Posted on 15 October 2016 by Jannik
More and better horses, improved AI and more...
I improved the unit database and the custom battle editor capacities to add more troops.
Until now, there was a limit of 64 different units, which I might exceed next week.
As the title says, the horses are finished now and will attack other horses and ground units.
And the riders know which horse they are riding, so they won't kill their own horse.
I added some new variations of horses, too.
The following ones are currently in game:
Finally I adjusted the horserider attack animations
Now, horses are quite effective units, they are fast and they cause much damage!
Please note that some types, like the spear and pike horses are more effective against other horses and rest against ground units
I saw a youtube video which shows some beta gameplay and there was a problem with the unit behaviour.
They won't move if no enemy is in their follow range. This means that there might be 50 units on each side, but they won't attack each other because they are to far away.
I changed this behaviour and units will now slowly move towards far away units.
This behaviour is only for infantry units and catapults, but not for units without wheels like ballistas.
Units should now start their attack before they reach their target, this makes battles more attractive!
I finished the new gamemode 'Gladiator Arena'!
There is a crowd which will look at you, banners and confetti.
The crowd will react to kills with loud behaviour.
The last thing I have to decide is whether I use a LOD system or combine the meshes for the crowd. Both methods are implemented but I have to investigate which one provides better performance.
As you can see, there are some game modes deactivated in the main menu.
I thought about all those modes and made a decision.
This is a list of all gamemodes which will definitely be in game:
The beta had to much bugs.
Last week I decided to fix the main bugs, here is a small list of bugs I've fixed: