![]() There is no limit on the amount of spells that can be cast in a round, as opposed to once per battle round as it was before. When it becomes a troop’s turn to act, it adds its Essence to the Wielder’s wallet.Įach spell has a cost of one or more types of Essence, which is “paid” when the spell is cast. You gain essence in various ways: At the beginning of each battle round a Wielder adds all Essence gained from skills, special abilities and equipped artifacts as well as team-wide Essence gained from research and claimed objects on the map. This is very much based on feedback from the Alpha testers and we are trying to create something that has a bit more risk/reward and add more dynamic aspects to combat.Įssence is now a spell casting “currency” stored in the Wielder’s “Essence Wallet”. Lately he has focused on creating a new version of the spell system along with our producer Johannes. As we are nearing the end of the development cycle there seems to never be enough of Carl to go around as team members need to know about different aspects of the game and all campaign levels need to be wrapped up. AI algorithms for determining the need for different resource incomes and troop production have also been improved, along with build decisions that deviate from a human made build plan.Ĭarl has been doing a little bit of everything, well to be honest, he has done a lot of everything. The handling of the build plans are more dynamic and adaptable to the game situations. ![]() There is now a specific set of build plans per town instead of per team, meaning that the AI can branch development into different areas for different towns. ![]() Robin has also entered the Matrix and improved how the AI builds their towns. The weaker Wielder will walk to the strongest Wielder and give away as many troops as it can. This is being developed currently but here's how it works for now: If two commanders are within proximity it will check who is the strongest from a battle perspective. The AI now also does rudimentary troop trading between wielders. Showing regions where it starts and where it moves when it has emptied the region of all relevant resources. The images above illustrate several parts of the AI behaviour. ![]() We are currently trying the new font sizes with the Alpha testers to a general positive sentiment. All text in the game now has been increased in size with a main focus on lifting the Medium and Small types. Each type has three sizes Large, Medium and Small. We have three types of text in the game Title, Label and Lore. Lots of small quality of life updates has been done, as well as finishing all the spell visual effects with the help of Mattias, our VFX freelancer.Ĭhristian has made sure that our UI is now more readable. Creating hand painted portraits for all 64 troops would simply be too much work, but fortunately it looks really nice with the pixel art as well! It is used in dialogues and pre battle as well. The enemy portraits now use pixel art, instead of painted 2D images, if you attack a neutral hostile (non-Wielder) on the adventure map. David and the wider ‘look and feel’ team has done a little bit of everything! The biggest update being a new version of the spellbook, to adapt to a major rework of the spell system (more on that later!).
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