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Level 17 Extraplanar gamer
Alignment: True neutral
Posted on January 25, 2015 at 8:52 pm

No big announcements today, but it's been a few weeks since the Kickstarter stuff went down and we know everyone's curious about what's going on.

Work continues on Hegemony III and we're excited about how it's coming together. Without the Kickstarter, we have had to scale back production and put a separate side project on hold, but we're far enough along that it shouldn't affect the features or schedule significantly. We're determined not to rush this project, so we don't have a release date yet, but we'll post here as often as possible so you guys can follow the progress.

Some of the things we've been working on recently ...

Faction Logos
Britt's been really busy the last few weeks designing logos for all of the factions in Hegemony III. Pulling mostly from ancient coins of the period, we've got 28 new factions ranging from the Sabines to the Cenomani.



Raider Fleets
You can't get far from the coast in Italy, so we've been working a lot on bringing back the dreaded naval raids players will remember from Hegemony Gold. In the screenshot below you'll also notice the new adviser warnings that can be triggered by enemy invasions as well as a return of the tips on the left side of the screen.



Custom Generals
One of the fun new features in Hegemony III is the ability to customize your starting general. Pick your name, portrait and abilities on the faction screen to bring to life an ancient hero or put yourself in command.



Steam Workshop
Chris, our in-house mod proponent, has been working hard this week to add support for Steam Workshop in Hegemony III and things are coming along very well. Building off the mod support from Rome and the new map editor in III, we're really excited to see what the community will come up with.

New Units
Since his epic teddy bear warriors at Christmas, Blake's been busy the last few weeks modeling new unit skins including the naked celts in the screenshot below plus some of the late Etruscan units we've extrapolated for when the Romans don't quite fulfill their historical destiny. Most recently he's also been working on some of the familiar Roman units like the Triarii and Principes that we're excited to show in the next few weeks.



Live Twitch Broadcasts
In case you missed it, we did a another live playthrough a few weeks ago that is now available over on youtube. We're planning more broadcasts as we get closer to release so if you're not familiar with Twitch, check it out now and we hope to see you in the chat next time.

Hegemony Rome
And last but not least, we're still working on Rome whenever we have the time - both fixing bugs and porting back improvements from Hegemony III. Update 2.2.1 was officially released about a week ago and we hope to have a beta for 2.2.2 out shortly.

Level 4 Human gamer
Alignment: Lawful good
Posted on January 31, 2015 at 7:29 am

I'm really happy to see that you are working on the third part.

The faction logos look fantastic. I like this style very much. They look very historical and exciting at the same time. The art from britt is a very unique and rare style, excellent.

Cool stuff. The general customiation is great, i like it. Keep up the good work.

PS I have missed your Kickstarter campaign : (, because i am new in the game, but if there will be a new campaign for Hegemony III i will pledge 250 Dollars

Level 17 Extraplanar gamer
Alignment: True neutral
Posted on February 2, 2015 at 4:26 pm

Thanks for the comments. Things are coming together pretty quickly these days and we'll try to get more pictures up soon.

Thanks as well for the pledge offer, we really appreciate it. At this point we're trying to focus all our efforts on getting the game done and don't have any plans for another campaign.

Level 9 Human gamer
Alignment: Chaotic evil
Posted on February 3, 2015 at 12:56 pm

I am glag to see you guys progressing, unfortunately i could not help you through the kickstarter program. But i always hope you will bring us more quality projects.

One thing i want to mention, i believe strategy games these days need more that just "strategy" in order to be more successful. RPG games are raging through the gaming world. People, including me, get more excited when they use RPG elements in a strategy game, and there are not that many successful projects like that.

Since your games are not of fantasy you cannot include magic, but the general customization is a good start.I understand there may not be a balanced way to bring a few RPG elements in your game, or it may not target your audience that much, but i would love to see RPG details that actually work with the game.

Generals for example, they could have a second skill tree, where they inspire your nearby troops/cities, instead of powering up the general unit. Players could use a bit of both, for a more balanced general.

Level 9 Human Father, Husband. Geek, Gamer...
Alignment: True neutral
Location: Albion
Posted on February 3, 2015 at 11:14 pm

I was incredibly disappointed the Kickstarter campaign didn't come together, not least as I was looking forward to seeing my ugly mug in the game as a general :). It felt like the timing over Christmas and lack of visibility in the media conspired against you.

Having said that I'm glad to see things are progressing and despite some belt tightening you're in good shape.

I'm looking forward to seeing the ancients, it really is a fantastic period in Romes history where success and domination of the Italian peninsular was in no way a done deal.

I'd love to see you do a deluxe edition including some of the options we had in the kickstarter - Studios like Longbow deserve to succeed and be supported in the face of a world full of games driven by a publishers bottom line rather than a passion for keeping true to an idea and faith in the game.

Keep going folks, we'll be here to buy the game and support you when you're done!

Level 17 Extraplanar gamer
Alignment: True neutral
Posted on February 4, 2015 at 4:43 am

Generals for example, they could have a second skill tree, where they inspire your nearby troops/cities, instead of powering up the general unit.

I had a actually thought of a general skill tree, but right now I'm looking more at a skill/tech tree for your whole faction. I need something to unlock the late game units (legions, phalangites, catapults, etc) and also an objective reward that's still valuable no matter what order you complete them in. I'm also thinking of tying it to city growth and possibly even using it as something you can trade for with other factions. However, this is all still theoretical at this point. Creating a tree that provides some interesting, worthwhile choices but also takes 30, 50 or more hours to complete is easier said than done.

I was looking forward to seeing my ugly mug in the game as a general :).

Britt and I were actually talking about that today (not your mug specifically :) and we do still really want to try and do that. We've got a few ideas how we might be able to make it happen, but resources are extra tight at the moment so I can't make any commitments until we get more of the core content complete.

Level 4 Human gamer
Alignment: Lawful good
Posted on February 4, 2015 at 12:27 pm

<quote> but right now I'm looking more at a skill/tech tree for your whole faction. I need something to unlock the late game units (legions, phalangites, catapults, etc) and also an objective reward that's still valuable no matter what order you complete them in.</quote>

Great thing!

<quote>I'm also thinking of tying it to city growth and possibly even using it as something you can trade for with other factions.</quote>

Even better thing! :-) I like this point very much to trade with other factions.



<quote> Britt and I were actually talking about that today (not your mug specifically :) and we do still really want to try and do that.</quote>

Very very cool stuff! :-)


I hope you can do all this things.If not we do what "Traulq" said <quote>Keep going folks, we'll be here to buy the game and support you when you're done! </quote>

Level 9 Human gamer
Alignment: Chaotic evil
Posted on February 4, 2015 at 2:13 pm

Generals for example, they could have a second skill tree, where they inspire your nearby troops/cities, instead of powering up the general unit.

I had a actually thought of a general skill tree, but right now I'm looking more at a skill/tech tree for your whole faction. I need something to unlock the late game units (legions, phalangites, catapults, etc) and also an objective reward that's still valuable no matter what order you complete them in. I'm also thinking of tying it to city growth and possibly even using it as something you can trade for with other factions. However, this is all still theoretical at this point. Creating a tree that provides some interesting, worthwhile choices but also takes 30, 50 or more hours to complete is easier said than done.



That sounds great. We, the players, like it when we have a few more options to expand and gain influence. Every detail matters, most of the time! I am sure you will come up with something worth developing.You could always run a community survey for a few ideas, if you are running low. I am sure a few solid ideas would come up

Level 14 Human wizard
Alignment: Good
Posted on February 5, 2015 at 10:32 pm

Great screenshots so far!

Level 4 Human gamer
Alignment: Chaotic good
Posted on February 24, 2015 at 10:57 am

Looks great, but I'm wary of a the danger of focusing too much on the 3D models.

I'd prefer a strong stylised visuals to more detailed models and higher texture resolutions. 3D artwork costs a lot and usually doesn't add to gameplay quality—or even immersion—for strategy games.

Level 6 Human gamer
Alignment: True neutral
Posted on February 24, 2015 at 10:30 pm

I'm glad to see Hegemony III progress. I'm a great fan of the artwork!