August 5th, 2013, 14:20
(This post was last modified: August 5th, 2013, 14:44 by kyrub.)
Posts: 901
Threads: 28
Joined: Oct 2008
I just wanted to stop by and say that I still hold some hope for BALANCE and SPEED (which is Catnip no.2 in fact). I am also working on it, from time to time. I have simplified the expectations, but the concepts remain the same.
So far we have a few features done:
movement
- overland movement of all units is increased by 1. The game is pretty quick and it feels good
- overland movement logic was changed to that of Cilization I (IIRC): if a unit has few remaining MvP and tries to move to a square with higher required MvP, it does not succeed, unlike in 1.31, if it has already spent some movement in that turn. However, it can climb even a mountain with the first move.
- combat movement in is increased by 1. Combats are quick and tight affairs.
- mountainwalk and pathfinding units suffer no terrain penalties on combat terrain
- there is more rough terrain on combat field (more tactics)
overland
- many unit and creature changes were implemented
- city buildings are postponed based on the city status (hamlet, village, town, city...)
- research spent "over" in a turn is always conserved for the next project
combat mechanics
- Poison works only for wounded units
- stone dmg gives fixed 5 damage instead of downright killing
- death dmg gives fixed 10 damage instead of downright killing
- city walls make 1 in 3 succesful hits to miss +++ it gives long range bonus to defender shooters
- wraithform and flying units ignore city walls bonus
- First strike now works on attack AND on counter-attack, unless the striker has it as well (to improve AI and strengthen the feature)
- there's a new creature capacity STUN, that halves the counter-attack of opponents [it lacks an icon]
- "Negate first strike" was renamed to BLOCK and it now counters "First strike" as well as "Stun"
- suppressed unts "cower" and are harder to hit by ranged attacks
- all orc units now have double capacity to suppress an enemy unit, by repeated attack
- weapon immunity adds +7 to shields (insted of straight 10 shields in 1.31)
- any city with fortress is always defended by an automatic powerful magic (a weaker Call lightning), with strength dependent on wizard's skiil
These are tested and probably work. Only a small portion of the project, mind you... But don't give up on us, yet, if you are interested.
k