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Humanity has been invaded by otherworldly forces using magic. Can you lead the resistance against the oppressors in this fantasy turn-based strategy game to save humanity from becoming slaves of magic?

Post news Report RSS Devlog #24 Managing the resistance fighters

This devlog is mainly about resistance fighters, more specifically how can they be acquired, and what their level-up means. Plus some gifs about the new northern map.

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Hello everyone!

This month, I'm here to talk about the heart of the resistance. The resistance fighters! They are the player's most important pieces as controlling them is the main way the player interacts with the tactical layer. But before we get to that, let's start with some eye candy!

Northern region

The northern region map generation has been completed. In the upcoming demo, the temperate and the northern region will be accessible for missions. A few examples of how it looks:

northern throne

eastern bunny

north blood eagle

Recruiting units

The resistance can recruit new units in the recruitment tab for gold. The available recruits will be cycled monthly, and the amount of them depends on the resistance monthly soldiers tab (top left on the next picture).

recruitment screen

Not all soldiers are created equally. There are positive and negative traits a soldier can have, and that can affect their various statistics. Building training facilities in the resistance bases can improve the monthly soldier rate, giving the player a bigger pool of units to choose from, plus every facility increases the freshly recruited soldier level by one.

Leveling up

unit screen

All soldiers at level one will start with access to 1 skill slot and will gain one every level up till they reach the max skill slot number of 6. The skills will be freely swappable at any time outside combat. There are no classes so every soldier will be able to access any skill the resistance has access to, leading to a high amount of possible skill combinations. There are 2 restrictions though:

  1. Every skill belongs to an attribute, for example, sword-wielding. On any unit skill bar, there can be skills from 3 different attributes.
  2. There are very powerful elite skills, which have a golden border. Every unit skill bar can only have 1 elite skill.

Besides getting access to more skills, the level-up increases a unit's melee attack and melee defense of a unit by 5, making them more consistent.

Experience is earned on the battlefield. The amount of experience earned will depend on the invader's unit amount and level, plus there will be a bonus if the mission has been successful.

How to learn new skills

region screen

The resistance has access to different attributes depending on their bases location. Every region has attributes that belong to that region. If the resistance wants to use skills of that attribute, they will need to build a base in a region that has that attribute. In practice, that means the player will going to have to consider this aspect as well when choosing base locations. Choosing one can mean losing access to another.

Research has a big impact on the availability of skills as well. There are 3 levels of understanding for a given attribute. Researching a higher level will unlock stronger skills belonging to a given attribute. Neglecting research will lead to slower skill accumulation.

The plan is to have 11 attributes in the game, 5 for the weapons, 3 non-magical, and 3 for magical late-game attributes with at-least 6 skills each. This should provide plenty of combinations for replayability.

Closing thoughts

So that's it for today's devlog! Some general information is that we are getting very close to our new demo. It is nearly feature complete, it just needs a bit more time for polish and general bug fixing. If you want to be among the first to know about its release, feel free to join our discord here. And as always, you can find our game on Steam here.

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