Devlog #26 Sneak peak into the upcoming Immersion patch

Amethyst Dreamers | Slaves of Magic |

Humanity has fallen under attack by magical forces from otherworldly dimensions. Can you lead humanity against them to save humanity from becoming slaves of magic in this fantasy turn-based strategy game?

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Post news Report RSS Devlog #26 Sneak peak into the upcoming Immersion patch

As part of some large changes, which couldn't be implemented gradually, please read on if you are interested. I don't want anyone left in the dark so please continue reading to gain knowledge on upcoming major adjustments!

As promised, here's an update about our forthcoming demo patch! Originally planned as several smaller patches, but feature creep had other plans! Some major updates that just couldn't be implemented piecemeal will soon arrive - I just didn't want you left in the dark so read on if interested!

Reworked Resistance Members

Every resistance unit possesses an individual history which impacts their starting statistics, additional traits they might possess and hiring cost. Furthermore, possible histories differ depending on which region the resistance unit hails from.

Attention-seekers could notice that portraits have also been revamped extensively; now with just one glance you will understand which region the unit hails from. We also made updates to name generators so they could generate even more distinctive names for units.

Push and cornering were two core combat mechanics that featured prominently.

At first, flanking was not enough to increase my hitchance; that can be challenging and sometimes ineffective. Furthermore, standing right against a wall seemed counterintuitive in that units standing there are physically impossible to flanked if flanking occurs - until I thought up of cornered mechanic.

Now, units count as cornered when they cannot move backward from an attack direction and will receive a 20 defense penalty. Furthermore, any melee attack that hits will push back their target one tile while their attacker attempts to replace them in one tile increments; these changes make positioning far more engaging even in cases when flanking is unfeasable.

Advanced Skills Rework Weapon attributes have been removed. Instead, each weapon now comes equipped with its own advanced skill which gives me more scope to distinguish them beyond damage--particularly between one-handed variants and two-handed versions of similar weapons; such as when I added wide slash attacks exclusively available to two-handed sword units!

Aggression, Teamwork and Trickery have been extensively overhauled into six classes (Rangers Assassin Assassin Protector Strategist Barbarian Warrior). Each region now features its own class; furthermore as weapons no longer take up one of two available skill school slots on a character (aka attributes), it opens up more build space.

New Eastern Region

With our eastern combat map now complete, this last research-oriented region opens for testing! Here you will gain access to the Strategist Skill School!

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