Now we have pretty defined what we want and what we need and we will start working on it.
The first thing is that we want a an open ended era, The idea is to constantly bring new stuff to the era, and not try to reach a "perfect point". Like games as TCG, dota or vs fightinng games do.
So the idea is to be a neverending project. We think it will make the era more fun, easier to balance, and easier to work on.
The idea is to start with one and only one side, until most features are completed. I don't want to bugg down the project trying to balance and to think multiple factions.
Another reason for it, is that in most strategy games, the most boring matchups are the mirrors, so if we can manage to make the mirror fun, i think the rest will come easier.
The first side will be based on the loyalist side of the default era. The reason we choosed it is that it has the standard RPS element we want to have.
We have made a list of things we need in levels of priority, the high priority stuff, is what we need to finish before start with heavy gameplay testing, because it will be the core of the gameplay.
Medium priority, are more faction based mods. That are needed to make the first faction work as intended.
Low priority is stuff that we know we want to eventually have, but is not needed at all to start testing the gameplay, and it's not worth bothering for quite a while.
(I added a status line to each feature, they explain themself, except almost completed, it means it's functionally and ready for use in gameplay testing, but there are few details that can be worked
on , like fixing some small annoyances in display, or make it more polished-looking in-game)
1.Make the damage deterministic.
Units will always hit.Damage will be reduced depending on terrain. The values will be +50,+35,+20,0,-20,-35,-50.
Damage will be multiplied by 0.5,0.65,0.8,1,1.2,1.35,1.5. New System numbers should replace old system numbers in the map.
Notes: Recently TSR and Zookeeper have showed a nice way to implement this on WML
If anyone knows a way to change how numbers are displayed in the map, without forcing people to use my binary file, any help is appreciated.
Done for now, thanks to TSR, Zookeeper and paulo. It has a little display bug , but it have 0 gameplay effect (for more information go to viewtopic.php?f=15&t=21187&start=0
) Almost completed
Separate Vision from movement. Units should have a new stat for vision. Vision should work exactly like movement, units should be considered as impassable terrain for vision porpouses.
Units can have "Zoc_vision" property on or off. When on, it's zoc will work for vision porpouses.
Notes: We consider it to be the hardest change to achieve and thus it's the top priority of the coder right now.
Notes2: If someone have an idea on how to do this on WML, any help is welcomeWorking on
Right now units level up instantly when they reach max XP.
New system: Units can have more than it's max XP. They can spend their max XP to level up. (so if a unit have 23/20 , the can spend 20 XP to level up and they will keep 3 XP) leveling up is an option.
It can be used: a) when the unit is standing on a village full HP or it's standing on castle connected to a keep with a ladder(don't need to be full hp here)
b) didn't move or combat this turn. If the unit level ups it consumes all movement.
The posibility to level up instantly should be keep as an ability and/or trait.
Notes: I'm personally working on this in WML, but for now i couldn't do it exactly as i wish, but i think i'm on the track, i just need to understand wml a little better.Almost completed
Xp bounty for kills is defined on the main.cfg. Right now the formula is level 0-50%, Level 1-100%, Level 2-200%, Level 3-300%.
Now combat bounty is equal to unit level.
Need combat bounty to be customizable and ATTACKING and DEFENDING bounty to be separated (so unit can get 2Xp for attack a unit, but only 1xp from defending from a unit)Almost completed
5. Trap skill:
Units should have skills that left a mark on the terrain and trigger once an enemy unit steps in. The skill can be used only once by the unit, until it rest full health on a villagePending, i have found a dead end for now, and don't know how to progress
6.Unit ambush skill:
Unit can hide in the ZOC of friendly unit.
Notes: easy to do in wml i thinkI didn't start with this, any help is apreciated
Unit produce 1 gold if rested on a village full hp.
Notes: several eras had done something very similar to it in WML.Completed!
Unit can build only on certain terrain
Notes: This has been done in other eras in WMLCompleted!
9.Units gain XP on village
Units resting on village gain 1xpCompleted!
10. Special leader XP:
Leader should get Xp from actions like recruiting , getting advancments and getting skills.
Notes: Pretty easy to do in WML.I didn't start with this, any help is apreciated, but this is low priority and not needed for now
11. Extra information:
Make all the terrain information be displayed below the attack information at the right of the screen.
Notes: No clue about this one, any help is appreciated.I didn't start with this, any help is apreciated, but this is low priority and not needed for now
12. Ranged skills:
Units should be able to use skills from more than one hex
notes: Something liek this can be seen in siege wars era.I didn't start with this, any help is apreciated, but this is low priority and not needed for now
13. Multihex skills:
Units should be able to use skills that affect multiple hexesI didn't start with this, any help is apreciated, but this is low priority and not needed for now
14. Magic system.
Leaders should have an ability to cast spells that take 1 whole turn to cast, it consumes Magic points. The most important feature is that magic should interact with opponent spells.
player 1 cast spell, player 2 cast a spell. Spell of player 1 triggers, trigger effect depends on player 2 casted spell.
Notes:Something like this can be seen in Bob's brotherhood of light rpgI didn't start with this, any help is apreciated, but this is low priority and not needed for now