Dev Journal: Tactical Combat Bonanza

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Home Forums Age of Wonders 3 Discussions Dev Journal: Tactical Combat Bonanza

This topic contains 57 replies, has 38 voices, and was last updated by  Tombles 6 years, 5 months ago.

Viewing 28 posts - 31 through 58 (of 58 total)
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  • #35919

    meeber
    Member

    What was that? I couldn’t hear you over the sound of how awesome Goblins are :3

    Please! Orcs are the best race second to none.

    #35923

    liclic
    Member

    I believe that a unit like a hero using a spell is considered as a full round action. But is the hero able to do so even if he or she has only one attack left during his or her turn or should he or she have all his or her actions left to perform a spell attack?

    #35924

    One action point is enough to cast a spell so a hero can run full distance and then cast.

    #36057

    CEZ
    Member

    This all sounds great, but is there any chance we’ll see a ‘guard’ animation, in order to make the guarding units a little more apparent (and add some aesthetic authenticity)?
    For example if every unit model turned to face outwards, their backs to the centre in a porcupine-esque formation, like so:

    Porcupine Formation

    #36099

    Skuggfaxe
    Member

    Looks great and i really like the new combat mechanics, gj there. The only thing i can think of that i do not like is the proportion of leader mounts in tac combat, leader horse is atleast twice as big than the other unit horses and so it takes away some of the battle immersion for me atleast.

    #36106

    ForeVision
    Member

    No tactical combat is complete without knowledge of unit special abilities. Mr.Tombles, is it possible for you to enlighten us on this?

    #36107

    phillon
    Member

    Awesome in depth update. Love everything about the combat system. You guys play it safe by sticking with what made AoW-SM work whilst adding new cool additions (flanking for example) to make it even more in depth; I approve. Very happy to see my beloved AoW franchise seems to be getting a very worthy sequel. Thanks guys and keep up the great work.

    #36133

    Sadrecluse
    Member

    Thank you for sharing this! You’re the best. I’m believe in you all.
    Cannot wait. When the great game will be available for pre-order?

    p.s.: by the way, will it be possible to change the transparency grid of movement?

    #36308

    Vhayen
    Member

    I have a concern and a question that i hope you can clear up 🙂
    – If you make a flanking attack, the first attack won’t get retaliated, but merely cause the enemy to turn.
    – Turning costs an action point.
    – By moving you spend action points.
    – You don’t cause attack of opportunity if you’re moving in the the opponents flanking hexes.
    If these 4 points are correct, isn’t it then possible for any 3 creatures to lock down and kill any one enemy without ever allowing him to defend himself by expending all but one action point by walking back and fourth in his flanking hexes untill only one attack remain?

    And the question/fix
    If a creature lose all it’s action points to retaliation, will it go into guard mode at the end of it’s turn?

    No matter the answer i’m looking forward to the third game and i simply cannot wait to get my hands on it, the excitement is killing me here 😀

    #36317

    ForeVision
    Member

    – If you make a flanking attack, the first attack won’t get retaliated, but merely cause the enemy to turn.<br>
    – Turning costs an action point.<br>
    – By moving you spend action points.<br>
    – You don’t cause attack of opportunity if you’re moving in the the opponents flanking hexes.<br>
    If these 4 points are correct, isn’t it then possible for any 3 creatures to lock down and kill any one enemy without ever allowing him to defend himself by expending all but one action point by walking back and fourth in his flanking hexes untill only one attack remain?

    I’d just like to add that doing so would put those 3 who are flanking at serious risk to be flanked themselves, wich would balance it out.

    #36360

    NEHZ
    Member

    I have a concern and a question that i hope you can clear up :)<br>
    – If you make a flanking attack, the first attack won’t get retaliated, but merely cause the enemy to turn.<br>
    – Turning costs an action point.<br>
    – By moving you spend action points.<br>
    – You don’t cause attack of opportunity if you’re moving in the the opponents flanking hexes.<br>
    If these 4 points are correct, isn’t it then possible for any 3 creatures to lock down and kill any one enemy without ever allowing him to defend himself by expending all but one action point by walking back and fourth in his flanking hexes untill only one attack remain?

    And the question/fix<br>
    If a creature lose all it’s action points to retaliation, will it go into guard mode at the end of it’s turn?

    Turning costs the chance to retaliate to the strike that caused the unit to turn, but it doesn’t cost an action point. It’s still possible to attack a unit many times without it striking back if you make sure all your units only have 1 attack when flanking, but in that case if the unit survives it will still have action points on it’s turn.
    Units without action points don’t go on guard. Positioning really matters. I’ve also found that since flanking from multiple sides takes space, fighting in a forest as opposed to an open plain feels far more different in this game than it did in previous versions.

    #36385

    Vhayen
    Member

    Appreciate the quick replies, the fact that turning doesn’t cost an action point solves the issue, thank you for clearing that up for me 🙂

    #36425

    Fenraellis
    Member

    Thank you for sharing this! You’re the best. I’m believe in you all.<br>
    Cannot wait. When the great game will be available for pre-order?

    p.s.: by the way, will it be possible to change the transparency grid of movement?

    The grid can be toggled on and off, same with the strategic map grid(which is off by default, and I personally only turn on for short periods when I want to count out some potential domain distances)

    #36467

    NuMetal
    Member

    is there any chance we’ll see a ‘guard’ animation, in order to make the guarding units a little more apparent

    Units in guard mode have a giant shield on top of their head, so they are very apparent 😉

    (See the fourth screenshot)

    #36545

    liclic
    Member

    We can see also this shield in some of the battles of trailers…

    #36814

    Lightform
    Member

    Tombles, in regards to oportunity attacks, you have indicated in the example that one unit will attack another twice for moving through two of its forward facing hexes. Firstly I am assuming that this is correct and that a unit can indeed strike twice now rather than once as in AOWSM, and secondly, does it mean that if a unit ends their move on a hex that is forward facing of an enemy that they will incure an opportunity attack ?

    #36855

    NEHZ
    Member

    does it mean that if a unit ends their move on a hex that is forward facing of an enemy that they will incure an opportunity attack ?

    No, attacks of opportunity happen when you LEAVE a hex that’s forward facing of an enemy. You can walk up to an enemy and if you don’t attack or move away, nothing will happen. Until the opponent’s turn anyway 🙂

    #37083

    Ditto, if the unit is engaged on one side, a unit on the other side can reposition itself, with no opportunity attack. Works well with cavalry, move away, come back in, maximise charge.

    #37090

    So a wise commander would strike an engaged enemy unit to force it to turn away, letting the previously engaged unit free to slip away from battle. Or take off in flight, sounds like, if the unit can fly.

    …Or give the unit a chance to strike with its own flanking attack.

    I like it.

    #37145

    @ Bleed, exactly.

    You’d essentially sacrifice one unit’s movement, or possibly life to allow the otherwise engaged one to either escape, or re use charge.

    Thus you can ‘pin’ an enemy doing this, using tanky units, and let your charging/high damage units run amok.

    If the unit doing the pinning is something tough like a Horned God, that presents some interesting dilemnas…

    #37404

    Qasar
    Member

    Can an immunity still return a direction change? (If so, it might lessen the immunity ability.) Say, a low level unit spits fire-only damage. Hero X is immune. Will the lowly unit spit fire anyway in order to change Hero X’s direction, and thus allow Hero X to be flanked?

    Is there a taunt ability still? Will it change a target’s direction? Perhaps a distract ability for just direction on the quick but weaker units?

    I am really looking forward to playing this amazing installment!

    Q

    #39424

    liclic
    Member

    There are two missing informations: you said above that crossbows can shoot only once per turn. Does it mean that, in order to able to shoot, the unit has to stay in a green hex or may this unit fire from orange and yellow hex with crossbow? 2nd: can a close combat unit attack a flying unit or does it only retaliate against this flying unit only? Example: in aowsm each battle had 25turns. If the defender had only flying units left and the attacker has no range attack or magic attack. As soon as the flying units don’t attack, the attacker may never win. That means a draw which is always in favor of the defender!

    #39455

    Edi
    Member

    Crossbows can fire from yellow and orange, so they are more mobile than archers when firing the full number of shots (since they only fire once).

    Melee units can attack flyers, so there is no stalemate in this regard. Flyers are able to ignore attacks of opportunity when moving through enemy strike zones, except when starting movement adjacent to an enemy, who then gets an attack of opportunity when the flier disengages.

    #39493

    Oh yeah, taunt is in.

    #66428

    catsnffer
    Member

    “Elven longbow men suffer no ranged penalties, regardless of how far they fire.”

    Was this changed before the launch? Sort of feel that Elven archers should’t have a ranged penalty. Any reason why it was changed?

    Great guide!

    #70546

    Sidious
    Member

    “Elven longbow men suffer no ranged penalties, regardless of how far they fire.”
    Was this changed before the launch? Sort of feel that Elven archers should’t have a ranged penalty. Any reason why it was changed?

    I have also seen that they DO have a range penalty.
    Bug or feature?
    Why has it been changed?

    #70550

    Kayle
    Member

    <div class=”d4p-bbt-quote-title”>catsnffer wrote:</div>
    “Elven longbow men suffer no ranged penalties, regardless of how far they fire.”<br>
    Was this changed before the launch? Sort of feel that Elven archers should’t have a ranged penalty. Any reason why it was changed?

    I have also seen that they DO have a range penalty.<br>
    Bug or feature?<br>
    Why has it been changed?

    I’ve never had ranged penalties on my Elven bows. Are you certain you weren’t dealing with Line of Sight penalties instead?

    #70575

    Tombles
    Keymaster

    Yeah, elven archers have no ranged penalties. Neither do elven hunters. Look at the unit panel, if you see the ability “Shoot Longbow” there should be no range penalties.

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