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Preview RPG Codex Preview: Expeditions: Conquistador

OSK

Arcane
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Jan 24, 2007
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The updated beta was released for backers of the $30+ tiers.

It's a big improvement over the previous version that was previewed here. Some major bugs were fixed, things were rebalanced and features added. The game is still a little rough around the edges and there are some annoying bugs, but that's to be expected from a beta.

Scholars and Scouts are now usable in combat. Scholars are pretty weak combat-wise, but they have the ability to buff your troops and debuff enemies. Scouts have greatest movement, but are the only class incapable of ranged attack. Their abilities are mostly movement based allowing you to move into superior positioning for flanking and such.

You can now select feats on level up of for your soldiers. They're all passive abilities like increasing ranged accuracy, ignoring a few points of enemy armor with attacks, bonus damage vs enemies of the opposite gender, receiving a small buff after killing an enemy, etc. None of them really seem all that significant or game changing, but it does help differentiate units of the same class and level. Weapon proficiencies and different weapon types were apparently added as well, but I don't see anywhere to change or set them. It looks like you'll be able to equip soldiers with halberds instead swords for increased range and such, but again I haven't found out how. All this helps spice up the combat a bit, but don't expect JA2 or anything. Most of the complaints from the original preview still stand.

A screen shot of some selectable feats. This must be an older screenshot, because I know the prerequisites for some of the skills are different in my version:
PromotionGUI.png


The biggest addition was the camp screen. After you spend all of your movement points on the overworld map (based on your scouting ability, the number of scouts in your party, crafted improvements, etc), you have to rest to replenish your movement points. This is where you dole out rations to your troops. You can click a button to have it be auto-assigned, or you can choose which troops starve or get extra rations affecting that soldier's morale. This is also where you assign your troops tasks. You can assign troops to guarding, patrolling, hunting, crafting, creating medicine from herbs, preserving meat so it doesn't spoil and treating wounded/sick soldiers. Certain classes are more suited to certain tasks, such as soldiers are best at guarding and hunters at hunting. That said, you can still assign any class to any task as long as they have some skill in it, and their skills can be increased on level up. I think the only class restriction is that only doctors can treat the sick/wounded.

With the camping, crafting was added. Resources you purchase or find can be turned into consumables if you have the recipe, needed materials and assign a soldier to make it. So far I've only gotten recipes for torches and barricades. Torches decrease the ranged penalties when fighting at night, and barricades are destructible obstacles that can be used to block off hexes. As well as creating consumables, there's "inventing." Inventing allows you to create things like faster carts to increase movement speed on the map and better tents to boost morale. Inventing looks like it takes several nights worth of assigning soldiers on to get.

Crafting screen:
Construction.png


The game is definitely starting to shape up.
 

Overboard

Arcane
Joined
Mar 21, 2009
Messages
719
In the age of exploration it was considered de rigueur for a :obviously: gentleman of fortune.
 

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