December Update
WNAA December Demo Update
Hey folks! I've been quietly working on major updates for We Need An Army since the demo launch, and have lots of cool stuff to share. Quite a few new features, bug fixes, game balance updates, and quality of life improvements. Let's get into it!
New Features
New Map
The original map for WNAA was never meant to be the end-all-be-all map. The length of a run was quite limited, and the nodes had quite a few static entries which made runs fairly predictable. The map is now roughly double the size, and static nodes (rests and crane games always in fixed positions) have been removed. The map is currently a bit of a work in progress and will be further fine tuned in the future.
Combat Projected Values
Previously, users had to do quite a bit of math to determine how 'good' a turn would be. I've added projected values (accompanied by slider bars) to give a quick visual indicator of just how good a turn is, for a particular stat. This looks at all possible positions of the board and shows how close to optimal your turn will be, for any single stat.
New In-Game Tutorial
The in-game tutorial is still a bit of a work in progress, but I've added videos to show the user exactly how particular mechanics work. You can access this through the 'How to Play' button from the castle screen.
Feature Improvements
- Added projected stat summary during combat
- Added a Rainbow text when class pattern is activated
- Made map visible from other nodes
- Added a label to show why Drop a Monger was triggered (row, column, or diagonal)
- Removed 'Continue' button from drop a monger, and instead just has it auto-play back into combat
Game Balance
- Added scaling unit costs. Gold builds can really break game balance, so this is an attempt to not penalize all decks while making full gold builds take a bit more effort to scale.
- Changed cheese mongers to be buffed by adjacent (4) dwarves instead of neighboring (8) dwarves. There will be a talent to add this back in, but for an early run, they easily trivialize the game balance.
- Reduced 'four corners' and 'center of attention' to only have 2 bonus tiles instead of 4 and 5, respectively. These were entirely too strong.
- Standardized Drop the Monger buckets to be x2, +1, +1, +1, x2
- Class Patterns now add +1 to the units of that class
- Class Patterns now always add +3 gold
Bug Fixes
- Fixed a rogue collider that was interfering with Drop the Monger
- Fixed issue when replaying demo would not work without closing the application
- Minor UI fix for the intro cutscene
- Fixed several issues where Run Summary stats were not computed correctly
- Fixed the reroll button
- Fixed reroll cost text (incorrectly stated 5)
- Fixed an issue where scrolling the map moved the player unexpectedly
- Fixed an issue where units were sometimes not clickable
Files
Get We Need An Army Demo
We Need An Army Demo
The fantasy roguelike grid based deck builder
| Status | In development |
| Author | drahmen |
| Genre | Strategy |
| Tags | Cute, Deck Building, Pixel Art, Roguelike, Roguelite, Tactical |

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