Lainur 0 Report post Posted October 2, 2017 Now armies recive their start positions, according to overall number of armies in battle.So, here is video of battle between four armies, controlled by computer. [video=youtube;xknlstQcfTA] Share this post Link to post Share on other sites
Lainur 0 Report post Posted October 26, 2017 Morale System was added.Morale has three levels: low, normal and high. Visual it represented by the condition of the Army Flag.Hight morale gives chance to have an extra attack in melee or ranged combat or to have no spell cooldown and less MP cost for the spell.With low morale, units can be thrown in panic or terror states, and when morale is extremely low, units begin to withdraw from the battlefield. They run for 4 turns, then dissappear as deserters. But if they restore their morale somehow, while the run, they have a chance to return to fight.When the unit is in the panic it makes less damage and has evasion penalties.Some Units can put their enemies in the state of Terror. Also, they reduce enemy morale by some points with each attackTerrified units evade badly, losses all gauges( like charge, rage, e .t.c., and begin their next turn with AP/2. Morale can change because some enemy/ally dies, by spells and skills. This is how it works: [video=youtube;1lSZSBoowfs] Share this post Link to post Share on other sites
Lainur 0 Report post Posted November 6, 2017 What's new ? This is about morale and terrain effects. As was said before, morale changes after enemy/ally death. It is showing like this: Also, morale decreases, as the unit takes casualties. Of course, it depends on what type is this unit and what traits it has. For example, the constructs are unaffected by all these morale things. Also, morale modified by if the unit fights in formation. These units receive resistance to panic and terror and lose less morale from casualties. About terrain effects. I made few, but I think they are realistic enough, so: Unit on a hill receives less damage in melee combat. Unit on a hill has a bonus for ranged attacks if his ranged attack is not magic. It means that archers receive +1 range, but necromancers - not. When a unit stands on a square with thick forest or rocks or forest with rocks - it has immune to charge. If unit stands on a square with thick/not thick forest or rocks or forest with rocks it has additional defense from some type of ranged attacks. It works like: forest can give you defense from arrows(thick forest gives more defense), but can not give defense from cannon shots. But rocks can defend both from arrows and cannon shots. And no terrain type can give defense from magical scarabs or ball lightning. Spoiler: Infantry hides in rocks from archers: And I have added graphics for the rocks on each type of terrain: Share this post Link to post Share on other sites
Lainur 0 Report post Posted December 16, 2018 Despite the obvious obstacles in the completion of all this to the end, I finish a little =)Added traces of blood that appear when a unit takes damage, disappearing over time. Also, Cannibalism relies on these traces of battles - those who possess them to restore some of their health if they are stopped/protected in a square where they eat meat. And also completed the nation of the northern barbarians: with branches of development of units, respectively, new units + abilities. Share this post Link to post Share on other sites
Lainur 0 Report post Posted June 16, 2019 (edited) Hello, all!I've created some demo version of the battle. Can you check it out?The link is:https://lainurgames.wordpress.com/download/ Edited June 21, 2019 by Lainur Share this post Link to post Share on other sites