Display tutorial box” action properties
Editor: Fixed several objects being misaligned with the mouse cursor when placing
Editor: Fixed “invalid config error” that could occur equipping certain items in the editor
Editor: Fix neutral units causing crash when using Unit Action event trigger action.
Editor: Fixed several inconsistencies with groove charge. The editor should now properly reflect the game’s use of groove in %.
Editor: Fixed Valder’s (No Glove) and Lytra’s (No Harp) voice over lines being wrong.
Editor: Several story props have been made available that were previously hidden
Editor: Removed “Delete All Progress” option from editor
Fixed issue that caused a certain fish not being unlockable when using Mercival’s groove
Fixed crash that could occur in conquest mode when transitioning levels
Fixed issue that caused items to be purchased immediately when selecting in merchant
Fixed issue that caused a crash when purchasing discounted merchant items
Fixed various typos in codex and game in general
Fixed a visual gap in the tile info screen that appeared for several water units
Fixed bug in “Firebird & The Oaracle” that would cause no music to be played during this level after skipping the intro
Fixed issue in last mission that marked unsafe tiles as safe.
Fixed buggy beach texture in “Ice Low Water” biome
Fix custom difficulty description not updating properly on change
Removed duplicate tracks from jukebox that had appeared under a different name
Fixed crash that could occur when quickly clicking buttons in conquest menus
Conquest: Fixed a merchant in Felheim conquest not being interactable
Conquest: Fixed several issues in Saffron Isles prisoner event
Conquest: Fixed issue in Training Camp events when player didn’t have troops available to train
Conquest: Fixed issue in unit transformation event that caused dialogues to go out of order
Conquest: Fixed issue that caused several events to not show their Fog of War status correctly
Conquest: Unlock icon no longer shows exclamation mark when there’s nothing left to unlock
Conquest: Fixed issue in item duplication event that could cause player to be offered the choice to duplicate more than once.
Conquest: Fixed issue that allowed player to give money to Fritz, even if they had none.
Conquest: During unit duplication event, player is now returned to the conquest map right away if they decline the offer
Conquest: Fix soft-lock when player was facing a witch as the only remaining enemy with no means to defeat it
Conquest: Fix issue that caused Emeric to have full groove charge on start of conquest
Conquest: Fix issue that caused units to not retain their item abilities when they get transformed/changed to new unit types
Conquest: Fix possible softlock after finishing the Donut + Fenris fight.
Conquest: Fix artwork of training camps being swapped.
Conquest: Fix occurence of unit stacking
Conquest: Fix several issues in the Prisoner event map during the Saffron Isles conquest.
Conquest: Fixed Amphibian Lucky Coin (“Alacrity”) to correctly show +1 movement instead of +2.
Conquest: Fixed crash that could occur during the Unit Transformation event
Conquest: Merchant dogs can no longer be moved by player
Phew! That was a big one. Thanks everyone and have fun!
pilgrim posted on
September 14th, 2023 in
Uncategorized
Wassup Groove Gang,
Exciting news! During the September Nintendo Direct we announced that the much-awaited sequel to our beloved turn-based strategy game, Wargroove 2, is set to march on to PC and Nintendo Switch October5th 2023. And even better, pre-orders have commenced with a 20% discount over on Steam and Nintendo Europe and America eShops!
Haven’t played Wargroove before? You can grab Wargroove and Wargroove 2 as a complete set for 10% off on Steam.
Wargroove 2 takes all the elements players adored in the original game – the charming pixel art, the big-brain turn-based combat – and amps it up several notches. Say hello to 2 new playable factions, meet new Commanders, and brace yourself to embark on three new interlacing campaigns: Breaking Grounds, Rising Tides and Dark Skies.
We also revealed the latest faction coming to Wargroove 2: The Faahri Republic. A nation of curious mouse-folk who have landed in Aurania on a scholarly expedition. What the Faahri Republic lacks in military experience, they more than make up for with academic theory. Equipped with mysterious crystal technology, Commanders Lytra, Pistil, and Rhomb must work together in pursuit of information for their mysterious benefactors.
What’s more, Wargroove 2 introduces a Supercharged Groove system, giving you an upper hand in turning the tide of battle to your favour. But if you’re up for a true test of your tactical genius, the all-new roguelike game mode ‘Conquest’ awaits you.
About Wargroove 2Trouble stirs on the shores of Aurania. An ambitious new faction has unearthed forbidden relics capable of catastrophic consequences. But how far will they go to achieve glory? Take to the battlefield, sea, and sky with a cast of new Commanders, using your wits to wage turn-based war!
An all-new Wargroove adventure for new recruits and veteran wardogs alike!
Return to the frontline with new Commanders, as mysterious new factions join the fight
Supercharge your Commander’s Groove with a newly updated Groove system
Follow three new Campaign arcs, interwoven in a fierce conclusion
Battle with or against your friends in Co-Op & Multiplayer mode, locally or online for up to four players
Put your strategic abilities to the test with a new roguelike mode – Conquest!
Develop new tactics with five new unit types to master
Level-up ordinary units by picking up special items
Battle after dark with new night mode
Get more creative than ever with new & improved map, campaign & cutscene editors
Captivating soundtrack written by composer Dale North (River City Girls 1 & 2, RWBY Arrowfell, Alchemic Cutie)
Wargroove 2 is coming to PC and Nintendo Switch on 5 October 2023 priced at $19.99 / £16.75 / €19.49.
Strap on your strongest boots and prepare to march into the wonderful world of Wargroove 2 this October! Get your pre-orders in, and gear up for an unforgettable strategic journey that’s bigger, better, and groovier.
Join our Discord community to catch up on the latest Wargroove 2 news and join the strategy fans replaying Wargroove ahead of the big day!
Hello everyone! Can you believe it was just 1 week ago that Wargroove launched? Since then we’ve been completely blown away by the positive reaction and amazing custom content that you’ve all been coming up with. So today we’re going to highlight some of our favourite community-made creations, some of which feature epic cut-scenes and branching campaigns, others strategically sound with clever use of rules and some just plain old silly fun.
Before we start, don’t forget that you can enter your awesome maps into a competition to win a Nintendo Switch, 2x tickets to EGX Rezzedand a bundle of Wargroove merchandise (incl. a signed vinyl), which is currently being held by Nintendo Life. The competition is open globally, and closes midnight GMT on Thursday February 14th, so get in there quick!
Right, on it with the list!
1. Patsgroove by Caesar – Code: H48BVDRY
Patsgroove is an adorable branching campaign created by user Caesar in just one night. The story sees you following Caesar in his quest for pets from various other Commanders. It uses a clever question and answer mechanic to a very cute effect, and also features a shocking scene exposing the truth behind Tenri’s broken vase…
2. Twisting Rift by Siv – Code: Q85FCS86
If you’re looking for a fun free-for-all 2 player map to get stuck into, this one that was made by Twitch streamer SivHD and his chat is worth checking out. It features an awesome swirling island design, and just one lone Tower in the centre which is sure to cause some chaos. You should also download another of Siv’s creations, Oasis Ruins (Code: LH5CRDVH), which is a rather pretty desert 1v1 map.
3. World’s Tiniest Wargroove Map by Valdyr – Code: HGY22KA3
They say the best things come in small packages, and this skirmish map certainly fits the bill! You might think that Player 1 would generally have the advantage on this one, but from what we’ve played the second Player can also reign victorious depending on what moves are made. Perfect for short tactical bouts!
4. Simple Defense v2 bySicilica – Code: 9GFKQJ9H
If you’re looking to take down waves of enemies in a horde attack mode, look no further than this fun little competitive scenario. Your objective is to outlive your opponent, but it won’t be easy – each time you kill a unit, it will respawn on your opponent’s lane. However, if you go too aggressive and let your own unit die, it will come back to haunt you! If you push your units to the top of your lane, you’ll be able to hurl them directly at your opponent. Different types of enemy units will become available as you progress through each wave, so make sure to keep an eye at the bottom for what unit is coming up next!
5. Puppy Bowl LIII 1 v AI by Jed – Code: EMRFN3K3
As a Brit I have a pretty limited understanding of American Football, but one thing I now know for certain is that every Super Bowl should feature dogs as the players on the field. Jed’s map sees you leading Caesar and his dog squad to victory against the AI, challenging you to get across the endzone to win. My personal favourite touch of this map is the adorable group of puppy spectators on the side.
6. Capture The Flag by Of Monsters and Ken – Code: FCC6ZECY
Another clever scenario map here, this one using custom rules to create a ‘capture the flag’ mechanic. By sending a non-Commander unit to the highlighted enemy flag zone, your unit will be changed into a villager in order to capture your opponent’s flag. You’ll then need to bring your villager back to your base to win. However, skirmish rules still apply, so you’ll need to watch out for any attacks on your Commander or Stronghold too.
There’s plenty more excellent examples of creative custom content on Wargroove’s servers for you to browse through, including some awesome recreations of classic Advance Wars and Fire Emblem maps, and even a few Pokemon and Stardew Valley designs! If you’re looking for somewhere to share your map online, feel free to post it on our Wargroove subreddit using the Maps flair – we can’t wait to see what else you come up with this month.
Rodrigo posted on
February 1st, 2019 in
Uncategorized
Hi everyone,
It’s been nearly two years since we’ve first announced Wargroove to the world, but the wait is finally over, and the game is out right now! It’s currently available for purchase on all of these platforms:
You’ll also be able to do cross-platform multiplayer and content sharing with all the platforms listed above.
The game is also coming soon to PlayStation 4, Mac and to the Japanese eShop on Nintendo Switch, so please stay tuned for more information! News will, as usual, be posted on this blog and on our Twitter, so make sure to follow us.
We’re proud to be launching the game in ten different languages: English, French, German, Spanish, Italian, Brazilian Portuguese, Russian, Simplified Chinese, Traditional Chinese and Japanese!
The game grew in scope enormously since we first announced it (see this article if you want a recap of everything the game includes), and we’re very happy with the package we’re shipping with. Custom map and campaign creation tools are live from day 1, as is sharing those maps online. We’re also planning robust modding support for the PC version of the game – we’re very excited about it, but it still needs a bit more work, so it’ll be coming as soon as possible! We’ll let you know more details about PC mods, and how they interact with online play in an upcoming post!
When I joined Wargroove, it was a small team of four people, and I was the only programmer – it has now grown and matured and developed into a project that I’m extremely proud of having been part of since such early days. At its peak, Wargroove reached nearly 20 people working on it, and it has been a marvellous experience to work with all of those incredibly talented people! We’re all super proud of the positive critical reception for the game, and we’re now excited to hear what you all think when you boot it up today!
Before I go, we have a competition going on Twitter right now. Send us pictures of your majestic dogs and tell us why they’re worthy of joining Caesar’s ranks before this Sunday 3rd February at 11:59pm GMT. Ten pups will be chosen, and their human companions will be awarded a Pupgroove t-shirt from The Yetee!
Thanks again for all of your ongoing support, and have fun!
Hello! I’m Krakauer, the newest programmer at Chucklefish. I’ve been here for about a month now, and am having a blast working on Wargroove. I’ve been in the games industry for about six years, and am originally from the US.
First of all, thanks to all of you who visited us and played Wargroove at EGX Rezzed last month. It was great to meet so many of you, and see you getting hands-on with the game. We brought along some cute Wargroove stickers to give out, and our Cherrystone Kingdom Doggos were a big hit! You could even say, they caused a storm of excitement…
The first feature I’ve been working on is Wargroove’s weather system! Weather adds a degree of unpredictability to each battle. Will favourable winds give you that extra push you need to reach an enemy, or will a blizzard bog your units down in snowdrifts? Weather forces commanders to think on their feet when conditions change.
Each map can have three weather types: sunny, windy, and severe. Severe weather is based on the map’s biome, and can be rain, snow, or sandstorms. These effects can also be disabled in multiplayer.
Weather can affect each commanders’ units with bonuses or penalties to their stats. Wind lets boats move further, archers shoot more distant targets, and flying units do more damage. Severe weather has the opposite effect, slowing down the battle as the storm rages.
We’re currently still testing these, so there may be some tweaks in the final game, but we’re excited to see how this changes up your gameplay!
I’ve enjoyed working on this feature and hope to talk to you again soon. Cheers!