Hi all,
I want to clarify for those who compare this game to Battle Brothers, that in no case the game copies BB gameplay.
Urtuk will have different setting, story, core mechanics and battle system. We are currently developing procedural generated world map along with entities and quests.
We intend to have the player 'recruit' *any* character in the world by 'capturing' him in the battle and then 'persuade' him to join your party.
We introduced the 'support' abilities system where your attacking character will gain bonus properties from your other ally if in right (flanking) positions, it can be something like lifesteal, bonus armour pierce, damage mitigation etc.. We focus with the battle mechanics to have the player 'disposition' enemies and take advantage from the environment, for example, if you bash enemy against a rock, he will be stunned. You can push him over spikes, etc so damage it significantly or kill it immediately. If you push an enemy against your ally, your ally will automaticaly attack (e.g. retaliate) against pushed enemy. So it's about optimizing your damage output, mitigating most damage taken and take terrain into account to create CC effects (stun, slow, poison).
Characters will have four primary attributes: strength, vitality, endurance and concentration. STR has direct impact on attack damage, VIT increases heatlh, END increases stamina (e.g. 'currency' for abilities usages), and CONC has direct impact how often (or powerful) your secondary abilities are..
The combat emphasizes on combos between your attacking character and flanking units. Berserker class can for example trigger 'Double Strike' effect on support, where the attack will attack twice in row.
We don't want to put hundreds of abilities into game where they would differ only in minor effects. Instead we concentrate to have only few skills but with great impact and combo possibilities.
The armour/pierce system in the game works very simple: if a character wears for example an helmet, there is a chance to completely nullify incoming damage.
On the other hand, there is also an 'armour pierce' effect with some weapons, meaning, if the defender's 'block' of an piece of equipment triggers, it is canceled with that AP weapon.
There are many more combat system rules, I'll explain them later in our dev blog..