Lords of Solgrund combines elements of city building and slow-paced tactical battles. The game features detailed animations and systems inspired by the early middle ages, combined with magical, spiritual and other fantastical elements that are based in an entirely seperate reality from ours.
Join the Lords of Solgrund community on discord to share your opinions, ideas and get the earliest updates and further insight into the development.
Before the game starts, you will choose a combination of a character and a school of magic. Each character has several positive or negative attributes, such as having head start on specific researches, cheaper market prices, strong or weaker soldiers and more. Your school of magic then determines what kind of spells your magi will have access to. Each school of magic has a different theme with a set of spells associated with it.
During the game, you will manage your economy and ensure your people have enough to eat and have decent housing. Houses can be upgraded to have higher income and hygiene but also require more needs and luxuries, such as furniture, clothing or decorations.
Create your own custom maps, campaigns or mini scenarios with the ingame editor and share them with other people!
The game is built to support as many languages as possible, you can volunteer to help translate the entire game into your native language (or any language you are fluent in). Localizing maps and campaigns is also possible.
To increase the diversity of the enviroment, I've added 3 new types of trees and 7 new terrains (grassy sand, snowy dirt, snow, pine needles, marsh, swamp and deep water)
The gallows is an event the player can organize in order to scare off criminals. During the event and for a few minutes after, bandits and thieves will not appear.
Instead of happiness giving soldiers a simple damage boost, it will act a sort of "secondary hit points". Each fighter has a morale attack and defence, just like their physical counterparts. Whenever their morale is damaged, they will lose 1 happiness(just like with hp). If a soldier has negative happiness, they will slowly accumulate fear, which culminates in them being stunned and unable to act or be controlled for a short period. Unarmored (tier1) soldiers are especially weak in morale.
Due to workers' home and workplace being a seperate building, there's more room to experiment, and so some workstations will be able to employ more than 1 worker. Plus there will be extra animations! (including the barracks)
Buildings can be set on fire, and will also smolder when damaged.
This post talks about the new things in beta aswell as some changes before final release.
Alpha eight brings more advanced AI, AI working for multiplayer, more graphic updates, new units and buildings and more.
Introduction of new features and change in philosophy in regards to the design (specifically about the two features: taxes and trade).
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
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My body is ready and needs this ...
Game is released into EA now : )
Awesome retro game vibes here!
Thank you :)
Looks great. I dig the art style. Good luck with the project!
Glad you like it! If you want to stay closer in touch with the project, you can join my discord (https://discord.gg/fmR93NE)
Those screenshots throw me back to 1998 playing Knights and Merchants all day! :D
Thank you, Knights and Merchants (and Settlers 3/4) were huge inspirations for me. I still play them to this day ;)