Dev Update #33: Build 21 (Roaming Patrols, Dynamic Portraits, New Factions)
(Experimental Build Update)
Hey guys,
The first of the free post-release content has been uploaded to the beta/experimental branch. A lot of work has been done under the hood as this update introduces quite a few major additions.
Here are the instructions on accessing the beta version.
Opting In:
- Right click Dead Monarchy.
- Select “Properties”.
- Select “Betas” on the left menu.
- Select “roaming - Experimental build” from the drop down list.
Roaming/Pathing Patrols:
- Roaming mobs, so now you have roaming enemy mobs that will roam around. I decided to not make them actively hunt down the player as there are already hostile random encounters however combat will trigger if you happen to not be paying attention and walk into the roaming mob or they path into you.
- Patrolling mobs, bands of militia will actively patrol the roads going between havens and outposts, these are neutral groups. You can choose to attack them by clicking on them to interact or leave them alone.
Both variants will have triggers for settlement conditions too. Time of day will also impact the hostile roaming patrols. IE if you path into them during the morning, you will spawn on opposite sides, if you path into them during night, it will be an ambush scenario instead.
New Factions:
These new factions will basically be utilising underused armour sets and perks. The first step was redistributing the armour sets that were originally all given to the sellsword faction to some of the new factions. The sellsword faction was basically just where I dumped all the standard armours in combination with specific sellsword armours. Balance wise, this would result in some sellswords with extremely weak tier 1 armour sets mixed in with other sellswords wearing ancestral tier gear yet both units would have similar stats. Whilst in some ways that is thematic, because of the sheer amount of armour sets, a lot of them you wouldn't really see and also diminished the power of the sellsword faction if you got lucky with tier 1/2 gear spawning on them.
Vagrants
(Level 6) = they use tier 1/2 standard light helmets and armours, they have extremely high movement thanks to Lightfooted Movement perk and also have Adaptive Strikes.
Looters
(Level 6) = they use tier 1/2 standard medium helmets and armour, they have Graceful Impact, so are quite tanky if you don't have the ability to hit consistently.
Pillagers
(Level 6) = they use tier 1/2 standard heavy helmets and armour, they have perks like Kinetic Impact so will punish the player when they (enemy unit) are hit.
Zealots
(Level 4) = These guys will use peasant outfits, so they have extremely low armour however they have Nimble Movement perk so they will still take a few hits. The distinct thing about Zealots though is that all units have Calculative Strikes, meaning they will always inflict bypass damage when flanking from left/right. During midgame despite wearing low armour, Zealots can prove to be a challenge if you are surrounded as you are bound to eventually be hit from the left/right and as such you'll take bypass damage.
Fanatics
(Level 4) = These guys will wear the monk and butcher outfits with menacing hoods. Light armour again but they will have a damage reduction perk along with Adapative Strikes meaning they will eventually hit.
Adventurers
(Level 11) = These guys fight somewhat similarly to sellswords as well but have their own set of perks, visually adventurers will make use of all the additional sellsword variant helmets/armour that were only available in marketplaces/arena rewards beyond Korburg (first haven) and not originally worn by sellswords. Adventurers will also make use of the standard tier 3/4 light/med/heavy equipment.
Sellswords will now exclusively wear ancestral (orange) gear instead of having the previous larger range of equipment, however this change only applies to armours, for helmets they still have a wider range.
Dynamic Potraits:
This took forever to get working but was something I've always wanted to do. Dynamic portraits, IE a portrait of each character that will get updated in real-time based on the equipment the character is wearing. A lot of things had to get reworked under the hood to get it working but it definitely beats the old static portraits.
Known Issues:
As this update is one of the largest updates ever, there are bound to be some issues. I've decided to upload it to the beta branch for initial feedback. This update will probably be in beta for a while since there are still additional UI features that I am planning to add and there are still issues that I need to fix regarding the roaming patrols.
- Opening a chest breaks the patrolling militia, they will eventually reset though.
- Loading back into the map from a battle (contract spawns) will break the pathing/roaming mobs, they won't have map icons and cannot be interacted with. Again, it will eventually reset as you do other battles.
That about wraps it up, unfortunately it is taking longer than expected however with the scope of this update there were bound to be issues. Once this update is released to the public build, I will then start working on the new cultural factions. The cultural factions update will probably release much later into the year, think Q4.
As always, a big thanks for all the support over these years.
Cheers,
Kevin.