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Atre: Dominance Wars News

Multi Battles & Unit Types

Hello everyone, we’re hard at working to deliver you a proper version of the game so let’s talk about the features we’ve been working on.

Testing is coming soon, we’ve just been slightly delayed, and we want to cook this one properly.


Multi battles



Last time we’ve talked about battles, let’s dive into multi battles this time.
We’ve decided that we will support battles up to two sides

This means that you can either fight on one team or the another. So what happens with everyone else who is enemies or friends with both teams, well they have to wait out the battle or go around it.

Since each battle is taking a portion of the region it’s also a temporal obstacle that you will have calculate in your movements, or simply decide to join one side.

Our multi battles work in a way where multiple avatars will average out their stats when fighting between eachother. This can lead to interesting situations where you have a formidable force combined of dozen of Avatars on one side but with mediocre stats fighting one big force which is a solo Avatar that has much better stats. This gives both sides an opportunity.



While this opens many strategies like reinforcing your army, maybe you don’t want to push an avatar not dedicated for combat into battle just because he has some small extra force.

With each participating Avatar that brings in the bigger army, the battlefield extends, so you can end up in entire regions of the world being blocked by battle, which might be a cool moment to call in some spells like.. Destroy Region, if you are powerful enough to do it.



Unit Types

We have divided our unit types into 4 core classes.

  • Melee
  • Ranged
  • Assassins
  • Burrowers


Winning battles is primarily about army compositions so let’s talk a bit about those.

Melee units are your bread and butter that clash with eachother and protect your ranged units. An army that doesn’t have melee is army that can be easily broken.



Ranged units have extra attack in the first round which makes them perfect for trimming down enemy army before it can reach you, reducing their first impact, but if melee units ever get in range, they are toasted.



Burrowers all around tanks which don’t care for army compositions and they just target everything proportionally with their burrowing attack, useful if you want to breach behind enemy ranks and trim down those archers or assassins.



Assassins fight only in the first round but if you do not have units that will protect you from assassins (special ability Awareness) your army will get decimated. On the other side, if you have to many assassins you might lose the battle due to morale.




Our goal is that there is no perfect army composition, there is only a perfect counter and that’s why we will enable battle simulator for everyone to test and play around with army compositions and battles. Have in mind that while we do have our battle results very deterministic, there are huge amount of factors that can affect the outcome of the battle, so it all comes down to a good play, and even better planning.

Wishlist us here!
https://store.steampowered.com/app/2805850/Atre_Dominance_Wars

Stay tuned for more!

Combat of Atre: Dominance Wars!

Let's talk about Combat!

As probably many of you have been wondering and asking how will the combat look, well we can confirm now that we have a combat that works. - So let’s summarize.

Combat is an simulation that happens on World Map where players can make decisions during combat in order to impact the end result. Rounds last for certain amount of time/days and in that time you can cast additional spells on the battlefield actors.

Disclaimer: Note that this is just first showcase and we are still working on formations and battles itself

Each unit has it's 3D representation with all according animations that simulate the combat flow. We are very proud of this since it gives combat a real time action feeling. Each unit represents a certain number of troops, and the units shown on screen reflect their relative proportion compared to the rest of the army on the Avatar.

We will go over a few subjects regarding the combat.
  1. General combat situations
  2. Changing combat tactics
  3. Avatar abilities
  4. Imbuing avatars with spells
  5. Combat involving multiple Avatars


[h2]1 . General combat situations[/h2]

When your avatar encounters an enemy units will start fighting eachother and their deaths will be reflected based on round results.

Battle duration depends on your Leadership attribute. The more leadership you have, the less time/days the battle will take, so attacking with big armies will require higher leadership unless you want to get stuck in the field fighting for some time, giving your enemy opportunity to flank you.

Army morale is another thing that is tied into leadership, it determines how much loses you need to take in order to flee from the battle. If your army morale is low, it might end up bad for you.

Maximum number of combat rounds can be 5, so if a battle goes beyond that amount, it will end up in a draw and you will have to fight another day.





[h2]2. Changing combat tactics[/h2]
Every avatar will receive combat tactics as they level up - Offensive, Defensive, Sorcery, Ambush and Retreat.

It takes one full round to switch from one tactics to another, which means that if you start with Defensive tactics, in order for you to switch to Offensive tactics you will need to queue it up, and at the beginning of your next round your Avatar will start with Offensive tactic.

Offensive Tactics gives you advantage on the kill count, but reduces your magic defenses

Defensive Tactics is good for holding out vs spells or preserving your army

Sorcery will enhance your avatar abilities and spells.

Ambush is a positional tactic that is available to every Avatar if he manages to strike from the shadows. In order for Avatar to start ambush tactics he will need to hide in the woods, as he is doing that his ambush radius will extend. If enemy avatar enters this ambush radius your avatar will be able to charge and attack him immediately.

Charge attack is always succesfull, but in order for it to also be an Ambush attack it needs to pass a check vs enemy Perception and your Terrain lore attribute. If successful your Avatar will receive significant bonuses for the entire battle.



[h2]3. Avatar abilities[/h2]
Every Avatar has an ability that is equal to his starting magical plane, as Avatars gain in levels, those abilities grow stronger. Abilities are used automatically in combat based on Avatar attributes and level.

[h2]4. Imbuing Avatars with spells[/h2]
Before you engage into battle you can imbue and prepare your avatars with various spells, other then simple buff, you can decide to cast a hostile spell (like Fireball) on your Avatar.

Your Avatar, instead of taking damage from that spell will be able to store that spell and use it for the upcoming battles.

Stored Avatar spells will be available as additional options next to Combat Tactics, and player will decide at what time they want to use it, or simply save it for later. And as before, it takes one full round for Avatar stored spell to be cast while inside combat.

The cool thing about that is that avatar attributes enhance those Avatar spells, while it’s a bit trickier to prepare properly, it can give you the advantage you need over the overwhelming enemy forces.

If you just like the traditional spellcaster style you can just spam enemy avatars with Fireballs, Call of Tars Munas and all the cool spells that make their army go poof before they even reach you. It's a perfectly valid tactic if you decide that's your thing.




[h2]5. Combat involving multiple avatars[/h2]
This is situation where 2 sides are engaging in a battle, and third side which is an ally to one of the sides joins that battle, the combat situation changes and the minority side will have to split it’s attention towards new army now.

We are still working on this part and once it’s ready we’ll talk about it in a lot more details.



https://store.steampowered.com/app/2805850/Atre_Dominance_Wars/

Race of Menar and LEVEL EDITOR!

Hello again!



This time we will delve deep into our race from the ATRE MEN world.

Men is one of the four magical planes that were merged into one in the Great Merge. Environments in Men are usually green, lush, with forests surrounding them. They also hide a dark secret, a secret of the race that became corrupted in order to survive extinction. They used magic in unnatural ways to twist their souls and harness the rage of the Haad plane in order to become who they are today – Menar Um, warriors who know no fear and are willing to do whatever it takes to stay alive, even if it means corrupting their own souls.

Army introduction:

Menar Um - a melee warrior, with the essence of Mother's root, they do not know fear.


- A fragment of Truth, taken from the Book of Ezul - Page #66
  • Since Menars didn’t have a Kan-tso, the essence of Mother’s root was magically infused with their blood by the Erolek magicians. With this transformation the Menars lost whatever little Bond they had left, but could withstand the terror of the Void. They now became the Menar Ums.


Menar Ka - mighty cavalry, which both the horse and the horseman have their armor infused with the Wraith - Tars Muna



- A fragment of Truth, taken from the Book of Ezul - Page #74
  • With these dark-filled Kan-tso magically fused together, a suit of armor was made. The Dark Armor. The soldiers who wore them became a cavalry regiment. The dreadful and fearless Menar Kas - the armored Menars.


Un Menar Ka - pure darkness, a death cavlary, with their infused spirit armor, and Tars Muna chained directly to their soul, there is nothing that can withstand the horror and powerful charge from this cavalry.



- A fragment of Truth, taken from the Book of Ezul - Page #78
  • The dark horsemen gathered, with wraiths hovering above their heads. Un Menar Ka.
    With one dread-inducing charge, echoing with screams and heavy hooves stomping the dirt, the dark armor cavalry sliced through the enemy ranks. Some were cut down. Some got crushed under the heavy weight of armored horses. The lucky ones got taken by the wraiths. Whispered away… loudly. It is fascinating, to an observer like me, how the ingenuity of mortal beings centers, quite ironically, on expediting the mortality of others…


Below is a list and description of abilities that can be researched and applied to certain units through transformation spell.

Um - Awareness
- ability gained by magically absorbing the Mother’s Root into their bodies, gives resistance to Terror and Assassins, originated from Erol plane

Un - Terror
- ability gained through essence of Haad or through dark ritual by chaining Tars Muna wraith onto their soul, induces Terror on all units

Ka - Armsmaster
- ability infusing an essence of spirit into the weapons and armor of the wielder, Armsmaster is an unparalleled melee warrior, created by Men


Settlements of Men
Here you can see 4 tiers of Menar settlements.
Upgrading your settlements enables you to have a bigger population and unlock additional region specializations, as well as the ability to build walls around your region.





In every region there is various buildings you can build that will enable you to specialize region into warfare, economy or magic.

Barracks
Increases amount of units you will gain in region. Enabling you to have bigger army sooner.


Abode
Increases population growth, which will create more followers, enabling you to amass more power sooner.


Temple
Enables you to gain mana faster and cast bigger and better spells.



Level Editor
We are proud to announce that we will be releasing the game with Level Editor, enabling players to create their own maps and share them.

So far we don't have exact details but as we dive more into the level editor we will share this with community.




Thanks for reading this and in order to support us if you like the game help us by:

- Press FOLLOW on the store page -


https://store.steampowered.com/app/2805850/Atre_Dominance_Wars/

Farewell Sorcerers!

New environments and TGAGWCAGA

Hello Elders!

We've been working hard on both Menar and Wudar environments, bigger update coming soon :)



Also today we are participating at TGAGWCAGA 2024!

We’re thrilled to announce that Atre: Dominance Wars will be a part of TGAGWCAGA 2024, or The Game Awards for Games Who Can't Afford the Game Awards - a one of a kind indie game showcase streaming this Friday, December 13th!

TGAGWCAGA is a brand new showcase designed to spotlight incredible indie games that truly deserve more attention—while also poking a bit of fun at the exclusivity of The Game Awards.

Subscribe to TGAGWCAGA's Youtube to watch!

TGAGWCAGA 2024
- Friday, December 13th
- 5:00 PM UTC / 6:00 PM CET / 12:00 PM ET
Watch the stream here: https://www.youtube.com/@TGAGWCAGA

We'll also be part of the Steam Event running from December 13th to December 22nd, featuring tons of amazing indie games, including ours.

Don't forget to wishlist and follow Atre: Dominance Wars.

https://store.steampowered.com/app/2805850/Atre_Dominance_Wars/


Stay tuned for more! Good stuff incoming!

Atre: Dominance Wars - 4 magical planes, 4 different races

Hello everyone, let's talk about our races that live in our world!

[h2]Men and Menar Um[/h2]



In the year Before the Great Merge (B.M.), the first Men emerged upon the realms of existence. They numbered in millions, vastly different from the Menar Ums of today. Unlike the powerful, large-bodied Menar Ums, who have been shaped by time and magic, the primeval Men were smaller and weaker, with two arms and two legs. Frail, stumbling… Thinking back, I definitely didn’t expect them to come out as this world’s dominating species. They were creatures of the day, their eyesight keen in the light and dim in the dark. They spoke with their mouths, just as the Erolek and Haadar species do. Their primary language was Enochian, now a relic of the past, hidden in ruins that only the most curious dare to explore.

Atre Men (also known as Resolution plane) is plane with essence of understanding things and events. Its influence on the surrounding world is minimal, it rather collects information and uncovers situations.

Knowing the true nature of things and events, revealing what is hidden beneath the surface is the essence of this plane.


[h2]Wudar[/h2]



Atre Wud was an icy world, its snow-covered landscapes and frozen surfaces reflecting the sky, creating an endless winter, a white void. I didn’t mind the bleak coldness of it all, but I knew it gives birth to equally cold creatures. The Wudars were much like they are today. Physically taller than Men, and of somewhat different constitution. Strands of Mana flow from their heads like ethereal hair, tracing down their smooth skins; their frames are lighter, and their limbs long. From their inception, the Wudars were entwined with Mana, which formed around their bodies in an ethereal glow. They were one with it, understanding its significance from the moment they were created. Mana was everywhere, in the hard ice, freezing water, and fierce blizzards. Each Wudar felt it and knew - The force of the world is a part of me. Ready to be gathered and controlled. To empower me. To belong to me.

Atre Wud (also known as Mastery plane) - is plane with essence of improvement of actions and processes in order to reach the goal as quickly and efficiently as possible.

It is without any prejudice and rules oriented towards evolution of knowledge and skills of all kinds. It strives towards perfection of efficiency.

[h2]Haadar[/h2]



The landscape of Haad made sure any life which was to survive must be tested by fire and ash. To adapt greatly, or to perish instantly. Original Haadars were towering giants with four arms. One pair of bulky hard rock arms used for handling weapons, tools, and their enemies’ necks. They’d crack a smile as bones would break under their hands, so I’m convinced they loved the sound of snapping necks. The other two arms were smaller, most often used for controlling spells. The Mana concentration in the Haadar body was so high (due to the explosive nature of their world) that even their inner Mana, once generated, flowed through their arms, vaporizing in a red mist. They had two legs, and on their forehead two crests, which glowed in a silver glow. The glow eventually reduced as Haadar was aging. They were indeed intimidating for all other species. Whenever I’d study up close their four pitch black eyes, though impossible, I’d feel like they were watching for my next move. Expecting trouble. Looking forward to it.

Atre Haad (also known as Destruction plane) is plane with essence of destruction and damaging.

Slightly opposite to Atre Erol it often inverts its effects. It is oriented to introducing chaos into objects and situations.

[h2]Erolek[/h2]



To be born in such a luscious, giving world, Eroleks considered it a blessing. There they were, surrounded by an abundance of Mana, amazing creatures and beautiful nature. They only knew safety and felt cared for. Could there be anything more perfect than this? As they gathered in groups, I’d listen to their meditations, where they shared the same conclusion: Erol must have been the center of all creation, the Mother of Mana that creates everything in existence. They were grateful. They saw themselves as a part of the world, not above or below other species. They were all interconnected in the Mothers embrace. Each living being, every stone, wind, water and flame, everything had its place in existence. So they decided to take care of their Mother and her creations. Eventually they split into two subgroups, the day and night keepers. Their duty of safekeeping their natural world required a constant watchful eye. The world was never asleep, even through the night, so why would its guardians rest?

Atre Erol (also known as Remedy plane) is plane with essence of repair, healing and construction.

Slightly opposite to Atre Haad, it often inverts its effects. It is oriented to building and removing chaos to replace it with order.


We are also working on creating a proper UI, we are experimenting a lot with various placements and testing them in game to see what works well.




[h2]Region and Village upgrades[/h2]

Players will be able to specialize each region for economy, warfare, or arcane arts, these are some examples how will those upgrades look for Men region in the world.



[h2]Walls[/h2]

A final sneak peek of what we’re working on.. Region walls! We are still exploring this idea but for now we will just end this with a picture and let your mind think about all the cool options.





Expect more info next month!