
Might is Right
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Update 34May 26, 2022 - Community AnnouncementsLocalization Massive improvements to Japanese localization, big thank you to Alis for their wonderful work! Minor improvements across all languages Balance Spell Slinger and Mitenabs Witch item sets sets and Sir Caradoc's Sword got buffed. Ring of Poison Thorns got nerfed Other Many minor bugfixes and performance improvements Update 33Dec 2, 2021 - Community AnnouncementsSince release of the last patch 6 months ago, we spent a lot of time working to improve the game's feel as well as improve localization and bring support for 4 new languages. This is the largest patch to date in terms of the amount of work that went into it, and we are very proud to finally be able to release it. Localization New language support: Spanish New language support: Polish New language support: Korean New language support: Japanese A lot of changes and rework on the French localization Chinese localization improvements German localization improvements Gameplay Added new types of starting bonuses that adjust game difficulty. Previously only group-wide buffs existed. There was a good variety there, but we felt it was still too restrictive and not exciting enough. So we added a new bonuses that provide one-off benefits, like getting an extra unique unit to join your party from the start, a bag of gold, a unique weapon etc. We hope this will give players more options and help tailor the run to better suit your needs and playstyle. Certain starting bonuses now have restrictions to prevent players from taking bonuses that directly counteract one another. Like taking a defensive bonus and one that reduces defense in exchange for attack. This should make it more difficult to pick a bad combination of bonuses. Added helpful tooltips to starting bonuses to help make better decisions. Defeating enemy heroes grants a lot better rewards. These fights are some of the toughest in the game, and we felt that they should be better compensated. Enemy heroes spawning locations are adjusted to take more factors into account. The end-result is that you'll get to encounter the enemy sooner after their spawn and it will be less trouble to hunt them if you choose to do so. Enemy hero's power calculations have been adjusted to produce more consistent challenge. There were a few edge-cases where the power was too high or too low. Reworked damage-over-time component for following talents: "Puncture", "Firestorm", "Shatter Strike" and "Shatter Throw". These have been buffed slightly for late-game and against high-health targets. Following talents have been buffed by increasing their charges by 1: "Witchcraft" and "Giant's Bane" Buffed "Conjured Thorns" talent. End-boss nerfed a little bit. Changed 3-piece set bonus of "Forest Sentinel" item set, it now permanently increases health of all healed allies by a small amount. Added "Earth Caller" unit to altar of "Gravesand" settlement. This makes a summoner unit available earlier on in the game for those who are into summoners. Increased levels of defenders found on the altar in settlements of the starting zone. This should help a bit in defending your settlements early on. You still have to spend money to restore those units on the altar, so it's not a complete freebie. Changed passive health regeneration formula, units regenerate slightly more health when low and slightly less when high. In general you should see sli...Update 32May 15, 2021 - Community AnnouncementsIt's been just over two months since last update. During this time we've been working on a couple of exciting things, but we feel it's too early to announce them yet. Meanwhile, we're releasing a patch that provides a few hotfixes, minor improvements and addresses an issue that some players had with the final boss encounter. Gameplay We excluded the settlement with Barbiche from common training and 'Military Training' event. Instead of that, his group will get some experience every day with slow progression. A similar progression is provided by Vicereine to player's units in garrison. This will give players the ability to overtake Barbiche in levels. Players will be able to choose a moment when to attack Barbiche - when the level of Barbie's squad is higher, equal to Hero's squad or lower. Everyone has a different play style, squad combilation and enjoys a different level of challenge, this change is intended to better facilitate this diversity. These changes will be only be available when starting a new game. If you've started a playthrough before the patch - this will not affect you. Removed "Enchanted Weapon" and "Iron Fist" auras from Barbiche's squad, instead these are personal effects of Barbiche himself. This lowers difficulty of the final challenge slightly, the aim was to make DPS more predictable for this fight. Visuals Updated water scattering calculations, water looks more watery. Added text highlights to tutorial messages, emphasizing certain words. We learned that many players miss key facts when skimming through some parts tutorial. Localization Massive rework of German localization Various improvements to Chinese localization All localizations now feature "localized" settlement names Many NPCs received different names in Russian localization Fixes Found and fixed 2 minor memory leaks Fixed a bug that would allow players to reduce difficulty below intended minimum level Update 31Mar 15, 2021 - Community AnnouncementsThe changes are based on feedback from all of your over the past month and a bit. There were 3 main things we wanted to do: Make the starting area more clear, as some players had negative experience because of confusion. We wanted to add more visual cues to help bring clarity. Defending settlements was difficult. At earlier levels because of the fast pace at which the player levels up and at higher level the difficulty arises from not being able to train units to sufficiently high level, making newly recruited garrison quite weak Add more variety, both visually and in terms of gameplay. Gameplay Vicerine received a minor rework, making it more useful at higher levels as well as making it contribute more towards the garrison's strength Unit training level cap formula was changed. You will be able to train your units to a higher level than before as the game goes now, this caps at (HERO_LEVEL - 5) Most of the available starting bonuses have been given to various enemy groups throughout the world to spice up the gameplay a bit. Overall challenge level has remained largely the same, to compensate for this slight increase in power, these groups now provide proportionately more experience Final boss received a minor buff making the encounter about 8% harder "Random Finds" occur ~25% less frequently Revival of units from the Altar costs 50% less Minor rework of the 2 elite enemy groups just west of the starting location Visuals Reworked the areas near starting location to better hint at the strength of certain enemy groups Added sand particle effect to the northern desert Localization Improved English texts (big thank you to Stubbie!) Improved Chinese localization Clickbait Increased by 100% Update 30Feb 25, 2021 - Community AnnouncementsIt's been an interesting week since the release. Thank you to everyone who has provided feedback so far, you spoke and we listened. Gameplay Sandebar (game designer) and I (developer) have talked a lot about 2 major issues. Overload of items There are a lot of consumable items in the game, and most of them offer fairly modest buffs. Some of you have been very vocal about that, and after doing a lot of playtesting and talking among ourselves - we agree. We re-worked the loot system to offer a lot less consumable items and instead moved them to shops around settlements and random camping finds. As a result, there are a lot fewer items that end up in your inventory, and every item that you do find feels more meaningful. We also increased average gold income from fights to give you the ability to purchase said items from the shops if you choose to. There's no net change to economic balance, it's just instead of getting more items you get gold instead. Impact of death Dying in Might is Right is very forgiving when it comes to death, as a result, some players feel that winning or losing doesn't matter, since resurrection is so easy to achieve. Death just doesn't feel like it matters. To help give death more significance, we have replaced existing resurrection talents that heroes had with a new talent that rewards careful play and punished dying. It gives you an experience boost, but that experience boost is replaced with an experience debuff for a few turns when you die. As always, it's a talent, so it's completely optional. Localization A huge number of improvements have been made to all localizations, in particular, Simplified Chinese has received a major improvement. Visuals You will notice that water has been completely reworked. New water looks more dynamic and watery. The visual size of enemy groups on the map has been reworked to be more consistent, also powerful groups have been made slightly larger to better communicate their power.Update 29Feb 19, 2021 - Community AnnouncementsGameplay Reworked talent trees for the following quest units: Knight, Mage, Troubadour. These are now hugely different from the base units of the same type. Introduced a slew of new talents, every hero got 2-3 new talents, regular mages and warriors got a couple of new talents each as well. This change is aimed at increasing your squad build options. Opening up some more healing/tanking options mostly. Re-balanced challenge outside of the starting location to take new experience rewards into account. Added a ton of new starting bonuses, including a number of negative starting "bonuses", these are for people who want an extra challenge. The main Boss in the game has been slightly reworked. User Interface Added a flashing indicator on empty equipment slots when there's something that can be equipped in there. Added path markers, there will be a trail of dots to the target when you order your character to move somewhere, pretty self-explanatory, you'll probably not even realize it was missing before. Introduced quest log by popular demand. Added a restock timer for shop items (those that do get restocked that is). Minor tweaks to lighting in the combat scene to better distinguish between player and enemy turns. Added tooltips to various in-world objects such as enemies, treasure chest, and settlements. Fixed a minor issue where current health would sometimes be displayed as a fractional number. Starting bonuses are now grouped into logical sections together. You will see a warning notification when trying to drag a unit to/from the garrison if that unit is not allowed to be moved, such as the case for the Vicereine and the hero. When you lose a settlement, the camera will move over to that settlement. This is to help keep track of what's going on. Name of the contested settlement is now displayed during combat. Same as above, an attempt to help the player keep track of what's going on. Bugfixes Fixed bugs in a number of achievements. You don't need to start a new game, just loading an old save will grant you all relevant achievements correctly. Story combat encounters used to spawn enemies with part of their health missing, this has been fixed. Fixed volume control sliders in game settings. They worked fine before, but the display was not updated correctly. Sir Caradoc's talent tree was missing some arrows. Other All supported language localizations have been improved. Massive thank you to everyone who has worked on it. Added brand new art for the following characters in story dialogue: Groom, Earth Elemental, Fire Elemental. Particle effects have been improved, the "soft" particles are now softer than ever. Update 28Dec 29, 2020 - Community AnnouncementsThis patch includes a number of small changes, the reason we're releasing it now instead of waiting to release it in a larger patch is that it contains 2 important memory leak fixes. Here's what's new: Fixed 2 memory leaks in the graphics engine Reworked story dialogue UI a little bit to look prettier A number of minor performance improvements Update 27, Pre-release patchDec 23, 2020 - Community AnnouncementsThis is a massive update, we've been working on it for the past 3 months overall. Although the game as promised in our EA statement was completed a while ago. We wanted to provide a bit more polish to the game, this patch is it. Most of the changes here are cosmetic, they make the game look and sound better. We added voice recordings to the story dialogue, a cookie to anyone who can guess the language :) Thanks to the amazing voice actors that we had the pleasure to work with. UI has received a number of updates. Most notably dialogue UI has been re-designed to fit with the rest of the game better Unit cards have been updated, cards now have a border indicating the strength of the unit. Bosses, Heroes, and Giants all have unique borders. Unit portraits received different backgrounds too, the color of the background represents the general archetype of the unit, such as "assassin", "aoe damage", "melee" etc. This should make it easier to distinguish units in combat and get a better feeling for what the character does. Added credits to the victory screen Added lightmaps to victory and defeat screens (prettier look) A number of minor bugfixed in the story Initially, we planned to release the game on Christmas, but we decided to postpone the release until February to give us more time to test the game and make sure that everything is as polished as we can make it. Thanks to everyone who has been with us this year, we love you guys, and we hope you're having a wonderful holiday season! Update 26Dec 1, 2020 - Community AnnouncementsGameplay Introduced a new event that lets weaker groups catch up to the player over-time, it reduces number of entirely one-sided encounters that used to be just not worth your time. Enemy heroes no longer spawn at the closest settlement to the hero, this makes them less predictable and hopefully more interesting to encounter Added new secret item into the game. (hint: it can be found by defeating the water elemental boss) Sound Fancy footstep model, footsteps sound different based on the terrain now All-new sound effects for abilities Added sound effects for radial menu Tweaked volume of various sounds to hopefully make for a more pleasant auditory experience overall User Interface Fixed a number of minor bugs in main menu Fixed button label alignment in victory/defeat scenes Fixed minor portrait alignment issue of hero badge on strategic map Disabled background blur animation, it used to have an unpleasant looking "pop" at the end, now the UI feels more clean Updated minimap, slightly better looking colors and more realistic shadows to help better understand the elevation Added glorious animated background to the title screen Performance Various UI performance improvements Slight performance improvement in combat, less memory usage and more efficient ground shader Bugs/Misc. Fixed a bug where sometimes enemy heroes would not be properly landed on the ground. Fixed a minor bug where action points would not be removed if you lose a battle triggered by a story event Added luck-based starting bonusesOct 15, 2020 - Community AnnouncementsWe've added two new bonuses to choose from when forming a squad at the start of the game: - "Lucky Coin" imposes each round in battle a strong random buff on each unit in the squad. (thanks to JETEngine on discord for pitching the idea!) - The "Fortune's Favour" allows you to inflict critical damage from time to time and heal terrible wounds. Update 25Oct 3, 2020 - Community Announcements- added new secret legendary consumable item, there are only a few available in the whole world, so keep an eye out for it! - added more quest materials in the world (Ironwood, Hard Rock, Refined Silk, Strong Leather, Steel and Magic Dust), some of the quests were hard to complete without this change. - various minor localization improvements for Russian, Chinese and German - re-balanced enemy placements a bit, overall challenge level is the same, but you less random enemy group composition in earlier zones. This should make the game a bit friendlier to new players. - fixed a visual bug for people with high resolution displays (8k), thanks to DaviddesJ for telling us about it! - quest area triggers are made a bit wider to ensure that you don't end up on top of an NPC - fixed a critical game save bug for players with Steam Cloud disabled - added an alert when starting the game about significance of playing with Steam Cloud disabled, this should help avoid some frustration for new players who run into this situation. - fixed a minor UI bug where list of saves would not update sometimesUpdate 24Sep 15, 2020 - Community AnnouncementsHey guys, it's been a long while since last update. We've been hard at work, this is a large update that we have been working on for about 2 months, it includes a lot of quality of life changes, various bug fixes and a number of balance updates. Specifically we have addressed a number of situations with high game difficulty spikes, the overall challenge level should be a more enjoyable.Small collection of bugfixesJun 29, 2020 - Community AnnouncementsFixed a collection of story-related bugs and a few localization issues in English, Chinese and German.Update 23: Massive Changes!Jun 25, 2020 - Community AnnouncementsAlmost exactly 3 months ago, we released the final update in the Early Access roadmap, that update has completed our list of promised features. However, we had all of the feedback from you up until that point, some of which we have addressed, but some that we just didn't have time to work on. We wanted to offer the best game we can, so we went away for all this time and worked hard to include that feedback into the game. This update - is that. TL;RD; Game profiles. You can create a new profile if you wish to start a new game, your old game is safe and sound. You can switch easily between the two. Expanded story by 4x Added 66 achievements, 5x increase Added 183 items and 9 equipment sets AI performance improved by 6x Altar mechanic, ability to revive your units that die inside settlements. Story We looked at the story thus far and decided to change it in a few ways. The story felt a little bare, it was only tied to capturing a settlement for the first time. So we added more variety, story events are more diverse now. Another pain point was choice, there wasn't really much choice offered, so we introduced branching story lines. Sound Sound engine in the game has been completely reworked, this allowed us to improve sound in the game across the board. We replaced the music with something that fit better, we added ambient sounds everywhere around the world. Performance Improved runtime performance across the board. Re-worked combat AI, improved overall performance by 600%. "Thinking" time is completely predictable now, it's always less than 1.3 seconds. Less waiting, yay. Put more of the data streaming and shader compilation to loading screens, so when you transition into the game - the experience is more smooth. Game Profiles Previously, you could play a single game, have a single progress. If you wanted to start a different character/team/build - you had to give up your previous progress. Game profile is the same, but you can have up to 10 of those now, and switch between them. User Interface Fewer status effects visible at the same time in combat. Less clutter. Added equipment and consumable filters to inventory UI Reworked item shop UI, you can move items around as much as you like, but the exchange will only happen when you press "confirm" button. It makes it easier to plan purchases. Gameplay Added Altar mechanic. When you garrison units die, they can be revived when you re-capture the settlement by visiting altar inside the settlement. Added 2 unique story characters, these have their own talent trees as well traits Added rested mechanic. If you haven't been in combat this day - next day you will have a massive movement distance boost. Increased experience reward for enemy groups with powerful auras. They are harder to fight, now you get higher proportional reward. Added more starting bonuses to choose from. Re-balanced existing bonuses. Reworked final boss, the fight feel a bit more consistent than before. Added ability to sell your items. Tw...Update 22Mar 23, 2020 - Community AnnouncementsGameplay Finished talent rework. Mages, summoners and buffers have had their talents reworked. These were the last characters to be updated. Every character has had their talents updated to provide more structure for your choices and offer more differentiation between those choices. Reduced frequency of random loot finds from 1 in 7 days to 1 in 8 days. This value is chance-based. Prevent spamming of interactive world objects such as statues, these will now go on a default 1 day cooldown after interaction. Reduced number of guards given to the player for liberating first settlement. Re-worked selection of units in various shops around the map. Liberating settlements now grants experience. Added world events. This is a new mechanic. World events occur randomly and have a strong impact on game rules, for a limited period of time. They can help you in a big way, or result in an embarrassing defeat if you're not careful. Currently there are 7 possible events. Re-balanced enemy difficulty across the map, almost all enemy groups are now tougher. Increased enemy hero strength. Increased prices of most items in the game. Reduced item loot chance by 10%. Reduced strength of hero aura talents Most items now share a common group restriction, allow a character to have only 1 consumable item buff at a time. This means that you can't use 30 different items on the same character before a fight. This has been a hard decision to make, but it makes the game easier to balance and removes a boring mechanic where you have to stay in the inventory screen for a few minutes using different items before a tough fight. The rest of the game has been re-balanced to accommodate this change. Audio & Visual Updated textures in combat scenes (we worked on these for about 3 months in the background, finally done!) Reworked visual and sound effects in combat. The intention is to make combat flow more readable and easier to understand. Arrow above the character's head has been replaced with a better-looking effect. Added a small delay after combat turn ends, to help distinguish turns. Added victory and defeat audio jingles to combat scene. Dim the lights during enemy turn in combat Dim the lights during enemy turn in adventure mode Added level-up effect, distinct visuals and sound. Combat effects will now fade out gradually instead of disappearing abruptly. Minor cleanup of terrain textures. Making roads a bit more clear and moving them away from the mountains in some places. Technical Optimized fog of war calculation speed, people on lower end hardware should see a performance improvement. Optimized GUI performance Better scene transition, the loading screen will now hide most of the mesh loading and shader compilation. When the scene loads - you will see it in the final form. Spatial index performance optimization. Removes most of the FPS spikes caused by garbage collection. Optimized effects engine, better resource usage and improved overall performance. Optimized performance o...Update 21Mar 3, 2020 - Community AnnouncementsThe main theme of this update is bosses. We wanted to bring more variety to challenges offered in the world of Might is Right. Gameplay Healer talents updated, added more unique talents for specific healers. Introduced powerful key-stone talents. Removed some talents that did not fit thematically. Added 6 aspect bosses, you can find them guarding teleportation stones, each offers a unique challenge and great rewards. Added new knight boss, you will find him just east of the starting area. Added 5 new story screens All heroes had their Ability Power increased by 20% You can now cancel current move order by issuing another one, useful for canceling poorly considered attack orders Added support for off-line data storage. Some players have had their "Steam Cloud Storage" disabled, this change allows the game to still save your progress. UI Added effect preview for talents, when you hover over a talent - you will be able to see how your character will be affected if you learn that talent, should help make more informed decisions You can now press spacebar key to snap camera back to your hero, helpful when navigating the map Added full-text search to inventory, if you want to find some healing items for example Added options menu to the title screen, the option selection there is limited, but you have the most important ones to help you configure things before starting the game. Better look for scroll bars Added simple animations to character images in story screens Improved floating combat text animations, things like damage or healing numbers More intelligent choice of initially selected unit in Squad view, a hero or the most powerful creature is selected, instead of a random one Changed display order, toast notifications will now be displayed under most of the other UI elements, those notifications offer fairly little value in terms of information and used to obscure critical parts of the UI at times Town guardian skin has been re-colored to make it more distinct Fixed clipped glowing particle texture on treasure chests Improved item shop UI Improved unit shop UI Improved inventory UI Technical Reworked animation system from the ground up, animations are much smoother, as a result, especially the transitions from one motion to another Improved UI performance across the board, the main focus was on making mid and end game battles run smoother Improved performance in the inventory screen, it used to cause FPS drops on some CPU models Added visual effects for footsteps Synchronized footstep audio effects with actual steps of the character Re-worked static game database, it is now loaded in the separate thread, allowing the game to start a few seconds faster Added visual effects of the characters to strategy map, if your character has a glowing sword or is on fire - you will see that on the strategic map also Improved shadows, you will see much less flicker in the shadows when moving the camera Introduced image caching, you'll notice that icons and port...Update 20Feb 18, 2020 - Community AnnouncementsMinor changes to tile coloring making them a bit more readable Sharpened edges of Fog of War to highlight the edge of scouted area Reduced maximum level cap for enemy heroes, thanks to Undercoverman for pointing this issue out Minor performance optimizations Better support for locale switching in game Added notifications about effect charges in combat Unit duplication bugfix French localization improvement (thanks to Nathan) Chinese localization improvement Update 19Feb 16, 2020 - Community AnnouncementsGameplay Improved enemy group generator, units will now be better placed in an enemy squad Changed minimum number of generated units in enemy squads from 2 to 3, to prevent fights against groups that are many levels highers than your own Minor talent re-balancing Re-worked warrior heroes talent trees, added a new talent to each You can now buy items in stacks of 10 by holding SHIFT key when buying Updated look for sand terrain Added 3 common equipment items for early game Some equipment items can now be bought or received as quest reward Bug fixes Fixed a major bug that would cause infinite procs in certain situations, thanks to 土豪战/天胡德/神恩骑 and HazardMutation for helping us find and fix it Fixed a bug where unit cards sometimes didn't appear in combat for summoned units, thanks a lot to Mitvailer for helping us find it Localization Massive improvement to French localization, thanks Nathan from our discord for the amazing work Technical Improved in-game lighting New look for tiles Minimap markers look a bit better Minimap markers now are ordered, when they overlap - most important markers are on top Improved look of item UI a little Softer fog of war Added visual effects to talents introduced in previous patch Improved mercenary card health tooltip Minor improvements to combat UI Improved feel of impacts in combat by adding a minor visual stutter to hits Improved character alignment on strategic map Minor performance improvements Update 18Feb 10, 2020 - Community AnnouncementsA huge update this time. We're bringing equipment artifacts into the game, a feature that has been in the works for a long time. Here's the breakdown of the equipment system: 3 Equipment slots per character. Each character has a different set of slots. 6 types of equipment: weapon, chest armor, helmet, cloak, ring, trinket Equipment sets. When you equip several pieces of a set - you will get additional bonuses. We bring out 30 equipment items initially, this includes 4 item sets with unique bonuses. The items can be obtained from loot most commonly, sometimes enemy heroes will be wearing these items as well. When a squad is defeated - all equipped items are given to the victor When a character is dismissed - all equipped items are taken off and moved to your inventory Items can be equipped from inventory, or by clicking an appropriate equipment slot of a character AI can use equipment Gameplay changes Added particle effects to Archmage talent of Barbiche, this should make it easier to understand how to fight him Reworked talents for male archers Reworked talents for female archers Reworked talents for male warriors Talents buffed: Cure Wounds, Occultist, Ballad of Springs, Chant of Vigour, Ode of Youth, Crown of Wind Sonnets Added a buff to teleport. After teleportation, your movement distance is increased for a day. Other changes Improved performance Particle velocity alignment HUD UI element alignment to 3D perspective Improved terrain shading Automatically select a random unit in the squad UI Reworked item tooltips to provide more information, such as quality of the item Unusable items in the inventory look a bit more distinct Improved localization Fixed normal maps for instanced meshes Update 17Feb 3, 2020 - Community AnnouncementsGameplay Changes you can now hire giants. A lot of people requested this feature. Giants are pretty expensive to hire, and you will have to find them first. Good luck! added new talent "Rush of Power": provides a strong boost to first attack in a every encounter added new talent "Life Blessing": first attack against you will cause a powerful healing added new talent "Chaplain Service": resurrects all units in the squad at the start of the next day added new talent "Charismatic Leader": provides a passive ability power increase to everyone in the squad and upon death of the Charismatic Leader gives a strong boost to ability power and initiative for 1 turn. Don't mess with our boss. reworked Sentry talent tree, added "Life Blessing" and "Rush of Power" reworked Baroness talent tree, added "Life Blessing", "Rush of Power" and "Chaplain Service" reworked Dame talent tree, added "Life Blessing", "Rush of Power" and "Charismatic Leader" UI Changes Reworked squad UI, same information but better presentation Reworked stat display, broken up stats into related stat groups for better readability Added a small delay to tooltip display, to prevent flicker of tooltips that you're not interested in when you are just moving the cursor across the screen. Removed icons from stat display Other Improved level load times a little Improved runtime performance by a small amount, will be most noticeable on lower-end hardware Improved performance of graphics engine a little
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