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[PC] Legends of Eisenwald

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[PC] Legends of Eisenwald

Unread postby dinopoke » 04 Mar 2013 12:29

http://aterdux.com/projects/legends-of-eisenwald/

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Legends of Eisenwald is an original mix of RPG and strategy, with tactical turn based battles and a simple economic model. Rich possibilities of gameplay mechanics allow a player to feel being a hero of different stories ranging from treasure hunt to fighting for the throne. You can follow your game path as a Knight, Mystic or a Baroness and in each case gameplay and story will be partially different.

Game features:

  • Combination of a role playing game and a strategy in right proportion that can be called a Knight-Errant Simulator.
  • Turn based tactical battles where we managed to get rid of the main enemy of turn based battles – lack of dynamics. There is no moving without striking and every move there is a choice whom to attack and whom to defend. Often an entire battle outcome depends on a decision which makes a battle intense from beginning to end.
  • There are many units with upgrade trees. Each unit can be personalized both with an upgrade as well as with equipment which provides a wide variety of army tuning.
  • There are a lot of weapons and battle spells. Each kind of weapons has its unique features that makes you to utilize it well in a battle.
  • Possibility to conquer castles to increase your power and strengthen your army. Obviously, it is not enough just to occupy castles – they need to be protected from aggressive neighbors.
  • There will be a campaign and some additional missions. In the future we plan to release campaign editor so each player can create his or her own adventure.

And the setting of our game is something we would like to address separately. We feel that all these similar looking fantasy worlds with dragons, necromancers and ancient gods became tiring for many players. The world of Eisenwald is not a fantasy, rather, it’s a world with supernatural elements where many medieval superstitions are actually true. There is divination and alchemy but without fireballs and summoning elementals. There are some magical creatures but they are not the lovely elves. Heroes of our legends are not saving the world and are not participating in the wars between gods. Rather, they are directed by human motivations: by a desire to find glory (and wealth), by blood feud, revenge and even by unrequited love. And no, a night walk in a forest is not advisable, especially during full moon.


http://aterdux.com/legends-of-eisenwald-combat/

When creating the combat system for Legends of Eisenwald, we looked back at the turn-based RPG titles we love as gamers ourselves. Disciples 2 for example, had a quick and nice combat system, and it was an inspiration for our first game, Discord Times. The combat system in LoE is an evolution of Discord Times, while incorporating the best traditions of Disciples 2. We based it on the idea that each move would always cause a strike, so that battles won’t have moves that don’t produce results.

Another difference with the Legends of Eisenwald combat system is that success and speed of battles depends on the skill of a player, and not on any random factor. Without random factors coming into play, it is not necessary to save/load a lot to wait for a “lucky strike” or to avoid a heavy hit against you.

Battles can be lost quickly if your tactics aren’t sound. It’s very important to choose which units to attack, and how to place your units initially, since it is impossible to move ranged or casting units later.

Choices are not only important in battle, but also when preparing for action. It is very important to have a balanced army that is ready to deal with any kind of challenge. That is why unit management is essential for any successful battle. Recruiting a wide range of units such as bowman, mages, knights and dual wielding units, and understanding their strengths and weaknesses, provide a tactical depth that is fulfilling and challenging.

Players can enter battle with a maximum of 12 units, all of which have unique attributes. These are made up of initiative, attack, willpower, melee defense and ranged defense. Certain units are locked to certain weapons; a knight cannot use a bow while a mage cannot use a sword. Setting the formation of your units before entering battle, and protecting your support units, is crucial.

While recruiting units is important, players need to pay special attention when equipping and upgrading their units. Certain weapons will have unique properties, and equipping healing potions could be the difference between success or failure.

Players have three actions available to them when in battle: attack or cast a spell (depending on unit), use equipped item (for example, drink a potion), or skip a turn to use a special ability. Depending on the type of the weapon or on the abilities of the units (mages can restore their spiritual power by skipping a turn for example). Knowing how effective your attacks will be against your enemies is crucial. For instance, mace attacks stun enemies for a turn, and units with two-handed swords will attack three units directly in front of them. Mages act as a support role in battle; they can’t attack units directly, however they can cast spells against enemies. The amount of spell power used depends upon your target’s willpower rating, which means enemies stats are also important when making decisions on the battlefield.

Legends of Eisenwald aims to deliver a mystical but veracious medieval experience, and that is reflected in the combat system of the game. Most of the development team are avid LARP (Live Action Role-Playing) players, with many of us knowing and learning how medieval weaponry actually worked. We wanted to bring our love of LARP into the combat design, which has been a lot of fun and has required a considerable amount of research.


Alpha Combat Video:
http://www.youtube.com/watch?v=oVoive62rWY

Landscape Time Lapse Video:
http://www.youtube.com/watch?v=59_9WWEc4Sk

Trailer:
http://www.youtube.com/watch?v=GvNnvPiE9Lc
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dinopoke
 
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