UPDATES
27/09/21
Reduce the radial range of spreading wavering on death, from 5 to 2
16/9/21
Shakarn Infiltrators now get their stats reset after battle , this stops the infinite loop people are experiencing, roll it back a few turn if not a new game is in order. Cheers
14/09/21
So I had to reduce a few features in the game it would become stuck when the skakarn infiltrator copies a unit. Likely with all thats going on its having difficulty calculating (also noticed the game chugs a bit)
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This Mod aims to give an overlay of improvements. This doesn't touch individual units but adds more depths to requisites that units use but were empty. The system is overwelming at first but it is designed to make it more engaging and fun. More details to come
Summary: Advance Combat and Tactics, Combat Stress, and new Threats (Coming Soon)
------------------------------------------------
The new Combat System
The purpose of this mod make combat feel more brutal, realistic and with a flavour of unpredictability. It doesn't change the balance but it makes it feel less linear.
The Combat system takes inspiration froma games like X-Com, Close Combat, Darkest Dungeon and Total Warhammer
The bug is fixed but made the tough call to try and keep all the fun things in, but this is whats been dropped
- Core, Skirmisher, Support, Infantry and so on reqs have been removed.
- Underfire system - no more pinned down
- Recuperate, meh
And thats pretty much it
Cheers
Other Additions
Up next
Alot more stuff and in no particular order
- Trait and veteran system
- Tidy up this text file
- Potentially adding in a completely hostile factions and events, no more holding hands with everyone. If this gets done the aliens are going to be tough.
- Vanilla Mauraders getting a boss in thier base. Things like Hopper camps will spawn a boss like a mamma hopper all this stuff is much later.
- I think i can add an in ranking system like if a unit gets hit 100 times it can gain a *Purple Heart or something
-I am going to turn it into a type of gladiator fest. When you enter the arena you are no longer jack gerald explorer and so on. You are just a gladiator amoungst other gladiators and its a bloodfest
So when you enter yours and the enemy side spawn an additional random 8 fighters. They will be uncontrollable and they just have at it. Every 4 turns more gladiators enter the arena and its totally random you could get a piglet they could get a drone carrier and it ends when one side slaughtere the other
Ontop of that random hazards pop up like spike floors and buffs.
Thiers some fireworks that are jot used i might see if i can salvage them
I might just do a few psychos and add in those american football helms
Once all the core stuff is done its onto the big project. Adding two hostile factions (as in dwellings) Evil Growth the Rot/Creepers and the Cannibal Mutants. More details to come.
They will both be heavy protagonist aiming to slow down players and AI alike in domination: They will be tough and difficult to destroy with each faction having units 10-20 feet tall dominating the battlefield.
The Evil Growth can spread infetious spores like a virus that will have a domino effect to nearbye units with a flu mechanic. Large spores when destroyed will spew out more, when they kill an enemy instntly more spores will spawn. These growth can channel thier sickness and transfer it to enemies.
These Growth will spread thier hazardous terrain like weeds causing numerous effects on the strategic map. These Growth will have thier own insect like minions helping them spread thier tyranny.
And whats a post apocolypse without Cannibal Mutants, when eating a dead enemy it will feed nearbye allies causing them to frenzy, they will be more numerous, similar to the Hoppers in spawning extra units for every Butcher, Cook and Freak thier will be two more to come.
The main objective is to bring to life abandon early concepts
27/09/21
Reduce the radial range of spreading wavering on death, from 5 to 2
16/9/21
Shakarn Infiltrators now get their stats reset after battle , this stops the infinite loop people are experiencing, roll it back a few turn if not a new game is in order. Cheers
14/09/21
So I had to reduce a few features in the game it would become stuck when the skakarn infiltrator copies a unit. Likely with all thats going on its having difficulty calculating (also noticed the game chugs a bit)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
This Mod aims to give an overlay of improvements. This doesn't touch individual units but adds more depths to requisites that units use but were empty. The system is overwelming at first but it is designed to make it more engaging and fun. More details to come
Summary: Advance Combat and Tactics, Combat Stress, and new Threats (Coming Soon)
------------------------------------------------
The new Combat System
The purpose of this mod make combat feel more brutal, realistic and with a flavour of unpredictability. It doesn't change the balance but it makes it feel less linear.
The Combat system takes inspiration froma games like X-Com, Close Combat, Darkest Dungeon and Total Warhammer
The bug is fixed but made the tough call to try and keep all the fun things in, but this is whats been dropped
- Core, Skirmisher, Support, Infantry and so on reqs have been removed.
- Underfire system - no more pinned down
- Recuperate, meh
And thats pretty much it
Cheers
- Reworked the Tiring system, losing health on using attacks is no longer in effect.
This has been changed to a Stamina system.
Each unit now has a stamina meter for every ability used it will slowly drain, once the meter falls below 50% units will start felling the effects of fatigue, this will increase and when the meter is depleted the unit becomes fully exerted suffering from the max effects. These effects are reduction in damage, increased chance of being hit, increase chance of fumble.
The tiring system resets per battle but if a unit has depleted its meter, it will suffer from exhaustion that will effect the unit for 3 strategic turns.
This is a bit more tame but still alot of fun, most small skirmishes finish before the needles even reach any kind of tiring state.
- Wavering System: When a unit is near death or an ally has died nearby its resolve will be tested, this will trigger many number of effects some positive some negative, and probably nothing. The worst is panicking, panicking is rare but it can be infectious causing other allies to flee.
- Underfire System: A small variance that can trigger a unit to Brace, making them Stagger Immune, Reactive giving additional defence and standfast or Supression that also gives defence but makes the unit move at a slower rate, further attacking a suppressed unit may cause them to become pinned down reducing their accuracy greatly making them easy targets for your melee units.
- Recuperation: If a unit is below 20% health and survives 1 turn it will receive 15hp. This will compliment the AI when they run off. This is similar to games like Mass Effect and Halo when a unit drops below critical health, if given time they will regen a small percentage of health
- Close Combat: When next to a melee unit, this will engage close combat any attacks made will receive 'Close combat damage', honestly this improvement alone makes melee more dynamic. This makes melee excellent blockers similar to how they were in AOW3.
- New Injury system, units will now get wounded during combat, these traits will last up to 5 strategic turns. This further pushes the need for units needing rest.
- Heroic Traits - Units will now be able to learn new heroic skills . These Heroic traits are entirely random and happen by chance by 'Unit Kills' or using 'Indirect damage abilities' both give different favoring towards their specialisation up to a maximum of 5 each. These are exclusive to units not heroes who you level up with your choice . Currently theirs like 80 and probably make 40 more or so in the future further pushing individualism. These are chanced based to gain these traits overall their pretty easy to aquire after a few battles .
- The next is Combat Kills counter, just a nice to show your units and heroes are pulling their weight or not. This and heroic traits resets if a unit dies and gets revived, im not sure how it works with evolved but it does work with saved games.
- - Additional counter stats for units, receiving/delivering damage and using abilities.
- 10/08/2021
New statistic counters:
- Per Battle Counter
- Hero Kill Counter
- Tier4 Kill Counter
Other Additions
- Throne cities now have additional defence, they have had their general strength bumped up and every 2 turns 3 defenders will spawn. I found taking capital cities really underwelming. It makes capitals feel more like an end game fight and reduces likely hood of easy rushing the AI, doing so could be at great cost.
- New Camera update for terrain distortian when zooming in and out, allowing to get closer to the units and see the combat.
- Certain terrain tiles now give traits when in combat.
- Certain Terrain Ties also give Attrition reducing health regeneration
- Light units: Now have Structure and forest concealment, allowing better guerilla tactics, such as ambushing, and suprise attacks.
- Added 5 new medals for reaching 100 on stat ranks, additional. - Requisites that were empty now have trairts (moree to come)
- Core, Skirmisher and Specialist now have minor traits.
Core: Gain 10% upkeep reduction and 5% crit chance to other units nearby
Skirmishers: Gain additional sprint for 2 turns at the start of combat and 5% increase damage to flanking
Specialist: Gain stack bonus of 2 XP gain, and 2 Healing per ST.
Animals: Rampage effect making them more dangerous and unpredictable. Forestry movement
Scouts: Pathfinder ability for Scouts allowing better movement through certain terrain types for the stack
- Core, Skirmisher and Specialist now have minor traits.
Up next
Alot more stuff and in no particular order
- Trait and veteran system
- Tidy up this text file
- Potentially adding in a completely hostile factions and events, no more holding hands with everyone. If this gets done the aliens are going to be tough.
- Vanilla Mauraders getting a boss in thier base. Things like Hopper camps will spawn a boss like a mamma hopper all this stuff is much later.
- I think i can add an in ranking system like if a unit gets hit 100 times it can gain a *Purple Heart or something
-I am going to turn it into a type of gladiator fest. When you enter the arena you are no longer jack gerald explorer and so on. You are just a gladiator amoungst other gladiators and its a bloodfest
So when you enter yours and the enemy side spawn an additional random 8 fighters. They will be uncontrollable and they just have at it. Every 4 turns more gladiators enter the arena and its totally random you could get a piglet they could get a drone carrier and it ends when one side slaughtere the other
Ontop of that random hazards pop up like spike floors and buffs.
Thiers some fireworks that are jot used i might see if i can salvage them
I might just do a few psychos and add in those american football helms
Once all the core stuff is done its onto the big project. Adding two hostile factions (as in dwellings) Evil Growth the Rot/Creepers and the Cannibal Mutants. More details to come.
They will both be heavy protagonist aiming to slow down players and AI alike in domination: They will be tough and difficult to destroy with each faction having units 10-20 feet tall dominating the battlefield.
The Evil Growth can spread infetious spores like a virus that will have a domino effect to nearbye units with a flu mechanic. Large spores when destroyed will spew out more, when they kill an enemy instntly more spores will spawn. These growth can channel thier sickness and transfer it to enemies.
These Growth will spread thier hazardous terrain like weeds causing numerous effects on the strategic map. These Growth will have thier own insect like minions helping them spread thier tyranny.
And whats a post apocolypse without Cannibal Mutants, when eating a dead enemy it will feed nearbye allies causing them to frenzy, they will be more numerous, similar to the Hoppers in spawning extra units for every Butcher, Cook and Freak thier will be two more to come.
The main objective is to bring to life abandon early concepts
Last edited:
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