2026-05-06
News: 1.0 Update + Closed Testing starting soon!
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Ave Aspirants!It's time for a news update from Aegic Entertainment!The 3 of us are in the deep-end of the 1.0 Update but I wanted to share some news about the status. It's going to be a bit vague still because it's too soon to really reveal specifics, but I'll tease some screenshots as well so you can see we've been busy!1.0 ProgressIn general development is going very smooth - we anticipated a lot of time between the last Major Update and 1.0 but we are currently ahead of schedule. For the 1.0, just like with all other Major Updates, we're not shy about bold & fundamental changes. For the 1.0 we really are taking it up a notch adding a whole new fundamental layer to the game related to Meta-Progression which I will reveal later on, closer to release.Adding this main new "feature" (really a collection of a bunch of features) was the largest puzzle we had and we're past that puzzle now. We likened it a bit to open-heart-surgery. Current StatusThe current version of the 1.0 is pretty much playable but not complete - not polished and definitely not bug-free yet. We need to still make content, the odd feature or two, update translations,
스팀 공지2025-11-26
WWAATD EA v0.88 Balancing Patch
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AVE ASPIRANTS!WWAATD Patch v0.88 is out now!Changelog - BalancingDoubled Max Stamina Recovery (When you take damage, your Max Stamina also goes down, but recovers over time - twice as fast now)Minimum Stamina from Max Stamina damage changed to 60 (from 50)Slightly reduced the effects of character body physical animation (creating more stability)Adjusted camera height up a bit (and fixed bugs related to camera height on Vertically Challengd & Giant)Adjusted camera pivot (aiming up towards the head should be easier and feel more natural now)Made the AI transition from entering the arena to fighting more smoothlyImproved lighting on Inner City - MarketBugfixesFixed a bug where characters didn't properly enter the battlefield on DraftFixed a bug that caused Draft variations / daytime conditions to not trigger (Rain, Sunset)Fixed a bug that would cause some dialog events with multiple outcomes to not match your choice to the outcome correctlyFixed a bug where on the Trait Reward (after Elite Fight or Tournament) would have tooltips below the UI instead of on top on GamepadFixed a bug where on the Trait Reward (after Elite Fight or Tournament) you could lose focus with GamepadRe
스팀 공지2025-11-20
WWAATD EA v0.87 General Patch (AI, Balancing, Bugfixes)
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AVE ASPIRANTS!V0.87 is OUT NOW!v0.87 is primarily another balancing patch but we also addressed some of the more pressing bugs.From our testing, the difficulty and general flow of the new AI is in a much better spot now. We've added breathing room, new attack movement logic, and custom code to improve flow of 1vsMany situations and reduce team damage. Additionally, Commoner, Gladiator and Lionslayer now all feel very distinct and the pressure ramps up dramatically as we've scaled the AI's abilities more based on the difficulty setting. Give it a go and let us know if you agree it's playing better! Best place to do so is on Aegic's Discord (though I regularly read Steam discussions and comments as well!)AI behavior and Combat balancing changesAI now hangs back a bit and moves in to attack instead of being in melee range all the time.Melee range itself is a tad further out, adding breathing spaceWhen not attacking, the AI will default to a slow circling modeRetreating distance is clamped to max 5 meters from theoretically infinite (just timed out, but sometimes they could retreat very far as there's randomness involved)In any very assymetrical fights in
스팀 공지2025-11-16
WWAATD EA v0.86 Balancing Patch
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AVE ASPIRANTS!1 day 1 patch! The Anniversary Update was released yesterday and met with a lot of kind words and valid feedback - thank you! On DifficultyI've been rebalancing the game (trying to avoid resorting to dumbing down the AI) to match the added difficulty, this patch continues that.First - I want WWAATD to be a challenging game, it's part of the DNA of the game - but it has to be hard in a fun way, and not feel 'just unfair', of course. The previous version had the AI very passive and static, so this is definitely an improvement, we just have to finetune it.There's 3 pretty fundamentally different difficulty modes and a very detailed Sandbox Mode for you to tailor your experience as well. Everyone has different skill levels, time-in-the-game, preferences and so on, so I figure more options helps as we refine the "base game".New Combat ChangesBalancing a physics based animation driven combat game with a complex damage model is a bit like defusing a bomb, and with a total AI rework, it's like we threw a live grenade into the mix. In many ways we are balancing from scratch so needing a patch (or a few) makes sense - bear with us and kee
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