Runemaster - Development Diary 5 - The Combat Attributes

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SolSara

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Welcome to developer diary 5 for Runemaster where we focus on combat attributes! As you should know by now, Runemaster will focus on your hero in the quests and on the main map - but when the battle starts, your hero will be moved from the world map and into a battlefield when you encounter enemies. The battles of Runemaster will be turn-based, tactical battles based on a hex grid system. There your Hero joins his/her army and take active part in combat as a unit on the battlefield. And there are several combat attributes that govern how well the character performs during combat.

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:
  • Health
  • Armor
  • Melee damage
  • Melee piercing
  • Ranged damage
  • Ranged piercing
  • Range
  • Magic damage
  • Magic resistance
  • Terror
  • Discipline
  • Movement speed
Health controls how much damage a unit can take before being removed from the combat.
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 :)

house_human.png

Bonus teaser: Concept art for the Human city

Bonus reading: Runemaster – The Stories of Women from Norse Mythology :)
http://forum.paradoxplaza.com/forum...%96-The-Stories-of-Women-from-Norse-Mythology
 

safferli

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I assume the battles will be along the Heroes of Might&Magic lines? Turn-based hex tactical combat? :)

Is that a superfluous "Range" point, or does it do anything in particular?

Hm, ah, probably the actual range (like, in metres) of the ranged attacks?
 

Balesir

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Looks nice, although "Health" just sounds like "hit points" in another guise. I think it's way past time that a CRPG tried a non-hit-point based wound/recovery system.
 

No idea

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I assume the battles will be along the Heroes of Might&Magic lines? Turn-based hex tactical combat? :)

Is that a superfluous "Range" point, or does it do anything in particular?

Hm, ah, probably the actual range (like, in metres) of the ranged attacks?
Yes. It definetely seems like HoMM (or Kings Bounty) but with far more roleplaying than the HoMM games.
 

safferli

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Yes. It definetely seems like HoMM (or Kings Bounty) but with far more roleplaying than the HoMM games.
Which is a good thing. The battles in HoMM could get rather tedious at times :)
 

unmerged(139530)

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Sounds great for modding and for patch/DLC for modifications.
And I appreciate system like HoMM or Kings Bounty.
 

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Where is the point in differentiating between melee damage and melee piercing? It should be rather slash damage vs blunt damage vs piercing damage and attack vs defense.
 

Thure

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Where is the point in differentiating between melee damage and melee piercing? It should be rather slash damage vs blunt damage vs piercing damage and attack vs defense.
Piercing is just about to pierce the armor. Melee damage is about how much damage it make. I think it's this way.
 

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This looks cool especially the "like Homm but with more roleplaying"

Looks nice, although "Health" just sounds like "hit points" in another guise. I think it's way past time that a CRPG tried a non-hit-point based wound/recovery system.
This might just be me, but why would you want not to see the hit points/health as a number?
 

safferli

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Where is the point in differentiating between melee damage and melee piercing? It should be rather slash damage vs blunt damage vs piercing damage and attack vs defense.
Piercing is just about to pierce the armor. Melee damage is about how much damage it make. I think it's this way.
That's how I read it as well in the DD. Damage is the amount of damage done, piercing substracts from armor.
 

wolfing

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did I get it right? "terror" is like "morale" and changes in battle, and when it's high enough the unit runs away? while discipline affects how much 'terror' you gain from things?
Do terrorized units disappear, lose their turn and/or run away from enemies losing thwir tun?
 

Jamey

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Am I the only one getting a vaporware feeling from Runemaster because the DDs don't have any in-game screenshots?
 

Romulus

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Am I the only one getting a vaporware feeling from Runemaster because the DDs don't have any in-game screenshots?
There has been a number of screenshots of it in articles and such.
 

Thure

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Am I the only one getting a vaporware feeling from Runemaster because the DDs don't have any in-game screenshots?
The game is in the early phase. They need to hide the screens for later DDs. They post every week a DD. And the game will came around december. Many time.

And you already see someone playing the game in the interview.
 

MrNibbles

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Am I the only one getting a vaporware feeling from Runemaster because the DDs don't have any in-game screenshots?
Patience young grasshopper...
 

Jamey

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There has been a number of screenshots of it in articles and such.
I've only seen the 5 here, and they reveal effectively nothing.

The game is in the early phase. They need to hide the screens for later DDs. They post every week a DD. And the game will came around december. Many time.

And you already see someone playing the game in the interview.
I don't tend to watch video interviews, so perhaps there has been more revealed than I've seen.

Patience young grasshopper...
I thought the point of Dev Diaries was to get us excited about the game. :p
 

S0ny B1ack

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did I get it right? "terror" is like "morale" and changes in battle, and when it's high enough the unit runs away? while discipline affects how much 'terror' you gain from things?
Do terrorized units disappear, lose their turn and/or run away from enemies losing thwir tun?
I would rather say terror is "morale damage" you use it to decrease enemy morale and if it (the morale) is to low they run away (at least that is how I understood it)
 

wolfing

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I would rather say terror is "morale damage" you use it to decrease enemy morale and if it (the morale) is to low they run away (at least that is how I understood it)
oh I see, so it's more like 'morale damage' and discipline is 'morale defense'
 
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