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DevBlog 7

Improving Combat Doctrine (Artyom, Lead Designer)

I wanted to let you all know that we’re persistently polishing and improving the game based on player feedback.

Firstly, we’re implementing the map rotation mechanism, which will allow players to request transfers to different sectors of the front. This will cost 10,000 Glory (for now; this is still subject to change). By the way, current maps will be receiving a different number of supply points, in light of the current balance.

Secondly, extra measures will be taken to prevent the deployment of assault troops from being blocked. We already have a few ideas about this and are testing them even as I write this.

Thirdly, we’re working on the map boundaries. The black area will be reworked, and the map edges will become logically justified and reachable, for both defenders and attackers. By the way, here’s a work-in-progress version of some of these map changes:

Fourthly, we’re updating mine mechanics. They’ll be more difficult to find, and some generals will be given great bonuses for their use.

Fifthly, we’re discussing the fortification upgrade mechanism. For example – pillboxes. Their role is to hinder the enemy with their durability, allowing more powerful units and fortifications to safely deal damage to attackers. In theory, we could add an option to choose what to emphasise in pillbox construction – wall thickness, or better weapons. We also have an idea about introducing separate supply points for fortifications. This would allow players to deploy their defences in a more strategic way.

To top it all off, we’re also working on small economy updates, like an option to rearm units for half their purchase cost.

It’s a lot of work, and we’re right in the thick of it!

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