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Here is an update on the progress of the first playable Warlord archetype. I had hoped it would be ready this week, but despite best efforts it's not quite there yet. To keep everyone in the loop, here's a dev diary on what you can expect from playing a Tribal Chief.
First off, you'll notice there are far fewer choices here than there is for Wizards. In fact, only one of these will be enabled by the next update. This is by design, with the intent that all core mechanics are implemented and a properly differentiated gameplay experience in-place, before it is made available. In hindsight it would have been better to add the various Wizard archetypes and traits one at time, instead of a the somewhat difficult navigate mix of wizard with features and content in various states of completion/design, or as placeholders.
Now, adding the first Warlord does not mean development on Wizards has been abandoned. A lot of the mechanics, systems and content created for the Warlords can be reused for the Wizards.
Tribal Destiny is the mechanic allowing the player to develop the character and capabilities of the Tribal faction, in a somewhat similar way to Wizard Research. It is divided into 6 paths:
Ambition: Casting aside ancient taboos, embracing new ways, exploring the world and seeking power.
Tradition: Maintaining tribal unity, power from shamanistic magic and mastering the traditional warrior ethos.
Warfare: Organizing a powerful tribal army for defense and conquest, mastery of strategy and tactics and strength in numbers.
Valor: Superior martial ability, powerful champions and focus on quality over quantity.
Vitality: Abilities related to the harsh life of barbarians and nomads, connections to the primal powers and energies of the world, wilderness skills.
Prosperity: Technological and economic progress, superior craftsmanship and making the most of available resources.
Spoils of war is another core mechanic. The tribal economy is simpler than the one currently used by Wizards. Spoils, food, influence and slaves are the core components - with gold representing misc. resources and trade goods. Choosing how spoils gained from conquest and warfare are divided among the various sub-factions is an important element in maintaining order and power. Units have very low base upkeep, but failing to provide sufficient spoils will result in desertion or even armed uprisings.
Finally, Camp mechanics are have been expanded. They can now be upgraded, somewhat like cities, with various buildings/infrastructure. And more uniquely, they can be moved around the map at a cost in time and resources. Stay too long in one place and food+resources will deplete.
The final mechanic I will mention are Clans. You being the game controlling one Clan, but other important Clans of the same Tribe have territory adjacent and/or close to yours. Subjugation of these clans, or integration through diplomacy and/or bribery, is a large part of the early game. As the game continues, these Clans will be harder to keep in line than the characters, population and military units of your primary Clan.
That's it for now. Hopefully the update will ready soon, but rest assured I am working hard to get it you as soon as possible.
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