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By in Stronghold Warlords Comments Off on Co-op Mode Reveal

Co-op Mode Reveal

Today we reveal footage of our ‘shared base’ co-op mode for Stronghold: Warlords, including our first ever multiplayer gameplay! Allowing players to share control of a single castle when playing together online, Warlords’ co-op mode is different from regular team-based multiplayer. In addition to being able to party up and build separate castles in team deathmatch, Stronghold: Warlords will also allow players to share control over a large shared army, peasant population, castle defences and network of warlords under their command.

Our new warlords system, which allows players to command a network of unique AI warlords across the battlefield, also benefits from co-op mode. Co-op play means advanced players can share the ‘grand strategy’ gameplay of the warlords between them, optimising their use of each one for economic or militaristic purposes. Continue reading

By in Stronghold Warlords Comments Off on New Gameplay Q&A

New Gameplay Q&A

As our latest ‘castle sim’ in what is now a nearly 20 year history, Stronghold: Warlords has invited hundreds of questions during the course of development from series fans. In the past we’ve covered everything from basic questions about game content to returning units and advanced multiplayer features. As we approach release however it seems there are still about 100 questions remaining that we can answer before launch on March 9th. Enter our new ‘Pre-Launch’ Q&A series, created in the hopes of answer every single major pre-release question we have from fans about our upcoming RTS.

So pull up a chair, pour yourself a tankard of mead and join Natasha as she quizzes Nick for one last time in a series of three rapid-fire Q&A videos. Answering questions against the backdrop of fresh gameplay captured from a recent build of the game, Nick and Natasha blast through nearly 100 questions collated from various social media, forums and fan sites for these three videos. If you don’t see your question in part one be sure to check out parts two and part three or join our Discord to ask the devs direct.

By in Stronghold Warlords Comments Off on Release Date Delay

Release Date Delay

It is with deep regret that we announce we have come to the difficult decision to delay the release of Stronghold: Warlords for a second and final time. The release date will no longer be January 26th 2021. We will instead be launching Stronghold: Warlords six weeks later on March 9th 2021.

The reason behind this is that the game’s multiplayer mode is simply not ready to be released yet. We have run into some unexpected issues with it and – while we have worked very hard to resolve these with our current deadlines – we need more time to iron them out. We want to be as transparent as possible with you about this and we did consider releasing as planned, delaying Multiplayer to go live in a future update. However as we have promised Multiplayer functionality for Stronghold: Warlords at launch for over a year now, releasing without it wouldn’t be fair to players. Continue reading

By in Romans: Age of Caesar Comments Off on What is Romans: Age of Caesar?

What is Romans: Age of Caesar?

A co-op strategy MMO from a team of veteran city builder developers, Romans: Age of Caesar is the latest historical strategy game from Stronghold developers Firefly Studios. Players must rebuild Rome as they share resources, re-establish trade routes and protect their cities from barbarian invasion. Experience classic city builder gameplay online across an entire continent, working with fellow governors to rebuild the great cities of Rome. Revive the republic and restore the Roman Empire to its former glory! Continue reading

By in Stronghold Warlords Comments Off on Trebuchets, Mortars & Ballista!

Trebuchets, Mortars & Ballista!

As you know Stronghold: Warlords will be the first game in our ‘castle sim’ strategy series to introduce gunpowder siege weapons. Coming in the form of thunder crash bombs, the fearsome mortar, hwacha fire arrow cart and more, each can be used in different ways to cripple and eventually conquer rival players. Spread fire across enemy farmlands by catapulting bombs over their walls, blow apart defences with massive cannonballs or breach their castle walls with ancient rocket launchers. Castle defences even benefit from the addition of gunpowder, with mounted hwacha able to mow down lightly armoured enemy infantry before they can approach your walls.

What you probably aren’t aware of is that rocks and Chinese thunder crash bombs won’t be the only thing you’re launching over 300 meters come March 9th… That’s right, diseased animal ammunition is returning to the series in Stronghold: Warlords! While the humble Pig featured early in our design documents as an intended option in siege warfare we weren’t always sure about what other animals would be lucky enough to make the cut. Enter the Stronghold Discord community, who voted overwhelmingly for Water Buffalo over hot contenders like the ‘Large Bactrian Camel’ and ‘A Horse With a Sore Throat’. Continue reading

By in Romans: Age of Caesar Comments Off on Romans Dev Diary

Romans Dev Diary

Today we’re releasing new footage and details for the Senate ‘end game’ in our upcoming co-op city builder, Romans: Age of Caesar. Coming to PC and mobile platforms in 2021, Romans takes the classic isometric city builder gameplay you know and love online. Rebuild and customise each Roman city with 15 other players, before exploring the rest of the game world with thousands of other players!

In Romans: Age of Caesar players trade rare goods from faraway lands, expand their territory city by city and hold back barbarian invasions from the fringes of the empire. In our latest dev diary for the game we take a look at players’ ability to eventually rise up in the Roman senate political end game. Continue reading

By in Stronghold Warlords Comments Off on Warlords Deep Dive

Warlords Deep Dive

Join us for a full rundown of Stronghold: Warlords‘ titular warlords system, straight from the mind of Stronghold series Lead Designer and Co-Founder Simon Bradbury. Once again taking the video hot seat, Simon walks us through the finer details of Warlords’ new grand strategy gameplay elements. Accompanied by all new multiplayer footage, as well as a first look at the latest version of the warlords system itself, Simon goes in depth for the first time about what this new addition means for our ‘castle sim’ series.

Discussing the history of Stronghold’s estates and their evolution into the current warlords system, today we’re revealing new gameplay showing how this feature will work in multiplayer, the later stages of our campaign, skirmish and free build. In the final game players and computer opponents will battle it out military or politically, gaining ‘influence’ over warlords across the map by any means necessary. With the ability to force a warlord to bend the knee by military might or use diplomacy points to gain favour with them over other players, it is up to the player to decide how and when to conquer each warlord. Continue reading

By in Stronghold Warlords Comments Off on Soundtrack Preview #1

Soundtrack Preview #1

Earlier this year we announced that series stalwart Robert L. Euvino will be returning once more to compose an all new soundtrack for Stronghold: Warlords. Based on influences from Japanese, Chinese, Cambodian, Mongolian and Vietnamese culture, the music of Stronghold: Warlords is a unique hybrid of different styles. Today we’re releasing another early look at the music in the form of a soundtrack preview! Please enjoy the track as we prepare to launch Warlords on March 9th.

“Creating high octane siege music was an interesting challenge,” said Robert Euvino, Composer and Sound Designer on the Stronghold series. “Many far eastern instruments have a truly distinctive flavour and are never tuned to minor scales and harmonic minors, the scales that create darkers sounds associated with war. In many cases film and game music tend to abandon the instrumentation in favour of more traditional contemporary orchestral ‘war’ music. What we end up with is an interesting hybrid which should hopefully satisfy both longtime fans and purists!” Continue reading

By in Stronghold Warlords Comments Off on New Raw Gameplay

New Raw Gameplay

In our final Stronghold: Warlords campaign preview to be released before launch we bring you over 45 minutes of unedited, uninterrupted and commentary-less gameplay! In response to community requests we’ve emphasised the new music, sound effects and raw gameplay in today’s playthrough, which shows off the first mission from our Japanese campaign segment. Chronicling the exploits of key characters and events from 16th Century Japan, our single player campaign was always planned to take players across to the Land of the Rising Sun as of their building and besieging campaign.

Beginning at Inabayama Castle (now known as Gifu castle) in 1567, in Stronghold: Warlords we have Toyotomi Hideyoshi as our chosen Japanese AI Lord. Hideyoshi lived during the Sengoku period in Japan, in which the feudal states constantly fought each other for territorial control. Beginning his military career in the Oda clan as an army recruit to the Ashigaru, Hideyoshi’s impressive service earned him a place as a retainer to the now somewhat famous clan leader Oda Nobunaga. Continue reading

By in Stronghold Warlords Comments Off on AI Improvements (Dev Diary)

AI Improvements (Dev Diary)

Firefly Studios’ Designer Stephen Richards and series creator Simon Bradbury have revealed four major improvements to AI behaviour found in their upcoming ‘castle sim’ sequel Stronghold: Warlords. This new entry in the historical real-time strategy series will usher in major improvements and refinements in how computer controlled opponents interact with the player, each other and any warlords present on the map.

AI behaviours related to castle management, skirmish combat and city building have been completely revamped for Stronghold: Warlords, in addition to being able to work with the new warlords system. Much like the archetypes of the warlords themselves – such as the Ox, Tiger and Crane – each enemy AI will adhere to a distinct style of play over a set of predetermined behaviours. The decisions made by computer opponents will now be made according to map layout, tactical positioning of warlords, available resources, current army composition and their priorities at different stages of gameplay.

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