Some time we wanted to customize our website according to needs and tastes of our game enthusiasts. And, at least, we did it! We think it comes out well. The page is more practical and user-friendly now. And, moreover, it has a pleasant look on the displays of all devices. Please give a warm welcome to our New Tactical Legends Homepage! We hope you enjoy surfing it.
It was hard to get opposite unit stats if you are not familiar with the game. Basically, you needed to do a lot of operations: go to the "units shop", read about some character and assume that the opponent forces have the same properties. From now, you can just right-click it to get full info like in other strategies. The thing, that we had to do long time ago. It is especially useful when there are many mana orbs and crystals on the map. The actual amount of mana in them is a random value, and there was no way to get exact numbers except to pick them up. Thus, every player can plan his tactics even more deeply.
It was a long way moving to the online version of the game. The main problem was that two years ago we knew nothing about multiplayer programming. We don`t want to say that we are experts now, but we have built dedicated server and have written server manager that could run a lot of them distributing to several PCs. Also we have rewritten almost all game logic because it was targeting local machine. And now we can say that if you want to write online game, don't start with local one, better build online code from the beginning.
At least the game is ready for public testing. There are some (quite a lot) bugs, but we are working on them. We have played the game several times without noticing any significant issues.
We have removed complex logo animation at the start of the game and replaced it with lightweight video. The main goal was not to reduce installation size, but greately speed up game start. We know how annoing it can be. Also you can always skip animation by pressing SPACE or ENTER.
We are trying to make Tactical Legends interface and gaming process as friendly as we can.
The Castle is the largest map in the game.
It sits on a mountain range in the middle of a beautiful river valley. An untamed forest surrounds its weather-beaten walls, threatening to choke out any sunlight illuminating the path up to the castle.
Mechanically, we designed this battlefield in a mirror-style and we included many covers and passes. These assets of the map allow it to be perfectly balanced and provide ample opportunities for you to hone your strategies, test your skills, and refine your tactician's cap.
The Castle has at least two separated battle areas: the main hall and the armory. Each area spawns resources which can be used to bolster your forces, regardless of whether they are on the winning side of the battle or not. It might be wise to use those resources to completely change your strategy, depending on the situation.
The map was designed so that even if you were to lose ground in, say, the main hall, you could retreat to the armory and make a solid stand. And of course you can hide in small rooms or corners on your side of the arena waiting for opponent to make a mistake and trap them in a bottleneck as you summon a group of swordsmen in a last moment.
Experiment with your strategies. Be sure to try and stage a massive battle with as many units as you can spawn. The Castle is suited for epic matches and clashes of power!
We have done a lot during this most recent stretch of development. There now exists a puzzle editor which enables you to create unique puzzles.
Additionally, we have put out a tweak on the in-game artificial intelligence.
Finally, we’ve announced the start date of the closed beta testing. But things are never as planned.
We have prepared an updated version of our first video that was published a year ago. It was made to show the basic concept of Tactical Legends and but now it looks much better with the updated map and characters. If you saw the original video, you can spot the huge differences :-)
As we promised several days ago, we are introducing a large update to the game.
Gold has been renamed to mana. It’s more natural to summon/teleport new units from mana, than it is to hire them with gold. Also, we don’t think that gold would easily be found lying on the ground. Now we have shining mana orbs that could be picked up by the player. It instantly adds 10-30 mana to the player.