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Weekly Update #19: New Mechanics

Hello everyone!
This update actually changes things, which is why it took so long! ːsteamhappyː
Shame I missed Steam Summer Sale, but there were so many bugs I had to fix.

It's not a big one, but it's important.
Makes the game a bit heavier and more thinky.


I wanted to give more options and maybe solve a couple problems:

A. Battles against armies with lots of heavily armored units or elite units were quite boring, because charging had no impact.
B. Mounted units were underwhelming.
C. Unit Movement Speed parameter had very little use.
D. Unit Charge parameter was incredibly overpowered. (There were only 3 reasonable values: 0,1,2. Anything else was insane)
E. Placement bonuses had annoying gigantic tooltips that obstructed the view.
F. You can get stuck in an unwinnable battle and the entire campaign goes in the garbage bin.

Progress:

  • Every 5 dots you charge in a straight line will build up 1 Charge. If you make a sharp turn that bonus is lost.
  • You can break more than 1 enemy armor with a charge. (If you've got more Charge)
  • You can charge Elite units, but they will stop all charges and take only a small amount of damage. (10 damage per 1 Charge)
  • Placement bonus tooltips now disappear when you move the mouse cursor. They appear only when the cursor is still for a moment.
  • When you lose a battle you can go back to the last visited town. This is the groundwork for actual multiple save slots. Big code change for a very minor gameplay change ːsteamhappyː

I think the campaign has become easier because of these changes, so that's a bonus 👍
Thank you!