Quoting Frogboy, reply 44
Well, the AI and the core gameplay. But the alpha game took care of creating a fun gameplay, didn't it?
Yea, the beta 1 phase has turned out to be even more crucial than we had thought it would be when we first set it up.
I wonder how many people remember what the game was going to be like originally. The enhanced design is just so much more enjoyable to play.
One example: Recruitable NPCs were not in the original design. That came from the forums. The original battle system didn't include morale. We originally railed against having different types of damage (fire damage, pierce damage, etc.) but now every weapon includes its damage type. There's just so much stuff that got put on the list and has gotten into the game.
It'll be interesting to see the reaction to beta 2. It'll be buggy I'm sure but it'll be a night and day difference.
Mundane damage types (pierce, slash, blunt, etc.)? Yay! And about morale, are you locked into high, normal, low, flee? Because a sliding system would be a lot better, if you implement the current plan, I forsee cookie-cutter strategies: get exactly enough morale to get into the desired catagory. And what if you just barely fit into normal instead of high? You shouldn't have a signifigantly inferior army because of one percentage point.
I think High, Normal, Low, Panic is fine ... and I ALSO agree that a slider would be cool for DETERMINING what the morale state of a unit is. Say, highly trained units start with 90 morale points, a regular dude starts with 70 morale points, champions start with 100 morale points, and legendary creatures (and Sovereigns) start with 120 morale points. Maybe conscripts or slaves start with 45 morale points.
If the morale points drop below 75, then a units morale drops from high to normal. If a units morale drops below 50 points then its morale drops from normal to low. If a units morale drops below 25 then it hits panic, and the morale keeps dropping one point per turn of panic.
Perhaps a Champion or Sovereign could have an ability called "rally cry" that increases nearby allies (within 5 tiles?) morale by 50, however it cannot increase an ally's morale above 80.
Depending on how damaged a unit gets, its morale could drop by 1 or 5 in a given turn, or if it gets flanked (even pre-attacked). For instance, having an opponent at your flank reduces morale by 1, and at your rear reduces morale by 2. Being attacked on your flank (regardless of damage) harms your morale by 4, and being attacked by the rear reduces your morale by 8. There are, of course, certain units that are immune to the morale effects of flanking, but not immune (probably) to the increased damage that flanking causes.
Also, being attacked (in general) always reduces morale by 2 (at least) ... and some spells can raise or lower morale (points). A "scary animal" reduces opponent's morale by 1 for every turn he is in hypothetical striking distance. and his attacks inflict double morale penalty (so 4 morale for a frontal assault, 8 morale for a flank, and 16 morale for a rear assault).
So, lets say every time you are within 10 tiles (or so) of this scary unit you lose 1 morale point per turn ... and if there are two of them you lose 2 morale points per turn.
Something like that. Of course, there are certain units that are immune to the effects of scary units.