World Map Gameplay Demo
It's been a busy week in the office since we came back from Gamescom. We've implemented partial cover (pictured below), an Interrupt tactic that allows you to set your people up to attack any enemy that moves into a certain area, a retreat button if you wish to forfeit the battle, we've replaced all the textures on our buildings, we've finished the Scout and Scholar models, and we're working on coding up their abilities now.
Other than the impending changes and additions listed in the video (the removal of hexes, changing the way you interact with events and objects, adding terrain modifiers to movement, adding a camp management screen, adding roaming enemies, adding more points of interest and things to find and pick up), we're also going to make some substantial changes to the terrain to bring it more in line with how the battles look, and to make it easier to see where you can and can't move once the hexes are gone. We also want to introduce a bit more structure to the jungles so you can't move everywhere.
One thing we forgot to show was how treatment of injured followers works. Every time you're in a battle, there's a chance that those of your troops who became incapacitated in the fight will sustain an injury which persists into the world map. Every time you camp, if you have an injured follower, this screen will pop up:
Each doctor can only be assigned to treat one person, but you can treat the same person with multiple doctors each night (this is a relatively recent option we added, and whether we'll keep it is not yet set in stone). The medicine cost of treatment depends on the type and severity of the injury, and if you run out of doctors or medicine, you will be unable to treat a follower – any follower left untreated for one day has a chance of getting worse, once again depending on the type and severity of the injury. If a follower's condition is allowed to deteriorate enough, the follower will die. Permanently.
We hope you enjoyed the new video, and we hope that this new information has either reaffirmed you in your pledge or convinced you to back our project. One last thing: we really do appreciate how much help you guys have been in helping us to spread the word about our Kickstarter. We know PR is not our greatest strength, we'd much rather just work on the game, but we really do try. Thank you so much for your support, and please keep checking in for more updates!
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Aug 3, 2012 - Sep 12, 2012 (40 days)
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Special Thanks on the Logic Artists' website + Access to the Backers' forum on our website (Kickstarter exclusive)Estimated delivery: Jan 2013
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