Tyranicon
A Memory of Eternity
- Joined
- Oct 7, 2019
- Messages
- 7,636
So we're finalizing stuff for the alpha build, and we'll probably have enough for demo in a month or two. My part in this (writing and mechanics) is already mostly done, and I think there's a lot in here that appeals to the codex school of RPG enjoyers.
On a very basic level, it's like Battle Brothers, but more content.
Will add this to OP.
On a very basic level, it's like Battle Brothers, but more content.
- Settlements
- A lot of interactivity. Beyond the basic Trade, Recruit, Mission, etc options, you can also attempt to corrupt, raid or conquer settlements.
- Most major settlements will have a Leader, who can be charmed or assassinated.
- Settlements can be conquered and player-controlled, with some limited management options.
- Non-player forces
- Beyond the basic bandits, caravans and faction mobs, there will be other non-player forces traveling in the world. Knightly orders will spring up to check your expansion, heroes will gather at taverns and go on quests, the Traveler's Guild will conduct rituals to counter your otherworldly influence.
- Faction mechanics
- There are a number of factions of differing sizes. From the Royal Court to the noble houses, mercenary companies and bandits.
- Factions can be corrupted and eventually controlled by the player.
- You can set factions against one another.
- There are a number of factions of differing sizes. From the Royal Court to the noble houses, mercenary companies and bandits.
- Player chargen
- The player character is an Envoy of a nightmarish Primordial being.
- Chargen consists of choosing background (starting bonuses and equipment), Skills, starting faction bonuses, and the Primordial you worship (basically your player class, different Primordials have different patron powers).
- Player retinue
- Your retinue is a small army that acts as your bodyguard, court and congregation. Comprised of human cultists and monstrous abominations, they will be your primary fighting force.
- Instead of Hit Points being some nebulous indicator of health, in this game they indicate manpower, as you recruit units of fighting men/monsters instead of companions.
- Units reduced to zero Hit Points are wiped out and permadead (You can save scum them back if you're a pleb).
- If your character's unit (the Envoy's personal bodyguard) is wiped out, game over (go back to previous save, or just delete all your saves if you want to larp an ironman mode).
- Skill trees
- They exist.
- Game length
- Much shorter than my 40hr long rpgs. Designed to encourage multiple different runs with different Primordials and experimentation.
- Each run will be about 5 hours, give or take? Mostly because of below:
- Difficulty
- Game is going to be hard as balls. Both in combat and on the overworld strategic layer.
- An overarching AI acts as the most malicious DM you've ever had.
- Actions you take will generate Notoriety. High enough Notoriety means that factions begin to notice you and your heretical ways.
- The factions will declare Holy Wars on you, heroes will set out to banish your cthulhus, knightly orders will seek out and purge your hidden temple.
- Because of the above, your run may reach such a fail state where it's better if you start a new playthrough.
- Some minor roguelike features that give you new skills over subsequent playthroughs. Optional.
- Game is going to be hard as balls. Both in combat and on the overworld strategic layer.
Will add this to OP.
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