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Liberty_Valance

AKA Wolfie
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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


  1. Reworked the Tiring system, losing health on using attacks is no longer in effect.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.

  2. 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.
    combat4.jpg

  3. 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.
    combat2.jpg

  4. 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
  5. 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.
  6. 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.
    Injury3.jpg
  7. 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 .
    kill counter3.JPG



  8. 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.
  9. - Additional counter stats for units, receiving/delivering damage and using abilities.
  10. 10/08/2021
    New statistic counters:
    - Per Battle Counter
    - Hero Kill Counter
    - Tier4 Kill Counter



Other Additions
  1. 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.
  2. New Camera update for terrain distortian when zooming in and out, allowing to get closer to the units and see the combat.
  3. Certain terrain tiles now give traits when in combat.
    traits2.jpg
  4. Certain Terrain Ties also give Attrition reducing health regeneration
    attrition.jpg
  5. 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.
  6. 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



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.
Nettle Tyrant.JPG

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
dwellings.JPG
 
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Liberty_Valance

AKA Wolfie
18 Badges
Jul 10, 2018
475
60
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Close Combat Ref Mechanics
unnamed.jpg

Gameplay

  • Mental condition: Close Combat used a psychological (morale) model for each individual combatant. The combatant's morale would be affected by factors such as being near officers, being supported by other units, being under fire, taking casualties, and being left without orders. Troops would be Stable when they were in no danger; Cowering when pinned down by enemy fire; or Panicked when surrounded by dead comrades, wounded or near enemy flamethrowers. The use of a psychological model made certain tactics, common in RTS games where the units will follow suicidal orders, impossible in Close Combat. For example, attempting a "rush" in Close Combat would result in units seeking cover, refusing to obey orders or even deserting.
  • Physical state: In Close Combat, troops could be Healthy; Injured by enemy fire (in which case they would move and fire more slowly); Incapacitated if enemy fire caused the soldier to be unable to fight; and finally Dead. This is in contrast to most RTS games, where units fight and move regardless of their closeness to death.
  • Stamina: In Close Combat, troops could be Rested; Winded after exerting themselves, in which case they would move slowly until they were rested again; and Fatigued, after prolonged exertion, slowing them down for the rest of the battle. This is in contrast to most RTS games, where units do not tire.
  • Experience: In Close Combat, reserve units or newly replaced troops would fire and move more slowly and be more likely to panic. Because of this, they would be unlikely to prevail against veteran troops. This is unlike most RTS games where all troops of a particular type act similarly.

Tactics

"The factors above meant that the game required realistic military tactics, such as careful placement of troops in cover, ambush, advancing under cover and using terrain or smoke-screens to cover advancing troops. Effective management, such as keeping teams near their officers, not sending green recruits on assaults and maintaining fire discipline so as not to run out of ammunition were also necessary for the player to prevail.

Players also have to make effective use of combined-arms tactics to be successful in Close Combat. Infantry assault require support from machine guns, tanks, and mortars, to suppress enemy fire. Armor units also require screening from infantry units. Although they possess superior firepower, tanks are vulnerable to ambushes from bazooka or panzerschreck units, especially in close quarters such as a town or forest, where the ambushing infantry can wait to have a shot at a tank's vulnerable flank or rear armor. Tanks are also vulnerable to fire from concealed anti-tank guns, or ambushing tanks, which may wait to fire until the enemy presents his flank or rear."

Machine gunner ref Playable Factions
 
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