All Pixel Soldiers games are currently on sale for the first time ever! Find them all here on the Google Play Store! Whatever you do at this time of year I hope its a good one, and i’ll see you next year!
Category: Pixel Soldiers
A new version of Pixel Soldiers: Saratoga 1777 is available HERE.
1.01 Change Log
*Menu graphics improvements
*Rush bug fix: An exploit where a unit could fire unlimited times when not cancelling a rush order (thanks to Nick for spotting this!)
*Light Dragoons in sandbox
*Orchard Villa sandbox map (thanks to Jeff for penning the design!)
*Troopship bug fix: Sometimes a troopship would use the move allowance of the unit on board the troopship rather than the troopship itself
A trailer for Pixel Soldiers: Saratoga 1777 is available for viewing for anyone who would like to see the new game in action! 🙂
Pixel Soldiers: Saratoga 1777 is available now in the Google Play Store HERE!
For the interest of loyal, prospective officers,
We are about to be attacked by an army of Redcoats, who are amassing in Canada. I need a general, who is as loyal as I to these thirteen colonies, who can command a force of Patriots to finally free us from the tyranny of the King of England.
For liberty and freedom!
Major General Benedict Arnold
For the interest of loyal, prospective officers,
The American colonies are ablaze in war, instigated by treacherous colonists. 1777 will be the year that will bring an end to this insolent rebellion. I am looking for a general, loyal to the Crown, to join me in an expedition from Canada to the heart of New England. We will set off shortly.
God save King George III,
Lieutenant General John Burgoyne
Hello everyone! The fifth Pixel Soldiers game should be ready for release later this month. The setting will be the Saratoga campaign from the American War of Independence. This will be more than just a change of setting. This game will have some fundamental gameplay changes. Read on to find out more!
Leaders and Leadership Points
Each turn you will receive a number of Leadership Points (LP) to spend on your units. It represents your ability to control your army on the battlefield.
In the past, you could only recover units after they became disordered. Now you can only recover units when they are in good morale. So yeah, pretty much the opposite! However, you can only recover a unit if you have enough LP’s. Recovery happens immediately, so no more recovery state (green flashing flag). The amount recovered is more random and carries a risk of disorder.
Disorder and Routing
Recovery is for returning strength back to a unit. There are now steady and rally options for when a unit becomes disordered or routed. A unit that is routed will need to be rallied or they will keep running until they leave the field of battle. A unit in disorder will need to be given a steady order to return to good morale. Both of these orders require LP and use up the unit’s attack action.
Personally Leading a Unit
You can now attach yourself personally to a unit to give that unit a stat boost. They will fight better and have better morale until the start of your next turn. This order is quite expensive in LP as the general’s focus will be spent on a single unit on the battlefield. You can only apply this to one unit per turn, if that unit isn’t disordered.
Rush Order (“At the double quick…march!”)
Rushing a unit costs some LP and the unit must not be disordered. This order tells your unit to rush to a position on the battlefield. It adds 50% to their movement, but can cause that unit to become fatigued and lose cohesion (disorder).
I hope you like the sound of these changes. Keeping the game accessible is important to me, but I thought there was some room to add a bit more depth to the gameplay and create a few more choices. Let me know if you have any questions.
Vote for your favourite era(s)! Want to fight the Ancient Egyptians? Take command of NATO during World War 3? Or maybe something in-between? Let yourself be heard in the latest poll HERE and one day it may become a Pixel Soldiers game!
First of all, I’d like to give a huge thanks to all those who have been supporting the Pixel Soldiers games. Thank you for the ideas, reviews and kind words. The Great War game has been doing really well. As of now the rating is at 5.0 stars, which is…wow…pretty amazing! I’m not done with The Great War yet, though. I’m thinking about releasing a new campaign for it in the future, like I did with the Gettysburg game, maybe tackling a particular theatre of the war. I’m not certain yet. But before that, I’ll be making a new game! 🙂
Since the updates to the Pixel Soldiers games earlier this year, I’ve been doing some needed spring cleaning to the Pixel Soldiers engine and playing around with new game mechanics. Right now, I’ve started work on what might become the fifth Pixel Soldiers game. Still a couple of months away till it’s complete. If it turns out to be fun, the next game will have the earliest setting so far (slightly earlier than Waterloo). I know some of you are wanting to see a World War 2 setting for a game, and that will likely happen at some point. For now, I’m going to add a few more features and refine the gameplay, before trying a more modern setting.
Pixel Soldiers: Waterloo has just been updated to version 1.3! What does this mean? Well, the Waterloo game has been out of sync with the Pixel Soldiers engine for a while now (a year in fact!) so you’ll be seeing a whole bunch of updated stuff!
1.3 Change Log
*Engine updated from Pixel Soldiers: The Great War 1.02
*Bayonet Charge (Please check the charge tutorial from the in-game menu to find out more). TIP: Cavalry are normally better off firing at infantry (unless they are disordered), but charging artillery.
*Sandbox mode added
*All sandbox maps from previous Pixel Soldiers games have been updated for this game. (With the exception of Mathias Point for now)
*Hold Order added: The hold order commands the unit to hold its current position until the next turn. The unit can still be given orders if you change your mind. After giving a hold order, the next unmoved unit will be selected.
*Fast forward AI turns: Tap the screen to fast forward AI turns. Tap again to return to normal speed.
*If an infantry unit is reduced by casualties to a small number, they will be wiped out
*Continue most recent game button added to main menu
*Many optimizations and fixes
*Load times and performance dramatically improved
*Attacked while in disorder or recovering is less punishing
*Combat resolution slightly faster
*Fixed pop-ups from other apps rotating the display
*Music and sound effects toggles added to in-game menu
*Increased max zoom out distance
*Show message when AI is playing turn
*Ability to replay any completed map in campaign mode in the Historical Battles menu. Includes two player mode
*Other improvements and bug fixes