New devblog update hopefully coming sometime next week if not by the end of this month. I am also planning on releasing a new demo build on June 22th, which conveniently marks my 1 year milestone of being on the codex. Originally I had just aimed for a demo next month, but setting this date has made it my own personal goal as I thought it was quite fitting. There will be a lot of info in this upcoming devblog as I did quite a few reworks. For example, reworking the hit chance formula and how it is presented. Currently in the demo, block chance is a hidden value that isn't represented, so it gets quite frustrating when you wonder why your 75% chance to hit keeps getting blocked.
While it is quite obvious to me now, during development when your juggling a thousand things sometimes these oversights occur. In either case, this next demo build is shaping up to be something more representational of the general combat, that being larger field battles. Admittedly the first demo was more of a stress test.
Demo Features:
1. 10 armor sets, 10 weapon types. Some weapon types have been merged but the abilities still exist, just streamlining things. Each weapon type will still have their own abilities. I'm aiming for somewhere between 1-5 abilities for you to try out, per weapon type. Majority of armor sets are new and more fitting for "starting armors" as they are all padded armors. As helmet/armor quality improves, you'll slowly see the introduction of chainmail, lamellar plate etc. I doubt I'd be putting those armors in as I haven't finished the modelling side.
2. Bandits - they are a faction that form the main enemy in the demo. I use the term "bandits" loosely, they'll have a fitting name but for now I'll stick with bandits. Bandits will have their own unique look and they utilitize the same weapon types the player can use.
3. Open field combat - there will be 1 forest map that will have 3 levels of elevation. So elevation combat is now implemented. Player and AI can now also make use of formation abilities, when a formation is completed, the units within that formation gain certain buffs. This is alongside with other combat features like "field of control" or attack of opportunity and positional bonuses, IE flanking bonuses. Formation abilities make it so that sometimes the best option isn't to just all spread out and attack from every angle.
4. Reworked interface elements - There is still a laundry list of interface features I need to improve, but certain elements of the interface will be further improved upon in this upcoming demo build. I've noted down all the feedback from the initial demo and will be making improvements to the end battle report, shop interface and combat interface but they might not all make it into this upcoming build.
5. Character traits/perks - pretty excited about this. Characters have randomized starting stats and whilst they already did before, it was only "semi-random". I've now completely overhauled the algorithm and I'm getting more varied spread across the starting stats. Traits will also add bonus buffs/debuffs to the starting value. IE a character can start with 8 Attack and also have the "Veteran" trait which would add another 10 Attack, so you'd end up with 18 Attack. That same character then wouldn't have the negative version of "Veteran". At this point, traits just modify stats, but I've also created the framework for it to impact on other gameplay layers. IE having certain traits or backgrounds clash with others and result in a random event. For all you that have played Battle Brothers, I'm sure you know what I mean.
6. Stat growth - reworked the algorithm for this as well. Stat growth is now associated to a characters' background. The previous demo didn't have any stat progression, but even then I had a pretty rudimentary one in place in my own testing build. The new algorithm places "soft caps" on certain stats in relation to a characters background. IE a hunter would have high stat growth in "Focus" which is needed in ranged combat, but also have a "soft cap" on "Strength" which is basically health. I do say soft caps as it is technically possible to roll a hunter that has relatively high strength growth but it is rare, that rareness factor then does help in creating a sense of attachment to your characters especially if you know one of them just exceeded the average cap on a certain stat. Later on, you'll find more advanced versions of the starting backgrounds as well. IE a marksman is an upgraded hunter, which has a higher cap on all stats compared to the hunter, that said they will also be more expensive to recruit. You also never know, there is a small chance that you find one hunter that just has exceptional stat growth and obviously doesn't cost as much to maintain as say a marksman.
I've also consolidated the development milestones that Dead Monarchy will go through. I'd say at this point, it is still way to early for Early Access or anything of that sort but I do have 3 clear stages that I would like to take the game too.
1. Base Management - Again I spent a fair bit of last month putting together the models for each base building and deciding on the visual differences per tier. At this stage, you'll start in your base and venture out to complete missions that will give you rewards to upgrade your base with alongside the standard armor/weapons/loot. I've also created the framework for the "Research" system that will be implemented. It will be somewhat similar to XCOM, IE you have a research tree and you need to acquire X item to produce X item and all the time in between is spent on researching that item. So the gameplay loop is pretty tight at this point. Select Mission - Complete Mission (get rewards) - Return to base (upgrade base which in turn strengthens characters). All this is needed as the enemy will grow more powerful as time progresses. Basically, a medieval arms race.
2. World Map - When the world map gets implemented the game will suddenly open up a lot. You'll have the option to explore other cities and deviate away from the standard loop. That said, you'll need to plan your expeditions out from your base, make sure to bring enough food etc or you'll starve. This is where I'd start to implement the overworld random events and probably base events too. You'll also encounter other factions as you embark on your journey across the world to a certain destination, which for now I'll just keep under wraps. While this is all happening, you'll still have to defend your base and make sure your base doesn't crumble from within.
3. Nomad Start - Surprisingly this will be the hardest thing to implement, as taking the base away takes away a huge part of the core gameplay loop. With the base taken away, I'll need to create new features to substitute the base temporarily. In essence, you'll need to work your way up to acquiring your own base and depend on the good graces of all the other factions you meet to sustain your merry band of misfits.
So yeah, a lot of background work has been done these past few months which should hopefully explain the silence. I'll probably start looking into Early Access when #1 is polished, at that point there should honestly be enough content for even myself as a player to justify the price point. It won't be above $20 USD, but haven't decided on the exact price.
Stay tuned for more
Edit: Just wanted to add, I appreciate all the support on the forums. Even that one brofist keeps me going! Trying to sell a house is a nightmare.