r/pennantsofglory • u/Responsible_Mine894 • 2d ago
pog official [WIP] Testing engagement info widget/TW like banner switch.
I have combat widgets that show each engagement flow but if you don't like them you can switch to classic TW like banners.
r/pennantsofglory • u/Responsible_Mine894 • 2d ago
I have combat widgets that show each engagement flow but if you don't like them you can switch to classic TW like banners.
r/pennantsofglory • u/Responsible_Mine894 • 4d ago
Still some fps drops but working on those too.
r/pennantsofglory • u/Responsible_Mine894 • 5d ago
After suggestion in discord I became obsessed to incorporate Flag bearers into game 3 days later this is what I have now :)
I was surprised that it never clicked to me before, the game called Pennants of Glory should have... well PENNANTS !
Now we have customizable banners that we can capture and loose, captured ones can be dissembled for upgrades of our own banner, thus making our banner more valuable and powerful.
Lost banners will be tracked and be able to be recovered while formation receives debuff for loosing it, or you can let it go and buy a new one while making that one lost forever.
r/pennantsofglory • u/Responsible_Mine894 • 6d ago
Cavalry in Pennants of Glory: Condottiere is all about speed and timing.
Steam: https://store.steampowered.com/app/5087810/Pennants_Of_Glory_Condottiere
Please join discord for private play test: https://discord.gg/nrCMnUUJT
r/pennantsofglory • u/Responsible_Mine894 • 9d ago
Horseman charge pikes stop them, they reform replace lances and try again.
These are mid lvl pikemen vs highest lvl horsemen.
r/pennantsofglory • u/Responsible_Mine894 • 11d ago
In between bug fixes i managed to complete something i was working for a while which is modualr soldier system.
This saves resources and allows to add things like facial hair.
Formations get random helmets based on they melee defense stat, the higher it is the better helmets they get :)
Oh and the soldiers now have animated eyes, that blink, get angry or scared or go X_X when dead.




r/pennantsofglory • u/Responsible_Mine894 • 14d ago
For any play testers please posts bugs here:
I am improving crash tool so 1 button send will be possible.
Also i ma sorry but i uploaded older version than i wanted to steam so some crashes and bugs were already fixed :(
Also discord is here:
r/pennantsofglory • u/Responsible_Mine894 • 15d ago
Hey guys,
I was working on rough alpha build for last few days and would like to start getting feedback:
https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/
I will be accepting a small number of testers to help me shape the game.
r/pennantsofglory • u/Responsible_Mine894 • 18d ago
Old one sucked, i used latest build footage for this.
r/pennantsofglory • u/Responsible_Mine894 • 19d ago
I have been tweaking infantry and mounted combat and battle AI to prepare for playtesting on steam.
Here was a battle I found rather entertaining and small 2 vs 2 unit battle :)
Feedback comments are appreciated!
r/pennantsofglory • u/Responsible_Mine894 • 21d ago
Still wip, but added morale to sudden death events and removed the contact sparks that were confusing.
r/pennantsofglory • u/Responsible_Mine894 • 22d ago
Lets vote 1 or 2 :)
I would like to know which direction to lean
r/pennantsofglory • u/Responsible_Mine894 • 23d ago
Spend some time refining the core system, added ability to cut enemy formation in half or more :)
The aggressive attacking might help to win the combat but also drains stamina from soldiers, if enemy repulses it you might be in trouble and have to fall back to defense or use skill to survive.
So this completest he system where we can choose engagement mode, evaluate enemy an react to his attempts to do the same to us.
steam: https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/
trailer: https://youtu.be/MS-Rfg1JQ-4
r/pennantsofglory • u/Responsible_Mine894 • 25d ago
Due to popular demand, working on adding cavalry to game :)
r/pennantsofglory • u/Responsible_Mine894 • 26d ago
I would like to show equipment system since it influence combat by A LOT.
We don't have rosters or classes in Pennants of Glory, each formation is your to mold into what you want it to do, using equipment, attributes and skills.
You want full plate bow pikemen, if you have cash and don;t mind soldiers being slow, you can do it.
If you select specific captain and improve units's fitness it can carry heavier gear with less encumbrance. One units heavy is another units medium armor , it all depends on build :)
Though by moving into fitness you will have to sacrifice other skills.
I designed the system to be as moldable and free flow as possible, something that I liked in battle brothers but hated the lack of in Total war.
Links:
steam: https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/
trailer: https://youtu.be/MS-Rfg1JQ-4
r/pennantsofglory • u/Responsible_Mine894 • 29d ago
I liked the feedback i got from people about formation spacing, UI and that breaching seems like cool mechanic it makes the formations behave naturaly and bend with casualties.
I decided to iterate this week and make it a bit more realistic because i found the aggressive mode to be too effective. Light units would evaporate in seconds, and even braced pikes did little(if they are light) to stop heavy troops.
So i made it a bit more challenging, troops need to be rested heavy and skilled to be employed as breachers, braced formations like shieldwall and pike wall are very resistant to that like they should.
This still gives the natural emergent gameplay of breaking formation, level 10 heavies will shred light lvl 1 peasants like paper but 10 vs 10 even with weight differences it can give the lighter troops fighting chance if they have the gear for it.
steam: https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/
trailer: https://youtu.be/MS-Rfg1JQ-4
r/pennantsofglory • u/Responsible_Mine894 • Sep 16 '26
When you initiate combat you have two choices either fight defensively like in Total war or try to breach enemy and rout it faster.
Breaching is calculated risk, if enemy is prepared you might just expose formation for counter attack and be breached in turn. It cost stamina and calculates skills + mass of defenders and attackers. 0
It shows friendly breaches as yellow and enemies as red.
When fighting at high levels breaching is usually a best way to win with lowest causalities, if you cannot overwhelm with multiple formations.
Still balancing each :)
Feedback welcome!
[Steam](https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/)
[Trailer](https://youtu.be/MS-Rfg1JQ-4)
[Subreddit](https://www.reddit.com/r/pennantsofglory/)
r/pennantsofglory • u/Responsible_Mine894 • Sep 14 '26
Might be too overpowered but slow reload and low range makes it a risky tactic, also friendly fire is possible.
r/pennantsofglory • u/Responsible_Mine894 • Sep 14 '26
Back to work, working on AI improvements in combat so they are useful. Also optimization ,optimization, optimization :D
r/pennantsofglory • u/DR4C0_R41 • Sep 14 '26
As of all I have seen, I like the game, It is like Age of Empires. I will most likely love this game. Looking forward to it.
r/pennantsofglory • u/Responsible_Mine894 • Sep 11 '26
Worked and reworked the trailer many times :D
I think it captures the spirit of game :)
Wishlist :)
https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/
r/pennantsofglory • u/Responsible_Mine894 • Sep 10 '26
Showing Campaign map atmospherics, going for old school feel :)
r/pennantsofglory • u/Responsible_Mine894 • Sep 08 '26
WIP from overland campaign screen, when you enter a settlement you will see something like this :) still working on building the buddings from assets pack i bought. Added some little citizens walking and talking around.
Still very early please feel free to leave feeback!
r/pennantsofglory • u/Responsible_Mine894 • Sep 08 '26
Any feedback is welcome, enemy tried to hold chokepoint but was too low level :)
r/pennantsofglory • u/Responsible_Mine894 • Sep 06 '26
Worked on shadows and also adding dismemberment attacks to heavy slashing weapons.
Also soldiers might have up to three attacks for their weapon that can be configured before battle, thrust for example are less damage but better at armor penetration.
Was fun researching bone-weight-based mesh splitting with capped cut surface to "cut" the bodies.