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What is Siege of Turtle Enclave you ask? Only one of the most unique strategy games ever made! Through the course of the game the player must collect resources, build and upgrade mighty structures, train a wide variety of troops, cast spells, conquer territory and wage war against a mighty foe in this innovative 4X strategy game! It's safe to say players will have their hands full, as the enemy is as cunning as he is numerous! Take command of your troops and fight in action packed battles featuring a unique real-time-turn-based hybrid system! Deploy the right unit for the job, as these battles also feature a dual-rock-paper-scissors mechanic, and diverse and powerful unit-specific abilities for added depth and excitement! No two campaigns will be the same, as the map is randomly generated for players to explore and conquer each time a new game is started! This game is currently in Alpha and is under heavy development, be sure and follow it's progress as awesome new content and features are added!
Image RSS Feed Latest Screens
New Army System UI 0.5.8 Screens 0.5.8 Screens
Blog RSS Feed Report abuse Latest News: Beta' be prepared for Beta: Part One.

0 comments by KingHeftig on May 6th, 2013

Welcome to the first in a series of informational development bulletins (Or 'status updates' to the 'normal people' among us) covering the new features that the Beta update (0.6) will contain once it is released. In this segment I'll be discussing the new Unit and Army systems which I have recently finished coding (in a raw and molten sort of way, they still need a bit of hammering though).

As many of you may know, currently in Siege of Turtle Enclave units are independent entities that may be moved around the map. When they are moved to a tile inhabited by enemies a battle will at once ensue. Many of these battles, especially against higher-end armies, involve masses of units slugging it out, dieing nearly as fast as they can be deployed until on side runs out of troops. The score of corpses pile up and more troops are recruited to fill the holes, but a thought is rarely given to any incurred losses. In my experience, this grows old far too fast...

The new Unit and Army systems move towards eliminating the tedium of larger battles and also makes troops in the battles matter more, as I shall illustrate:


Under the new system, 'Units' are no longer simply troops on the map, they are instead members of 'Armies', and these armies are what the player orders around the map, and each consists of no more that 12 individual units, units may be 'Split' into new armies or 'Swapped' between existing armies. And battles will consist of a fight between 2 armies instead of a fight between two factions standing on the same tile. Armies will also be able to 'camp' on the same tile as their enemies in preparation of an attack or to slow the movement of the enemy army, which will also allow players to coordinate an attack from multiple tiles by move armies into the tile and then 'swapping' or 'splitting' the desired units into a powerful army that can be used to fight the enemy garrison. The full effects and flow of battles will also change but those changes will be outlined in a future segment.

During battle, units will gain experience for fighting as well as killing enemies. When they level up their HP, Stamina, Attack, & Defense go up. Also, units will only be able to use their 'unit abilities' if they reach a certain level, this makes training and protecting veteran units an important goal to unlock more power. Whats that? Didn't I mention Stamina before? Well I'll have to remedy that sometime ;)
Ultimately I'd like veteran units to be more powerful than green troops of a higher Tier, but that will only come out through extensive testing. Depending on how things play out, I may add a standard set of unit abilities that all units have access to regardless of level (probably based on damage type or something) with the more powerful ones being restricted to veteran units, I'll have to see how fun the whole thing is when it's built and working.

One last difference is the HP of units in battle, in the new system it will not regenerate after battle without input from the player. To heal wounded units players must spend resources to restore missing HP between battles, the cost varying with the severity of the wounds. i.e. A unit near death will cost nearly as much as a new unit. This cost will also be slightly higher based on the level of the unit, but the cost hike shouldn't be enough to out weigh the value of keeping the unit alive.

That should pretty much do it for this article, the next one will cover the A.I. and recruitment systems!

Until next time, have fun and take care,
~ Heftig.

Media RSS Feed Latest Video
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v0.5.4 Experimental Mac Demo

v0.5.4 Experimental Mac Demo

Feb 24, 2013 Demo 0 comments

Emphasis on 'experimental', this download contains the zipped 'app' of the Demo of Siege of Turtle Enclave, not the installer, the way I understand Mac...

Siege of Turtle Enclave Alpha v0.3a

Siege of Turtle Enclave Alpha v0.3a

Jun 7, 2012 Demo 1 comment

This build represents the Demo of the game in it's current state (Alpha) and is for garnering feedback and eliminating early bugs as well as balancing...

Siege of Turtle Enclave Alpha v0.2a

Siege of Turtle Enclave Alpha v0.2a

Mar 26, 2012 Demo 2 comments

This build represents the Demo of the game in it's current state (Alpha) and is for garnering feedback and eliminating early bugs as well as balancing...

Siege of Turtle Enclave Alpha v0.1a

Siege of Turtle Enclave Alpha v0.1a

Feb 2, 2012 Demo 0 comments

This build represents the Demo of the game in it's current state (Alpha) and is for garnering feedback and eliminating early bugs as well as balancing...

Post comment Comments  (0 - 10 of 82)
liamdawe
liamdawe May 9 2013, 7:40am says:

Any plans for Linux?

+1 vote     reply to comment
KingHeftig
KingHeftig May 9 2013, 11:25am replied:

Very probably, I'm currently running an older version of Unity because I started the project before native Linux exporting was supported and haven't wanted to update for fear of breaking the project and causing delays in the development. After the Release of version 1.0 I'll update Unity and then try to get a stable Linux build out for testing. If the tests are successful I'll add Linux as a supported OS.

+1 vote     reply to comment
Bashful
Bashful Apr 21 2013, 5:26pm says: Online

I know you said that you were leaving how aggressive the enemies are with the settings turned down until beta (see my previous post on page 3 or 4) but I just want to ask did this get balanced in this update or are you still waiting to put the game into beta?

I will admit I have not played it since my last mail as it really did my head in being attacked all the time with the aggressive settings set low but will give it another go to see how it plays now. I read through the update and I praise you on the amount of work you put into it since the last update :)

+1 vote     reply to comment
Bashful
Bashful Apr 21 2013, 7:29pm replied: Online

I have just played a couple of hours, got to day 80 on low aggression and I am having to chase them to fight instead of them hitting me :) I shall try it on medium tomorrow.

When I got to day 79 I had to save, quit then restart as I could not press to get to the world map or end day, I was stuck in the village. It worked fine after I restarted it though and lost no save data.

Loving the new sound effects especially of the thunder and the rain looks much better too. Well done with this, looking forward to more to see once beta comes into play :)

+1 vote     reply to comment
KingHeftig
KingHeftig Apr 22 2013, 9:45pm replied:

Awesome, and thanks! I really nerfed the aggro on low and slightly nerfed it on standard, but the entire way the enemy handles troops is being re-written (I actually started laying the groundwork for that today) and the new system will make a lot more sense (on a strategic level) and be easier to balance/scale to suit the players' desired experience.

The weather is much better, the old ones were driving me crazy (I must have rushed them in when I was busy with something else) so I figured I could just tweak them a bit to get a much better effect. Glad I was right!

As for the bug report; that sounds odd, did the GUI appear and simply not respond?

Also, for future bugs: If you're feeling a bit adventurous, you can find the file called 'output_log.txt' and copy/paste all the text inside it into a new thread in the Bug Forums. The output_log.txt is inside the 'SiegeOfTurtleEnclave_Data' folder that is inside the main game folder which should be located in the install directory (which is probably inside Desura's folder), this log file gets reset every time you launch the game so you would have to be copy and paste the text right after shutting down the game after the bug happened, or the next time you launched the game the log would only show info from your latest session.

Sorry for the wall of text! But thanks for the feedback and I can't wait to dazzle everyone with all the cool additions that I have planned for Beta! :D

~Cheers!

+1 vote     reply to comment
Bashful
Bashful Apr 23 2013, 12:07pm replied: Online

Sorry, I am not very technical and try to avoid opening files in case I break them somehow.

Everything was there, the interface and all the buttons and everything else, I could click on anything and it worked except the world map or end day button. They were there but not working. It's only happened once though and as I say after I saved it and quit and restarted my save file from that point was intact, nothing lost, and everything was working again :)

+1 vote     reply to comment
KingHeftig
KingHeftig Apr 23 2013, 6:31pm replied:

No problem :) thanks for what you are able to tell me. It really is very helpful.

It's probably some AI bug causing the world map not to clean itself up properly, leading to problems in the town view. Hopefully I'll squash it before the next update!

+1 vote     reply to comment
KingHeftig
KingHeftig Apr 11 2013, 9:22pm replied:

I'm going to say; 'probably'. I'm a little concerned because I haven't had any feedback at all from Mac users that have tried the Demo, and I have no way of testing it myself. Hopefully by the time Beta is released I'll have more info and be able to safely support Mac, but even in that case the game will be in 'Beta', so the term 'support' is used a bit loosely... I'm afraid that's the best I can do at this time.

+1 vote     reply to comment
johnmatthais
johnmatthais Apr 11 2013, 10:14pm replied:

I own the game but I also have a Mac so I'll give the Mac demo a shot to help out. :)

+1 vote     reply to comment
KingHeftig
KingHeftig Apr 11 2013, 11:12pm replied:

That would be a ton of help :D Thanks!

+1 vote     reply to comment
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Siege of Turtle Enclave
Platform
Windows
Developed By
KingHeftig
Engine
Unity
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Release Date
Released Sep 26, 2012
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Style
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Turn Based Strategy
Theme
Fantasy
Players
Single Player
Project
Indie
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Latest tweets from @heftsburg

@q0rt Made my evening. Thank you.

9hours 34mins ago

@GMShivers Or waffles, or bacon. My money's on the bacon.

May 18 2013, 10:26pm

Beta' Be Prepared for Beta: Part One. A status update on what to look forward to in the coming Beta of SoTE. T.co

May 6 2013, 10:04pm

@jackmanlol66 @Calclavia @DarkGuardsman You mean besides the fact that it's awesome? ;D

May 6 2013, 10:47am

500 followers! Thanks all! :D

Apr 25 2013, 9:04pm

@OlofsonArcade But you may have succeeded in preventing harmful action on their part. Just a though. ;)

Apr 24 2013, 4:16pm

@IndieGamerChick How about: After an extensive study, it has been determined that on a scale of 1 to 10, this game has received a 'fail' ;)

Apr 23 2013, 3:50pm

New systems are progressing nicely, if slowly, I love coding cool new stuff! :D And they're so much cleaner than the old ones ;)

Apr 15 2013, 11:01pm

@McGinnBen Awesome! And don't mention it! ...Wait, actually do mention it because that's how Twitter works... ;D

Apr 14 2013, 6:42pm

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