[{"data":1,"prerenderedAt":234},["ShallowReactive",2],{"blog-\u002Fblog\u002Fmokgard-update-0-1-0-beta":3,"blog-surround-\u002Fblog\u002Fmokgard-update-0-1-0-beta":225},{"id":4,"title":5,"author":6,"body":7,"cover":155,"date":210,"description":211,"draft":212,"extension":213,"game":214,"meta":215,"navigation":216,"path":217,"seo":218,"stem":219,"tags":220,"__hash__":224},"blog\u002Fblog\u002Fmokgard-update-0-1-0-beta.md","Mokgard Update 0.1.0 Beta: New UI and Campaign Mode","Iron Lizard Games",{"type":8,"value":9,"toc":202},"minimark",[10,14,22,29,34,37,40,74,77,84,87,93,97,104,111,117,121,124,150,156,162,165,169,186,189],[11,12,13],"p",{},"Hi everyone!",[11,15,16,17,21],{},"Autumn is here, and at Iron Lizard Games we've spent the last two months working hard on ",[18,19,20],"strong",{},"Mokgard: The War of the Oath",".",[11,23,24,25,28],{},"This is our biggest update so far, big enough that we're jumping from 0.0.x to ",[18,26,27],{},"0.1.0",". We've focused on three things: rebuilding the whole interface, reworking the assault mode, and taking the first steps of the campaign mode.",[30,31,33],"h2",{"id":32},"a-brand-new-interface","A brand new interface",[11,35,36],{},"The old menus did their job, but they were hard to read and every screen looked a bit different. We've rebuilt the UI from scratch: new panels, new fonts and a consistent layout across the whole game.",[11,38,39],{},"Some of the screens that changed the most:",[41,42,43,50,56,62,68],"ul",{},[44,45,46,49],"li",{},[18,47,48],{},"Army menu",": a new unit list, a full unit sheet with all its stats and equipment, and the commander's talent tree.",[44,51,52,55],{},[18,53,54],{},"Skirmish menu",": easier to set up a battle, with a summary of both armies before you start.",[44,57,58,61],{},[18,59,60],{},"Battle HUD",": the shared action pool is now shown as pips, and the intro and end-of-battle screens have been redesigned.",[44,63,64,67],{},[18,65,66],{},"Action preview",": before confirming an action you can see who it affects and what it will do to them: damage, statuses, terrain effects and the path your unit will follow.",[44,69,70,73],{},[18,71,72],{},"The Book",": lore and tutorials are now read in an in-game book, page by page.",[11,75,76],{},"This is how it looked before:",[11,78,79],{},[80,81],"img",{"alt":82,"src":83},"The old Mokgard Army Creation screen: flat brown panels with small text listing the commander's stats and skills","\u002Fimg\u002Fblog\u002Fmokgard-update-0-1-0-beta\u002Finterface-before.webp",[11,85,86],{},"And now:",[11,88,89],{},[80,90],{"alt":91,"src":92},"The new Mokgard army screen in 0.1.0: framed panels, larger medieval fonts, the commander's stats and skills, and an army power bar","\u002Fimg\u002Fblog\u002Fmokgard-update-0-1-0-beta\u002Finterface-after.webp",[30,94,96],{"id":95},"assault-mode-reworked","Assault mode, reworked",[11,98,99,100,103],{},"Assault arrived in the last update, and after playing it a lot we weren't happy with how points were captured. Now the attacker has to ",[18,101,102],{},"take the point with more troops than the defender and hold it for several turns",". The progress never resets, so every turn on the point counts, while the defender just has to hold out until the clock runs out.",[11,105,106,107,110],{},"We've also added ",[18,108,109],{},"four new assault maps",", including the gates of Kaldrom, a walled town where the only way in is through the gate, and a road bridge in Windwarm.",[11,112,113],{},[80,114],{"alt":115,"src":116},"A night Assault battle in a walled town in Mokgard, lit by lamps, with the capture point marked on the map","\u002Fimg\u002Fblog\u002Fmokgard-update-0-1-0-beta\u002Fassault-map.webp",[30,118,120],{"id":119},"the-campaign-begins","The campaign begins",[11,122,123],{},"This is the part we're most excited about. The campaign mode is taking shape, and in this version you can already play its first steps:",[41,125,126,132,138,144],{},[44,127,128,131],{},[18,129,130],{},"Swear your oath"," to one of the two factions, the Pact or the Conclave.",[44,133,134,137],{},[18,135,136],{},"Create your commander",": choose their race, their class and the name of your army.",[44,139,140,143],{},[18,141,142],{},"The war map",": move your army across the regions of Mokgard, attack, set up camp and conquer territories. Every territory gives your faction gold or resources each turn, so losing land hurts the whole side.",[44,145,146,149],{},[18,147,148],{},"The camp",": between battles your army rests at camp. You can recruit new units at the barracks, buy items at the market, and listen to what your soldiers have to say about the war... they love a good rumor.",[11,151,152],{},[80,153],{"alt":154,"src":155},"The Mokgard campaign war map: regions split between factions, the army's position and the details of the Desert Road territory","\u002Fimg\u002Fblog\u002Fmokgard-update-0-1-0-beta\u002Fcampaign-war-map.webp",[11,157,158],{},[80,159],{"alt":160,"src":161},"The campaign camp in Mokgard at night: tents, campfires and soldiers resting between battles, with the barracks and war map options","\u002Fimg\u002Fblog\u002Fmokgard-update-0-1-0-beta\u002Fcampaign-camp.webp",[11,163,164],{},"It's still early and there's a lot left to do, but this is the backbone of what Mokgard will be.",[30,166,168],{"id":167},"and-more","And more",[41,170,171,174,177,183],{},[44,172,173],{},"New items, including throwables you can use in the middle of a battle, and the enemy AI now knows how to use them too.",[44,175,176],{},"Smarter AI in transport and assault battles.",[44,178,179,180,21],{},"The game is now fully translated into ",[18,181,182],{},"English, Spanish and Catalan",[44,184,185],{},"Lots of bug fixes.",[11,187,188],{},"That's the big picture of this update, but there's plenty more to discover while playing! We hope you enjoy it. Thank you so much for your support!",[11,190,191],{},[192,193,194,195,21],"em",{},"Originally posted on the ",[196,197,201],"a",{"href":198,"rel":199},"https:\u002F\u002Fironlizardgames.itch.io\u002Fmokgard-1\u002Fdevlog\u002F1742054\u002Fupdate-010-beta",[200],"nofollow","Mokgard devlog on itch.io",{"title":203,"searchDepth":204,"depth":204,"links":205},"",2,[206,207,208,209],{"id":32,"depth":204,"text":33},{"id":95,"depth":204,"text":96},{"id":119,"depth":204,"text":120},{"id":167,"depth":204,"text":168},"2026-10-31","Mokgard 0.1.0 Beta devlog: a rebuilt interface, a reworked Assault mode with four new maps, and the first playable steps of the campaign with war map and camp.",false,"md","mokgard",{},true,"\u002Fblog\u002Fmokgard-update-0-1-0-beta",{"title":5,"description":211},"blog\u002Fmokgard-update-0-1-0-beta",[221,222,214,223],"devlog","tactics-design","patch-notes","isQZL6NXYj3PtYQzF1BZDXQAkof8HHGj6I9cwOflOAg",[226,230],{"title":227,"path":228,"stem":229,"children":-1},"LLM Regression Testing: When Reasoning Ate Our Tokens","\u002Fblog\u002Fllm-regression-testing-game-ai","blog\u002Fllm-regression-testing-game-ai",{"title":231,"path":232,"stem":233,"children":-1},"Mokgard Update 0.0.3 Alpha: Free Movement and Assault","\u002Fblog\u002Fmokgard-update-0-0-3-alpha","blog\u002Fmokgard-update-0-0-3-alpha",1794149269924]