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It ain't easy being the King.

<span class="bold">Regalia: Of Men and Monarchs</span>, a turn-based RPG where you try not to spill too much of your royal blood, is now available for pre-order, DRM-free on GOG.com with a 15% pre-order discount!

After an ill-fated expedition to empty the treasury, Kay and his royal siblings must reluctantly go on an adventure to restore the kingdom to its former glory. Thankfully, this means exciting turn-based fighting, weapon-crafting, plenty of kooky characters to meet or recruit, and lots of sightseeing.

The 15% discount will last until the game's expected release on May 18.

Watch the trailer.
Post edited May 18, 2017 by maladr0Id
Looks really nice, but with the backlog and lack of free time, it's hard to justify more than wishlisting.
Avoiding cliché's in one of my favourite genres? Yes please.
The tactics look solid and so do the visuals.
Wishilisted until I see more gameplay.
http://steamcommunity.com/app/464150/discussions/0/135511757697984319/

Also the game was build on Unity engine .
Post edited March 31, 2017 by Painted_Doll
Tactical RPG, you say? This sounds right up my alley!
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NovHak: Imho, the lack of a hex grid is a sign of many additional shortcomings...

Hex grids have become a classical in wargaming long before the internet era, and that's for a reason.
The game is inspired by classic tactical jrpgs like Tactics Ogre, Fire Emblem or Front Mission and all of them are based on squares. IMHO both hexes and squares have their pros and cons (and there are square-based wargames like Dust: Tactics). We generally found that for the grids of the size used in Regalia and with the fixed camera squares were more elegant. I think you'll find a lot of wargaming stuff matters in Regalia like proper positioning, obstacles and line of sight. We all play tabletop games around the office :)
Post edited March 31, 2017 by barjed
Looks great!
Might get it. :)
wishlisted... thanks gog!
Yeah:)I like old jrp.I hope so this game would be good:)
Wishlisted for I am broke.
low rated
Regalia looks very interesting! The story, looks, playing with cliches in original ways, the mechanics... For some reason it brought to mind Tactics Ogre: Let us cling together, although the mechanics and path between battles seem to be very different--it seems that you get to choose what your next steps are.

Much love for Blackguards and TO. Will be hoping that Regalia comes out as a fine tactical RPG!

About hexagonal and square grids, both have topologicl advantages and disadvantages. While it is true that hexagonal ones provide some benefits, they suffer from limitations as well. For one, simple displacements in two ortogonal directions are not possible, while it is trivial in cartesian (square) grids.

On the other hand, in the cartesian grid a diagonal displacement, equals the length of the vertical/horizontal interval multiplied by the square root of 2 (2^(1/2)). This is what looks unreal in games, how what intuitively should be a larger distance can be covered in the same turns than the shorter one. This is what hexagonal grids do better.

There are ways of dealing with this: for example, a way could be, if there is something like movement points, that are spent crossing squares, the cost of moving in a diagonal direction could be multiplied by the square root of 2. This will look better when the displacements are larger; that is, when the squares are suppossed to be of a smaller size related to the displacement.

Another way of dealing with is, yes, ignoring it! If you consider troop movements across large distances, the square grid uncorrected might work awkwardly. However, if you are considering a few courtiers defending their monarch in a limited space, distances are much less important, what is more important is the relative position and the interaction between the pieces. This works for chess perfectly. It might work for Regalia and certainly worked for TO. Blackguards has an hexagonal grid and it works, too.

So, no disdain a priori for square grids...

My two cents.
Post edited April 02, 2017 by Carradice

Are you allowed to share some aspects of the town management and diplomatic options?
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barjed: Sure. Buildings in the town are connected to the villagers. You start the game with nothing but the castle, pier and the inn. As the game unfolds you construct buildings which unlock villagers like a smithy, merchant house, pathfinder, etc. As you improve bonds with said villagers you get an option to upgrade their buildings which in turn advances the bond even further.

Some buildings also unlock additional gameplay benefits. Upgrading the pier lets you fish, while upgrading the town square lets you take more people on your adventures.

Diplomacy is realized via diplomatic missives. You get letters from time to time (think Tyranny) where two factions ask you to resolve an issue. You choose sides and that builds up the reputation with the selected fraction. They are also set in opposing pairs, so befriending the samurai dwarves will lock out their enemy: the viking elves.

Each faction also unlocks their unique party member when maxed out. They come with their own skills, perks and social bonds, so it's worth pursuing :)
VIKING ELVES?!

I'm now seriously considering this game. :)
So what's the max party size in a battle and how is XP handled? Is it per-action, per-kill, shared post-battle? What about XP for characters who don't participate? Is there level-scaling in the battles?
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MischiefMaker: So what's the max party size in a battle and how is XP handled? Is it per-action, per-kill, shared post-battle? What about XP for characters who don't participate? Is there level-scaling in the battles?
Experience is shared equally among party members post battle. This includes even the party members who don't participate in that battle. In terms of game play this avoids a situation where player feel compelled to pick specifically party members early on and basically be stuck with them.

There is level scaling in at least some specific instances. (Although its clearly the case that if a party goes into a overtly difficult area too early they are almost certainly going to get crushed.)

This information is from someone who has been a kickstarter backer of the game, but is holding off for the actual release to play it.

Incidentally, for those who want a much more complete look at the game in advance, there are lets play youtube videos of the beta like this first one, or this second second one which starts a bit further into the game and more into functional gameplay.
https://www.youtube.com/watch?v=lfERbLUwdgw
https://www.youtube.com/watch?v=1ToZefKrpTU
Post edited April 03, 2017 by Mordoch
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MischiefMaker: So what's the max party size in a battle and how is XP handled? Is it per-action, per-kill, shared post-battle? What about XP for characters who don't participate? Is there level-scaling in the battles?
You can have up to six characters in your party and you deploy up to four in a battle. You gain XP after a battle is won. There are also optional objectives in each fight (usually two) which grant additional XP when completed and also increase the chance of finding rare loot. The XP is awarded to the party not to a specific character - you gain what we call Party Levels. Everybody levels up at the same time, even the benched dudes to encourage experimenting with different party compositions.

Since the world is completely open, the encounters do scale with party level. However we still have "hard" and "easy" dungeons in the world, despite the scaling. They are balanced to be challenging (or easier) no matter what level you are on.
Outside of combat, is this an FTL-like game, along the lines of Renowned Explorers?