Login

Wargroove - Quality of Life 1.2.0 Patch due out tomorrow

Groovy!

Wargroove is getting updated to Version 1.2.0 tomorrow, and it's a Quality of Life update that brings a ton of tweaks with it. Check out the full announcement below!

Shortly after launch Tiy mentioned in a blog post that we were working on a quality of life patch, combining some community feedback we received and adjustments we wanted to make. Well good news –Wargroove Patch 1.2.0 is out this Wednesday 6th March (tomorrow!) at 13.00 GMT / 14.00 CET / 05.00 PST / 08.00 EST across PC, Nintendo Switch and Xbox One.

A quick PSA, in-progress online matches will be incompatible at the time the patch goes live, so we’d recommend not starting any strategic showdowns around then! You may also find yourself needing to update to the latest version in order to access the game’s online features after the patch, so do make sure you’re up to date if you have any issues.

Following the patch going live, if you do by chance find any bugs please do report them to the support section in the Wargroove Forums. If you’d like to chat to the developers and share your thoughts, you can also find us lurking in the Wargroove Discord server!

Check below for the full patch notes:

Checkpoint system:

While playing in campaign mode, you can set a checkpoint in a mission
If you are defeated, you can retry from the checkpoint
You can set a checkpoint whenever you want, but you can only have one active at a time (the previous gets overwritten)

Difficulty system overhaul:

Five difficulty presets, Story, Easy, Medium, Hard (Default) and Custom
Hard difficulty is the default, and is the standard rules of the game. It’s the only mode where you can obtain S-ranks
Medium difficulty is a bit easier and still lets you obtain up to 3 stars
Easy limits you at 2 stars
Story limits you at 1 star, and is VERY easy

Multiplayer:

You can now add CPU players to online games
There’s now a message clarifying that you must join a match if you don’t have any in progress
A number of fixes to Quick Play timers
You can no longer suspend Quick Play matches and play other games in the meanwhile, since they’re supposed to be realtime
Seven maps designed specifically for co-op have been added
Fix issue where user’s couldn’t get into Online multiplayer
Fix issue were main menu could not be invoked during opponent’s/AI turn

General Quality of Life

The effectiveness chart on unit info and recruit screens has been reworked to be far more readable and informative
Skipping battles, captures and cutscenes is now much faster
Display the S rank requirements on the overview screen for a mission
“Exit” has been renamed to “Suspend” to avoid confusion
You can now see teams on the Overview screen
Fix international text input on Switch
Display the Controller Select Applet on Switch less often
Add Korean font
Resigning will now destroy all units simultaneously instead of one at a time

New options:

Add “Movement Speed” option that allow you to set all units to move faster
Add “Confirm End Turn” option to avoid accidental end of turn
Add “Damage Range” option to display minimum and maximum damage on previews, instead of average damage

Fog of War:

Allies now share vision
Eliminated players can still see their team vision; eliminated teams become spectators
Spectators can view the current team’s vision
Hide enemy income and funds
Don’t spawn effects or show building colours inside fog of war
Don’t show battle and capture animations unless at least one of the units is visible to the current player
Fog of War now updates faster
Fix “sonar” bug that allowed you to obtain extra information within fog of war
Fix allies being able to move units into each other and becoming stuck

Fixes and tweaks:

Fix Tenri’s groove charge rate to the intended value
Change Ryota’s groove to allow him to dash through his own units
Fix team options; all teams should display correctly in 2v2 matches
Fixes for Vines and Crystals acting as Units
Fix for 7-2; commanders no longer change team after suspending
Fix sound effects in Cutscene editor causing crash
Fix Cutscene Attack animations causing crash
Fix Empty dialogue event boxes causing crash
Layering of actors and props in Cutscene editor should now work as expected
Fix crash when entering non-numeric text into Counter events
Fix issue with Tutorial 1.3 where user could get stuck when asked to select a barrack
Misc language fixes
Misc minor fixes

Wargroove team shares another round of their top picks for community-created maps

1. Advance Wars Mission 1: It’s War by Fabian – Code: DP8VZ9ZU

It was bound to happen, wasn’t it? Fabian’s map is a fantastic recreation of the first introductory mission from Advance Wars’ Campaign mode. A fair warning though – although this opening map may have been fairly easy in Advance Wars, this version of the map in Wargroove can certainly be a challenge! Make sure to make good and regular use of your Alchemist’s healing powers in order to cut your way through Felheim’s forces.

The above map is just one example of the many, many community-created maps for Wargroove. Chucklefish has shared a second round-up of community maps that they really enjoy, which you can find right here.

Wargroove - Japanese launch trailer

Take to the battlefield with Wargroove, a turn-based strategy game for up to 4 players! Choose your Commander and wage war on battling factions, using your ‘groove’ to strategically sway the fight in your favor!

Check out some Wargroove footage while the devs discuss their game

Watch GDC plays Wargroove with Chucklefish Games from GDC on www.twitch.tv

Have you had a chance to check out Wargroove yet? If not, why not get in on the footage above? Not only does it give you a great look at the game itself, but you also get to hear from the dev team while you watch! The above footage includes commentary from both Finn Brice, CEO of Chucklefish, and Rodrigo Monteiro, technical director at Chucklefish.

Wargroove soundtrack now streaming on multiple platforms, vinyl copies still available

Dig the music in Wargroove? Chucklefish has put up a blog all about where/how you can enjoy the game's soundtrack! Check out the details below.

It’s been great to see how much people have been enjoying Wargroove and its music. If you can’t get enough of those catchy tunes, I’m pleased to announce that the soundtrack is now available for streaming on Spotify, Amazon Music, Deezer, Bandcamp, Google Play and iTunes / Apple Music respectively.

To celebrate the occasion we’re adding all of the remaining songs to our playlist on YouTube. In all, there are 25 fantastic tracks available to groove to right now!

Our time working with Phonetic Hero on Wargroove has been an absolute pleasure, and we’re happy that so many people are finally getting to hear the full breadth of his work. While I’m a little sad that there won’t be any more Music Spotlights for the foreseeable future, it has been a privilege to shine a light on the compositions of this most-talented musician, and I’m personally looking forward to seeing what else he makes in the future!

Don’t forget, if you want to own the complete soundtrack for yourself, it’s available for download on both Bandcamp and Steam! If you are more partial to having something physical, there are still some of the limited edition vinyls available for pre-order thanks to our good friends at The Yetee.

Chucklefish details upcoming patch for Wargroove

Watch Wargroove upcoming patch! from ChucklefishLive on www.twitch.tv

Via a Twitch stream yesterday, Chucklefish shared a ton of details about an upcoming update for Warframe. Watch the announcement video above, or get a full rundown of the info below.

Checkpoint system

While playing in campaign mode you'll be able to set a checkpoint in a mission, and then if you're defeated you can retry from this checkpoint. You can set a checkpoint whenever you want, but you can only have one active at a time (previous gets overwritten)

Difficulty system overhaul

Following player feedback we're now adding 5x difficulty presets - Story, Easy, Medium, Hard (Default) & Custom.
Hard is the standard rules of the game and the only mode where you can obtain S-ranks.
Medium is a bit easier and allows up to 3 stars, Easy limits you to 2 stars & Story to 1 star (and is very easy indeed!)

Multiplayer

You can now add CPU players to online games. There’s now also a message clarifying that you must join a match if you don’t have any in progress.
A number of fixes have been made to Quick Play timers, and you can now no longer suspend Quick Play matches and play other games in the meanwhile, since they’re supposed to be real-time.
Seven maps designed specifically for co-op will also be added.

General Quality of Life

The effectiveness chart on unit info and recruit screens has been reworked to be far more readable and informative!
Skipping battles, captures and cutscenes is now much faster, and S Rank requirements will now be displayed on the overview screen for a mission.
“Exit” has been renamed to “Suspend” to avoid confusion and you can now see teams on the Overview screen.
Fix has been made to international text input on Switch, and the Korean font has also been added.
Display the Controller Select Applet on Switch less often (so only shows up when using local multiplayer).

New options:

We're adding a “Movement Speed” option that allows you to set all units to move faster, as well as a “Confirm End Turn” option to avoid accidental end of turns.
A “Damage Range” option is also being added to display minimum and maximum damage on previews, instead of average damage.

Fog of War:

Allies now share vision, and eliminated players can still see their team vision - thus becoming spectators.
Now spectators can only view the current team’s vision, rather than the whole whole map.
Enemy income and funds will now be hidden! Spawn effects and building colours will also not be shown inside fog of war. Likewise, battle and capture animations won't be shown unless at least one of the units is visible to the current player.
Fix made to “sonar” bug that allowed you to obtain extra information within fog of war.

Plus further fixes and tweaks

Sony claims they're 'open for business' with cross-platform play, Wargroove dev says different

In a Game Informer interview, Sony Interactive Entertainment chairman Shawn Layden said that Sony was ready to move on cross-platform play.

People keep saying, “Why doesn’t Sony allow more people to have it?” We’re open for business on this one. All it takes is for publishers and developers who wish to permission it.

That comment didn't sit well with Chucklefish chief executive, Finn Brice. According to Mr. Brice, what Layden said is simply not true.

"We just launched Wargroove with cross-play between PC, Switch and Xbox so I wanted to chime in. We made many requests for cross-play (both through our account manager and directly with higher ups) all the way up until release month. We were told in no uncertain terms that it was not going to happen. From our side, we can literally toggle a switch and have it working. Of course policy work might be more complicated for Sony. Just wanted to provide some balance on the issue and say that it certainly isn't a question of developers having not contacted their account managers or having dropped the ball. We were told no."

Well, you can't get anymore cut-and-dry than that. Is Sony outwardly telling fans what they want to hear, while internally handling things differently?

Wargroove now available for Switch in Japan

Take to the battlefield with Wargroove, a turn-based strategy game for up to 4 players! Choose your Commander and wage war on battling factions, using your ‘groove’ to strategically sway the fight in your favor! When war breaks out in the Kingdom of Cherrystone, the young Queen Mercia must flee her home. Pursued by her foes, the only way to save her kingdom is travel to new lands in search of allies. But who will she meet along the way, and what sinister challenges will she face?

Wargroove is now available on Switch in Japan, and is priced at ¥2,050.

Wargroove has already made enough money to cover the cost of development

There you have it, gang. All the No. 1 debuts Wargroove saw on the Switch eShop, coupled with a successful Steam launch, have lead the game to monetary success. In a dev blog recently posted, we learn that development costs have already been completely covered following the game's launch.

First of all, I want to say how humbled and thankful we all are here at Chucklefish for the incredible launch weekend. It’s truly been amazing, we’ve already covered the cost of development and are throwing ourselves into improving the game further.
I imagine we'll be seeing Wargroove hanging around the top of the Switch eShop charts for weeks and weeks to come, and it certainly deserves that success!

Chucklefish consider online ranked mode for Wargroove, working on 'quality of life' update, planning content updates/free DLC

Chucklefish just released Wargroove on Switch, and it seems to be a huge hit already. Fans are clamoring for more content, and it seems Chucklefish is already working on it. In a Reddit AMA, Chucklefish discussed the potential for ranked online modes, some improvements on the way, and DLC plans.

“We are tracking ELO at the moment and using it for quickplay matchmaking, so we already have the tracking in place. We’re waiting to see how the online play evolves and whether or not a ranked mode would fit. We don’t want to divide the playerbase right away, but it’s on our maybe list.

Lots of post launch support! Quality of life fixes coming soon, we’ve heard you all there. Free content updates are planned too.
Look for quicker skipping of battle cutscenes, an option for faster map movement locked on by default, online play with bots, some tweaks to fog of war, and some other bits and bobs.

There will be DLC :) can’t tell you quite what we’re planning yet!”