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Enter the world of Eisenwald in this RPG with turn-based battles and experience medieval romanticism and adventure.
Enter the world of Eisenwald in this RPG with turn-based battles and experience medieval romanticism and adventure.
Enter the world of Eisenwald in this RPG with turn-based battles and experience medieval romanticism and adventure.
2,729 backers pledged $83,577 to help bring this project to life.

New reward - Limited Edition Box! More about combat

New reward - Limited Edition Box! 

Many of you asked for it and we are happy to offer a Limited Edition Box of Legends of Eisenwald, together with Collector's Edition of Discord Times, digital art book, sound track and a booklet. The box will include 2 discs – one with the games and materials, another with sound track. And it still includes all previous rewards and it is included in higher level rewards. 

Soon we will write in detail about the gameplay outside of battle. And for now in this update we talk in more details about our combat system to answer many questions that arose after the release of our combat video.

Combat rules

Battle field has fixed size that is show on the image below. Initially two squads are separated by an empty row. Each squad can have maximum 12 units that are placed in 3 rows. To place a unit into the second or the third row at least one unit has to be in the previous row. This makes initiative important in the beginning of a battle that allows to move into the central row and receive advantage in the number of attacking units since the middle row has 6 spaces.

Actions and moving of units are determined by 4 rules.

1) A close combat unit that is next to an enemy unit is considered engaged in combat and can attack only enemy units that are next to him.

2) Units have no points of move (“speed”). If a close combat unit is not engaged by an enemy unit, he can attack only the enemy unit a distance to which is minimal (if there are several of those units, he can choose any of them as target).

3) Archers and supporting units don’t move around the field attacking the enemy from their positions. If archers are engaged in close combat they receive a penalty. We think about a possibility of moving away from enemy close combat unit to be defended by own troops (if it is possible) but this rule is not formulated yet and it needs to be tested.

4) Any unit instead of attacking can use a special action that is available : to drink potion, activate an amulet, to defend with a shield, to regenerate mana, prepare to enhanced attack etc. After the special action a unit has to attack enemy in the next move (with the exception of supporting units if they don’t have enough mana).

Right now, it makes no difference if you attack the enemy from the front or from the back. We consider to make attacking from the back being different after we do some testing. It’s necessary to remember that a unit cannot run around the enemy to attack from the back and this opportunity will be present only in some fortunate cases.

Taking into account setting of the game, resurrection of a killed unit is rather problematic (and not always possible). But there is no need to be afraid – if you unit fell in a battle it doesn’t mean he was killed – he could be heavily wounded but still alive (it will also depend on the selected level of difficulty).

Since our combat is not based on randomness, the damage received by a unit from another unit is always the same in a specific situation and depends only on parameters of these units. The result of a battle depends only on your tactics and smarts. If during a battle you find out that you made a wrong move you can always replay that battle. If that didn’t help maybe you can achieve a victory if you change your initial disposition or equipment of your units.

To avoid prolongation of a battle when it’s clear that you won and to be more aligned with medieval reality, enemy in hopeless situation will escape from battle field or give up. Besides, a player can at any moment press a button “autocombat” to see the outcome of the battle as done by the game’s AI.

Units’ parameters and equipment

All units can be divided into three types: close combat units, archers and supporting units (priests, healers, mages).

Each unit has 6 basic parameters:

  • HP;
  • Initiative that defines the order of moves in combat;
  • Melee defense that defines how many points of damage a unit receives in close combat. Example: if enemy’s attack is 15, and melee defense of your unit is 5, you will receive 10 points of damage. And the minimal damage cannot be less than a fixed value (currently 5 points);
  • Distant defense that works in a similar way;
  • Magic defense that is calculated in percent and that defines how weakened will be enemy spells and curses.

One more parameter depends on the unit type:

  • Close combat units – melee attack;
  • Archers – shooting attack;
  • Supporting units – mana. Mana is used to cast spells and can be partially restored if a unit skips a turn. A strength of a spell depends not on the amount of mana but on the level of a specific spell. 

Other features of units are determined by different bonuses that give special capabilities both in a battle or traveling on a global map.

A significant part of units tuning is their equipment. Each unit can be equipped with different kind of armor and weapons. Also, each unit can have up to 4 different amulets and 4 bottles with potions. When a unit upgrades his levels, he can use better equipment and the amount of available to him weapon types increases. So, a simple militia man can be equipped with a pike, ax or a club. A knight can use a sword, two-handed sword, an ax, and also, he can use a horse. Each type of weapons has its own features, for example, it can ignore a part of armor, or it can stun an enemy unit.

We want to note that weapons, armor and equipment don’t break in battles and there is no need to repair them (Horses do not require food either :))


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    1. Nori on May 7, 2012

      Okay, makes sense. Thanks for the response! :)

    2. Aterdux Entertainment 2-time creator on May 7, 2012

      Because you are already close to the enemy and you can always get to the closest enemy anyway. Removing these points of move makes large field not very relevant in our opinion.

    3. Aterdux Entertainment 2-time creator on May 7, 2012

      King's Bounty had a larger map because units had points of move and first you had to get to the enemy. Here there is no point of getting to the enemy that's why the field is smaller. So I don't think we will make our battle fields larger - this will have a lot of tactical variety as it is.

    4. Nori on May 7, 2012

      Is the size of the combat map set in stone? I like the way it works, but wonder if being slightly larger might give some more tactical options... I'm specifically remembering how King's Bounty worked. It was a pretty decent sized map (maybe too big?).

    5. Aterdux Entertainment 2-time creator on May 6, 2012

      @Maxim Bardin - I saw your comment here - it's answered to your more extended question in the common comments section.

    6. Maxim Bardin on May 6, 2012

      In Autocombat, will the battles be always resolved the same way ?
      Like if you save and click "autocombat" on the start of a battle, the reload and do it again for 5 times...will the outcome always be the same ?

    7. Aterdux Entertainment 2-time creator on May 4, 2012

      Thank you, Arnie!

    8. Stoic
      on May 4, 2012

      I love the simplicity of the combat design. Seems very tactical and unencumbered by useless, overly designed stats. Also I really enjoy the realistic look of the game.
      Rock on guys!

    9. Aterdux Entertainment 2-time creator on May 4, 2012

      Opponent's defense would be decreased and the damage would be bigger if I understood correctly your question. But as we said, this would be a rare case since your units cannot walk around to attack from the back (or from the side for that matter). Only in some fortunate circumstances you would be able to use it. Initiative won't play a role in this case.

    10. Michelle Gosse on May 4, 2012

      If attacking from the back would be different, are you looking at adjusting the initiative data to take account of that, so either the opponent's defence is temporarily decreased or our attack is temporarily increased (or vice versa if the AI gets the initiative!)?

    11. Aterdux Entertainment 2-time creator on May 4, 2012

      Yes! Our combat is quite different and it's a result of a lot of research, testing and experiments. We would go as far as say that it's the best combat :) but we realize that it's just our own opinion and many others enjoy different things. But still, some variety is good, having just one combat system in all games would be not so exciting.

    12. Michelle Gosse on May 4, 2012

      @Aterdux thanks for posting that update, the combat is now clearer to me. It's quite different from what I am used to in other turn-based games (e.g. having units that move a certain distance each turn, and using up my turn before I can get them where I want them). I think your combat design is innovative, and it will speed up the battles. :)

    13. Nicholas Russell on May 3, 2012

      Very good stuff. Looking forward to seeing what you do with the rest of the game.

    14. Matthew Farmery on May 3, 2012

      very interesting indeed, answers a few questions, so the game does look good

    15. Missing avatar

      on May 3, 2012

      Cool stuff. Upped my pledge. Out of curiosity, who did you guys seek out to produce the box?

    16. Vasilis Foukarakis on May 3, 2012

      Sounds pretty good so far! Keep up the good work