Update 1.2.2

Today’s update is very small, but important. Besides a minor accessory improvement to the engine, I have made a few tweaks that will affect the balance of the earlier phases of the game.
Your Sword, Shield and Javelin Skills will start at 29, 29 and 26 respectively, instead of 29/29/29. However, now after the first main battle you get a 5-point bonus to all your Skills instead of 3, and 4 points after the second.

This is to reflect the fact that his first real combat experience and his first pitched battle should deeply affect your legionary’s confidence and reliability in a fight.
To accomodate for the lower starting value of the Javelin Skill, the safe option for your first javelin throw (the one where you just aim for the mass of enemies in front of you instead of picking off a specific target) is less demanding.

More importantly, improvements while using the basic sparring training (the one that is always available, regardless of your relationship with your fellow legionaries) are a little easier, especially between 40 and the low 50s.

These changes should make the first campaign easier to survive, its two middle sections in particular. It won’t make it a cakewalk. The way you manage your legionary in and outside of combat is still of utmost importance for his survival.

I have also updated the free demo with the latest changes.

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Update 1.2

This version introduces full support for localization, plus other changes and fixes. I had already developed the game with potential localization in mind, but some less urgent aspects were postponed.

The full changelog is available here.

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Update 1.1.14

Version 1.1.14 of A Legionary’s Life introduces, among other things, a few changes to foraging missions and the ability to adjust your Attitude before combat begins, even when there is no opportunity to throw a javelin.

I have also extended the tooltips of Feints and Shield attacks to avoid misunderstandings about the effective chance of success of actions that have two checks: the actual chance is the combined chance of both indicators. In short, if the “H” indicator of a Feint shows a chance of 70% and the “C” indicator shows 40%, the combined chance of success is 28%. From several reviews and comments I have read in the past few weeks, it seems that many players assume the overall chance roughly amounts to the higher of the two indicators.


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Update 0.12.8

This update was not planned, but it became necessary after a couple of problems were reported. As a consequence, some balance changes that were aimed at accommodating the yet unreleased parts set in Greece are present before their intended time. Well, no harm done: it’s a good chance to get some feedback on them.

At the current pace, I think I should be able to release the full game at the end of this month. If all goes well, an official announcement should follow shortly.

The changelog is here.

I have also updated the free demo, in case you are interested.

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