Guidebook

For those who aren’t following on Facebook/Twitter, my internet has been down for some time, hence the delayed update. However, I am pleased to say it has just returned, so I can upload today’s screenshot update! Here’s an in-game screenshot accessing the newly-created Guidebook:

A bunch of things here that haven’t, I think, been shown before.

Firstly, the third window on the sidebar. This is how health is displayed – as your limbs become damaged, each + becomes yellow, then orange, then disappears, until you are left with a single +, and when that one is gone, your limb is effectively ruined. If the ‘+’ changes to ‘x’, that denotes that some part of that limb is broken. I am not yet sure what will happen when a limb reaches 0 health, but changes are it will be unsaveable and will need to be amputated (if it wasn’t utterly destroyed by whatever reduced it to 0 health!). Limbs still contain bones and flesh and so on, but this is just an easy way to quickly check your condition.

Secondly, the stats on the sidebar. They show your current stats, and any bonuses (or losses) given to you by items, morale, illness, disease, or anything else. These update whenever they change. I have also finished the ability to boost your Stats in the Skill Trees – each ‘S’ skill can raise one or two stats, and that stats chosen vary according to which skill tree it is. For example, the Slashing Weapons tree lets you upgrade your Strength & Endurance, whilst the Short Weapons tree lets you upgrade your Dexterity & Intelligence. As for the blank space on the sidebar, that will later denote your armour and your weapons.

Thirdly, the message at the bottom. That’s just a message that rolls up whenever you start a new game, or load an existing game. I just thought it would be nice to set the scene again when you restart your game, and if you have multiple saves, to remind you in a small part what’s happening in this particular save.

Fourthly, a full list of all the unit types! Those who are awarded the ‘@’ symbols are those that are able to lead squads into battle, or may be within a General’s retinue. Each has various special uses/abilities and some can buff allies in various ways. If you’re interested in any of the unit types down there, ask away. To answer an obvious one – by “human”, it simply means a general citizen who doesn’t fit into any of the other categories.

Fifthly, obviously, the Guidebook. The sections in grey haven’t yet been written, because those features don’t yet fully exist! Similarly, some entries like the one shown will be incomplete until other factors are added into the game, but they will display everything that currently exists anyway. The guidebook will be filled up as more goes into the game, but everything that I plan for the game is in there somewhere. The guidebook gives general information, but not specific – which is to say, it tells you that types of tree/wood vary according to strength, weight and value, but it’s not going to tell you what the exact values of each material are.

And there we have it. I’m aiming to release in next Monday’s blog entry, on the 26th! You can keep track of this on the Development page – as you might notice, the second feature-bloat has been finished. Some half-finished mechanics, like armour and weapons, have to an extent been removed from this release until I can reimplement them fully. This version is focused on the world, the graphics, removing bugs, user interface, skills, stamina, saving/loading, and one or two other hidden features. See you next Monday… I think you’ll like it.

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4 thoughts on “Guidebook

  1. Q1. I notice that in the guide book you have a siege weapon section, what type of siege weaponry will we see?

    Q2. With the introduction of General buffs in squads, what type of buffs will we see? Situation? Passive? Will they stack?

    Ex1 as long as the general is alive; every unit under his command gains more stamina, strength and morale.

    Ex 2 if the enemy commander has more live units then your own, all your units will receive a defensive bonus for as long as you have less units then them.

    Q3. Will we be able to form special squad formations during or before battles? Formations such as Phalanx or Shield wall.

  2. Nice stuff! I have a question: will we be able to understand the occupation of someone as we see them or will “h” (human) will be used for the people we don’t know about? I mean, assassins are supposed to not seem like assassins but guards wear uniforms so everyone can understand they are guards. You can even tell their rank if you know about ranks.

  3. I don’t have much to say here other than two small suggestions. If you think the Graphics and Symbols section of the guidebook will be used a lot by newer players, you should give it a color to set it apart from the other articles. And I also think Bandits should use the uppercase B, signifying their importance.

  4. @ Blue-demon: 1) Currently catapults, trebuchets, ballistae and very early cannons are planned. 2) I’m not yet sure. I’ve been throwing a few ideas around but they are all far from final at this point. Some units in the retinue – like the Commissars and Apothecaries and so on – provide specific buffs. Generals will provide an obvious morale boost of some sort, and maybe ones to the efficiency with which their orders are carried out, and also Generals all have a Command Trait which gives them a specialism in a certain area. We’ll have to see how these all come together, though. Example #2 you gave is, indeed, one – a General might get a bonus against larger armies, for instance. If I have time, I’m going to list the traits in 0.2, but they are much more likely to appear in 1.0. 3) Definitely, but haven’t yet started working on/thinking about specifics.

    @ Leatra – ‘h’ will be used for some NPCs always, if just general citizens, and for others from the start until you know what they are. As you say, some NPCs would be instantly identifiable, whilst others you might not necessarily know any more about. An assassin in a crowd would show up as h until they then show up as ‘A’ having revealed themselves.

    @ Ayrb – as for colouring the G&S section, I don’t want to colour some specially, but I could for maybe the next version have something which notes if it’s your first game, and recommends some key guidebook entries to read. As for bandits, I specifically kept the more common of each unit type as the lower case letter. Bandits are way more common than blacksmiths, so they get ‘b’; archers more common than assassins, so they get ‘a’; etc. The capital I’ve tried to always reserve for the rarer unit (or in the case of Lords, they are sufficiently important & rare to merit the capital anyway, I think!).

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