Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/02/2019 in all areas

  1. Hello again everyone! This will be one of the last dev updates since we're almost done - i'll be packing alot into this one so do read! Texture Changes and Balance fixes: The Campaign team has once again lived up to it's promise of changing things up, which will be seen from the very first battle since we've added new skins and more! We heard many complains that the CF was disadvantaged since they have partizani and militia so we've replaced both of their weapons with muskets and made them into line units! Along with that, rocketeers no longer have rockets and both sides now have lancers, as a matter of balance. All units on both sides, cavalry and specialists included, have been reskinned following each faction's color scheme. Another important change is that all line officers on both sides now possess horses that are slightly slower than a heavy horse but faster than artillery horses, for them to lead their line to glory from a mount! New RPs to be included: Following much brainstorm the campaign team has thought it would be good to incorporate new rps to give the campaign more variety, along with battle RP which works the same as last campaign, the new rps will each have their own scenario required for them to happen. Hostage RP/ Assassination RP - This RP will happen the day after a 4-0 or 4-1 loss, where the losing side will have one of it's officers either taken hostage and should that officer be killed then they will be unable to participate as an officer in the next battle, or/and where the losing side tries to assassinate one of the winners officers and if they get murdered then that officer will be unable to be an officer in the next battle. Both Rps will take place on different maps and will consist of 3 rounds City Battle Rp - Will happen whenever a settlement is attacked - a special map will be provided and rules will be slightly different. and that's all the rps we're incorporating for now. -RULES- The rules this campaign will follow a similar path to that of last campaign: -Each army can move 1 tile in friendly or enemy territory towards any tile -When two armies are on the same tile a battle will occur -When an army moves onto a tile it automatically occupies that tile with one exception(...) -Two friendly armies may not go onto the same tile -Every army starts with 15 AP which function as it's health - for each round won the enemy loses 1 AP and vice versa, battles still take place on 2 maps(except when decider maps are needed for a 3-3) with the winner being the first to 4 rounds. There are two types of tiles - Normal, and Settlements, on settlements should there be a battle, the defender will receive maps biased in their favour whereas in battles anywhere else maps will be as balanced as possible thanks to the new roster of over 70 new maps that we have. Victory conditions remain the same. GARRISONS: Something new in this campaign will be garrisons! At the start of this campaign each capital city will have a 2AP base garrison. Garrisons will work a little differently- the defenders will always have to win the usual 4 rounds, whereas attackers of garrisons will only have to win 1 round per garrison AP, so 2. Each and every friendly/occupied settlement can have a garrison put in by an army standing on the settlement tile for a maximum of 2AP garrison - When armies garrison a friendly or occupied settlement the army garrisoning the settlement will lose the equivalent amount of AP which they wish to garrison the settlement with. EG- Army 1 (at 15 AP) on the City of X garrisons City of X with 2 ap, Army 1 would now be at 13 AP. GARRISONS COUNT AS AN ACTION AND SHOULD AN ARMY GARRISON A SETTLEMENT, THEY WILL NO LONGER BE ABLE TO MOVE THAT TURN. RAZING SETTLEMENTS: Razing settlements is a action allowed to an army occupying a settlement that the faction did not start with. Should an army raze an occupied settlement, that army will gain 2AP, but they will lose their ability to garrison that settlement, and should the enemy re-capture it the maximum garrison size for that settlement will be increased by +1, to a maximum of 3AP allowing enemy armies to re-fill that settlement with 3AP. THIS IS A ONE TIME ACTION for each enemy settlement. Capital City Garrisons: Capitals, namely the City of Cernbridge for the CC and the City of Lidorska for the CF will have special garrisons. For every two turns (i.e CC->CF->CC->CF) the garrison is under it's maximum (2AP), it will replenish 1AP - For example, if the CF captures Cernbridge but then the CC recaptures it, it's garrison will replenish to 2 after 4 turns. Thats all for this dev blog, we might change some things slightly in the next update - thanks for your attention!
    1 point
This leaderboard is set to London/GMT+01:00
×
×
  • Create New...