Build update (Patreon)
Content
Hey everyone!
I can now say that my hand is back to normal. ^_^ I still can't use it for strenuous exercise but apart from that, it's all good.
I finished the battle tweaks! The reason that I decided to go into it deeply is that I found that there was a lot of math to do in the old way. I personally don't mind but I know that a lot of people would find it tedious. Now, the troops fight the monsters in front of them. It's all about positioning instead of math.
Example:
Monster attack 2 VS Troop attack 3 <-- Win
Monster attack 3 VS Troop attack 1 <-- Loss
Monster attack 2 VS Troop attack 2 <-- Clash
If your troop wins, they automatically survive and you gain some happiness.
If your troop loses, they automatically die and you gain some lust.
If there is a clash, your troop rolls their "live" percentage. If they roll under it, it counts as a win, if they roll over it, it counts as a loss.
Watch out for the rushdown skill. It can really throw a wrench into your calculations as booting a unit out of the battle changes the unit order.
Each loss gives one damage to that battle's wall. If the wall hits zero and there are still loses to go, you lose one random building per extra loss.
Also, walls can go up to 8 now. They no longer govern how many troops you can field. (You can always field up to 8 troops per battle) Walls now give a number of troops equal to the wall strength a +30% to their "live" stat. So if you have a wall at 3, the first 3 troops in that battle would get the bonus.
Next month, I'll have the battle screen operational to show you guys the blow by blows more visually. It will be missing a lot of sprites, of course, but they will be added in as my friend finishes them.
I'm now working on talking with the villagers. It will help give you guys more insight into the town, hints on what to do here and there and some smut, of course.
Have a great week, guys!
EDIT:
Forgot to mention that the build would be out either Monday or Tuesday. Depending on bugs.