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Alpha 5 Deployment: Renaissance Age added and more!

Alpha 5 Deployment: Renaissance Age added and more!

Today we launched Alpha Test Stage 5. This new version of the game features the addition of a whole new Renaissance Age, totally new Snowy Tundra climate, and a lot of smaller additions.

Let's go into detail about everything step by step.

Renaissance Age

First of all, a short disclaimer: Totem Tribe II: Jotun takes place on planet Teya and not on Earth. Therefore, we are not following historical accuracy here and the Renaissance Age is not necessary exactly as the Renaissance from human history. It contains bits of Victorian times and some other historical periods as well.

The Renaissance Age has a whole lot of new technologies, buildings, units, upgrades and so on. You will have to explore them on your own, but I will describe the key ones:

  1. Ships. The Renaissance Age could be called an Age of Sail here and I have made exclusive news post about ships in this age which provides more details.
  2. Gunpowder! This tech changes everything, but not for everyone. Gunpowder allows you to train units and build constructs that are very powerful. However, it requires access to a strategic resource - sulfur. The sulfur is the horses of Renaissance - you will need a lot of it if you want to use Renaissance units in warfare effectively.
  3. Aerostatics. The first air units, like aerostat, will allow you to explore the world map via air - and the dirigible will allow you to deliver resources.
  4. Paved road. Replaces regular road and allows units to move faster on it.
  5. Bank. Allows you to make some profit on your market transactions. Effective traders will love it!
  6. Museum. Scientists will be able to use it to speed up research.
  7. Conservatory. Helps mitigate corruption penalties towards culture, making your domain larger.

Oh, and the prices of some Medieval Age technologies have been reduced.

New World

First of all, your starting position is limited to the recently finished Showy Tundra region. You can say Christmas starts early this year and all of a sudden it becomes really cold in Totem Tribe world :)

The new climate not only looks different, but also has unique elements not found in other climates. I am speaking of unique monsters, animals, fish species, etc.

Finally, the world map has changed too. The continents are slightly larger, as the Alpha 4 experience showed us that continents  may fit more players to better benefit land trade and warfare. Also, global resource distribution has changed a bit, because last time it was somewhat bugged. There were places with the same resources placed  too closely together multiple times or whalebone located so far from the shore it was unreachable.

Better Towns

The locations inside player towns have been improved as well. Here is what is new:

  • You can find several random quests and characters in your towns and even one minigame!
  • There are 10 new puzzles types with 6 difficulties each added into the game - and you can find those puzzles in your town locations.
  • Tough monsters. Sometimes your town location will have very tough monsters right from the start - even if you are low level! They will be guarding a lucrative chest, so if you are up to the challenge you will not need to wait until higher levels to fight the dragon if you are lucky.
  • Special places with the chests hidden behind doors or obstacles in the dwelling area are now available in some towns as well.
  • Idols. Sometimes item idols will be placed in your town, which will allow you to manage your items right at home.

Quests and single-player content.

While the release of Alpha 5 does not add the long-awaited new quest location Karfaree (it will hopefully be added via update somewhere in the middle of Alpha 5), we have also worked on some stuff that might be interesting for people who are into the story and quests:

  • All 4 existing quest locations were revised - some bugs fixed, treasure spots added, but most importantly - we have added 15 secrets across these locations. Those are very tricky, but players who are up to the real challenge might try to find them all.
  • Shaman Blacksmith - new NPC and new quest which involves item idols
  • The Florist and the Wonderful Garden - new NPC, quest and a lengthy minigame.
  • The "Great" Architects - a bunch of NPC and the quest. These guys are arrogant for sure, but helping them might pay off.

The Wealth Victory and the War Victory

In Alpha 5 at the long last you will be able to officially "beat" the game as 2 victory types are available.

The War Victory requires to completion of the Trophy Hall with war trophies in order to "win" the game. However this time around it is not that simple. First of all, the trophy requirements were revised based on the progress from testers which hoarded them in Alpha 5. Second - and most important - building and upgrading the hall requires special items called "Colorado Stripes". They are required in large amounts. In order to obtain such items you have to attack with onslaught those players who are at least one age higher than you. This means you must attack more developed, and potentially stronger, players than you. Having this requirement in place requires a completely different strategy from the very beginning of the game if you plan to reach War Victory seriously.

The Wealth Vicotry requires building the Wonder of the World level 100. However, unlike Alpha 4, this time around there will be surprises. I will not reveal them right away.

Reaching the victory will grant you a special stripe visible on your achievements page, will increase one of your stats limit for the next playthroughs and will grant you some additional bonuses that you will discover when you reach it yourself.

The wipe of progress and Enkord Cash refund

Just like we have promised earlier - all Enkord Cash spent during August will be refunded. Needless to say, any unspent Enkord Cash will not be lost and you will be able to spend them during Alpha 5 without problems. However, we have made serveral nice extra surprises:

  • We have made a step forward and all items purchased with Enkord Cash (those which have E sign) were transferred to Alpha 5, so you will be able to start a new hero with these items from the old one.
  • You can even take up to 3 equipment items from the old hero to the new one, so your best artifacts can be kept!
  • Last but not the least - there are different bonus packages - second wind and loyalist packages - so you will have a better start at Alpha 5.

All existing heroes and countries are wiped, because the changes in Alpha 5 are too complicated to allow us keep your progress. We appologize if it causes you inconvenience, but don't forget this game is still in an early stage of development. Such progress losses were expected and announced in advance.

The rankings and achievements are wiped for everyone as well.

What's next?

We will start the deployment right away, but as always, the early version of the new Alpha stage might be extremely buggy, Critical bugs might even require us to reset the progress again. If you want a relatively smooth experience you might decide to wait a few days or even a week. If you can't wait - welcome, but expect bugs and crashes.

Also, don't be shy to post your first impressions about Alpha 5 in the comments below!

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Comments

I am really getting into this alpha, like a kid in a sweet shop, I wanted to try everything at once.  Now I have had a taste of everything, getting down to the serious stuff.

Three heroes,  because location, crowding, globals, good neighbours, it takes time to figure out if you have a good spot, and 3 chances are better than 1, plus 3 gardens, i really need the practice!

Hero 1, Leaderism, didn't get any early level globals close to me, crowded, aggressive neighbourhood, ideal for learning fighting.  Got off to a good start by building 2nd town to steals horses from and mess with neighbourhood bully.  Fighting bad guys is much more satisfying than beating up on the weak.  I will probably get smushed later on :D

2nd hero, leaderism, no early globals, too crowded with nice people, kept failing garden, etc.  Decided to delete.  Before deleting, got some achievements in war, practising with friendly neighbour, and some more using up consumables, like war cry, etc.

3rd hero, leaderism, wool, crowded with fast growers, no aggression yet.  Experimenting with expansion, may go with trade, fate undecided.

4th hero started late, collectivism (achievement for trying both types), close to wool, deer, fur, horses, plus finally met architech (others had shaman blacksmith).  A good spot to try for wealth victory.  Still in beginners protection.

All in all, really good game, so much to do and learn, loving it :D

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That's the best I could come up with :) If you can do better, I will replace the rules with your own explanation, just make sure the meaning is not lost or skewed.

Revised according to your suggestions:

This flower bed is quite delicate, and the flowers must be able to grow. They will grow on their own, but only if you remove all the weeds. This is not a simple task.

Some cells contain hidden flowers. Others contain road. Avoid the hidden flower cells, but instead find the cells with the road. If this is done correctly the hidden flowers will reveal themselves.

There are Rules to follow in order to accomplish your task.

Flowers grow in groups of adjacent cells. If a cell contains one flower, there are no other adjacent cells that have flowers. These cells can be safely hoed.

Likewise, if a cell contains five flowers, you can expect a group of five adjacent cells to be flowers.

All roads are connected and no road will form a square of 2x2 or larger.

If you hoe a cell that contains hidden flowers, you will fail and need to begin again.

I will reveal some Hints to you so that your journey to be a worthy florist will be an easier one.

If a cell contains two flowers, you must locate only one additional flower. I will be adjacent.

Use the rule “no 2x2 square” to figure out if a cell is a flower or a road. If the road will become a square, the cell must be a flower.

Remember that roads must connect, and therefore some cells must be roads. Likewise, some cells cannot be roads if no cell that is a road can connect to it.

Two flower groups will only connect at a corner. Therefore, any adjacent cell between two flowers must be road.

Advanced hints: sorry :) I can't tackle that one.

Edited 2 minutes later by .
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Thanks Simba. I need feedback from other players, is Simba's description clear enough and is it comprehensive and not missing anything?

Edited 14 seconds later by .
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Simba's instructions are a lot clearer to me. It's not missing anything that I can think of. The only thing I would change is a typo: "I will be adjacent" should say "It will be adjacent."

Simba, thanks for tackling this!

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I like it!  Much simpler.  Thanks, Simba.

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Clear enough! Thanks Simba :)

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I like it. Nice job Simba

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Awesome job, Simba. It made things much clearer.

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Simba, I like it also. awesome indeed !
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I think Simba's description is better.

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Thank you! :)

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It is a very good description by Simba. The only thing to add is the description for the weedkiller usage

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Clear, precise and tidy formulated. Excellent job, thanks, Simba!

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Yes I like Simba's description.

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Yes I like Simba's description.

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I totally love this new stage of alpha!!! It's more fun with the new puzzles, quests and also like the new climate. Already found a secret in Keepers Village... before I didn't knew what to seek. And if something is a little hard to hget, doesn't mean that you can't get it(I am refering to the secret here:) )

I just hope that we will have more space in the near future and that Karfaree will be added. I know that you guys have a lot of work and priorities were established.

Also now I know to "begin the game " better and what are the things that should be done first.

Thank you for your hard work in building this game:)

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