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Steam release roadmap
October 3, 2013 - electrolyte*
It’s about time we update you on what’s happening to Reprisal and where things are at. Sorry for the lack of updates, much has been happening behind the scenes including new additions to family’s, epic road trips and crunch times on our brand new title Battle Keep!
(The every, ongoing, Battle Keep!)
So in case you’ve not heard Reprisal was Green lit! Woooop.
This means that you will be able to get hold of it on Steam. We could just stick the current version on there … but that seem’s like a bit of a waste, and very unloving to you the community.
Since it’s release we have received an incredible amount of feedback from players. In this feedback there have been some really good positive ideas on further additions, but more importantly balancing issues. It’s fair to say that Reprisal isn’t exactly balanced in terms of play. Partly down to it’s small dev team (1 person) and the amount of work it involved at the start, we now want to address and improve Reprisal’s balancing and gameplay. Here are some of the things we are doing for the brand new Steam release ...
Balancing - Fine tuning the totem powers. This has been the biggest part of feedback from players.
CPU player balancing - Enhancing the AI and ramping things up a bit, ideally in a customization ‘options’ section to either provide yourself with more or less of a challenge.
New features for Skirmish - Giving you the ability to customize totem powers, land types, CPU aggression and so on …
Overall performance improvements - Making things more CPU friendly for older machines, and re-coding chunks.
GUI improvements - Yes we agree, menus are confusing! We will be overhauling this.
Additions - New ‘Lost World’ campaigns including new totems, new world type and fingers crossed an interactive help section along with some other surprises!
OK so that’s the plan, will keep you all posted as things ramp up.
Thanks again for you support!