Kingdom Notes #2: New combat system
[p]Imagine leading your warriors to a strategic victory in battles that feel more exhilarating and rewarding. As we prepare the demo, we want to share the progress & changes we implemented. Today, we will discuss battles in the game.[/p][p][/p][h3]Turn-based battles instead of auto-battlers[/h3][p]Initially, we wanted to make battles fast and exciting, while maintaining the clarity and depth of planning characteristic of strategy games. We thought that auto-battler-style battles would be perfect for this.[/p][p]After PlayTests and reading your feedback, we realized it was hard to track how your army's strength changed from one battle to the next. The army changed from battle to battle, and since all units fought simultaneously, it was practically impossible to spot differences in effectiveness immediately.[/p][p]
[/p][p]We believe the transition to turn-based battles solved this problem. Now it is easier to understand how strong warriors are. By planning your moves and positioning, you can win with fewer losses.[/p][p][/p][h3]Initiative[/h3][p]The “Attack Speed” will be replaced by “Initiative.” They work in a very similar way, and without going into technical details, let's just say that the more initiative a warrior has, the more often he can attack. In addition, initiative will determine the order of the warrior's moves in battle.[/p][p][/p][p]
[/p][p][/p][p]Regards,[/p][p]DevTeam[/p][p][/p][hr][/hr][p][dynamiclink][/dynamiclink][/p]