There will absolutely be more dev diaries describing the combat system later, but for now we’ll give you a quick overview of the combat attributes that all units have:
- Melee damage
- Melee piercing
- Ranged damage
- Ranged piercing
- Magic damage
- Magic resistance
- Movement speed
Armor is used to prevent damage and piercing removes armor. Ranged units are usually weak in melee.
Magic damage is used to control the effects of a lot of aggressive magical abilities and magic resistance protects against magic damage. Discipline makes units hold their ground longer before breaking and falling back on the battlefield and terror makes units break faster.
The system is built such that we can create different rock-paper-scissor scenarios where some units (such as units with high armor) are best countered with other types of units (units with high piercing).
Modders should be happy to know that traits and attributes are fully scriptable and there’s no limitation in the number and types of attributes. There are triggers and effects that manipulate attributes and traits that can be used to control quests and dialog.
So, that was a teaser on the combat attributes for your hero and units. We will definitely delve more in this subject further along the development, rest assure! Talk more next week
Bonus teaser: Concept art for the Human city
Bonus reading: Runemaster – The Stories of Women from Norse Mythology