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Wargroove

Posted: Fri Feb 01, 2019 11:00 pm
by Jeremiah Jones
This came out today. It's just like Advance Wars but with a medieval theme. It's received fantastic reviews, and rightly so. You can also create your own levels (complete with your own cutscenes) and even create entire campaigns that span several courses, then upload them and share with others. I've been playing the Switch version and having a blast with it.

Re: Wargroove

Posted: Sun Feb 03, 2019 4:55 am
by Pacific
Is it good fun? Seen it has had really good reviews - was either going to wait for the physical version or more likely lose patience and download!

Re: Wargroove

Posted: Sun Feb 17, 2019 11:18 am
by Jeremiah Jones
A lot of people are saying that it's a steal considering the amount of content it has and the amount of time you can sink into it. The developer also just announced an update that makes a number of improvements based on fan feedback that's coming soon.

Re: Wargroove

Posted: Sat Mar 02, 2019 6:34 pm
by Large Bass
Really enjoying this it really scratches that advance wars itch.

Re: Wargroove

Posted: Mon Mar 04, 2019 3:30 pm
by Pacific
That's great to hear! Positively loved Advance Wars on the GB advance so hopefully will enjoy this one too.

Re: Wargroove

Posted: Wed Mar 06, 2019 10:27 am
by Large Bass
The 1st update goes live today.Here’s the info per the developer.

Checkpoint system:
While playing in campaign mode, you can set a checkpoint in a mission
If you are defeated, you can retry from the checkpoint
You can set a checkpoint whenever you want, but you can only have one active at a time (the previous gets overwritten)
Difficulty system overhaul:
Five difficulty presets, Story, Easy, Medium, Hard (Default) and Custom
Hard difficulty is the default, and is the standard rules of the game. It’s the only mode where you can obtain S-ranks
Medium difficulty is a bit easier and still lets you obtain up to 3 stars
Easy limits you at 2 stars
Story limits you at 1 star, and is VERY easy
Multiplayer:
You can now add CPU players to online games
There’s now a message clarifying that you must join a match if you don’t have any in progress
A number of fixes to Quick Play timers
You can no longer suspend Quick Play matches and play other games in the meanwhile, since they’re supposed to be realtime
Seven maps designed specifically for co-op have been added
Fix issue where user’s couldn’t get into Online multiplayer
Fix issue were main menu could not be invoked during opponent’s/AI turn
General Quality of Life
The effectiveness chart on unit info and recruit screens has been reworked to be far more readable and informative
Skipping battles, captures and cutscenes is now much faster
Display the S rank requirements on the overview screen for a mission
“Exit” has been renamed to “Suspend” to avoid confusion
You can now see teams on the Overview screen
Fix international text input on Switch
Display the Controller Select Applet on Switch less often
Add Korean font
Resigning will now destroy all units simultaneously instead of one at a time
New options:
Add “Movement Speed” option that allow you to set all units to move faster
Add “Confirm End Turn” option to avoid accidental end of turn
Add “Damage Range” option to display minimum and maximum damage on previews, instead of average damage
Fog of War:
Allies now share vision
Eliminated players can still see their team vision; eliminated teams become spectators
Spectators can view the current team’s vision
Hide enemy income and funds
Don’t spawn effects or show building colours inside fog of war
Don’t show battle and capture animations unless at least one of the units is visible to the current player
Fog of War now updates faster
Fix “sonar” bug that allowed you to obtain extra information within fog of war
Fix allies being able to move units into each other and becoming stuck