Coded in a bunch of Passive Skills. These are the skills that let some units break the rules, for example the
Headless Noble has
Inexhaustible which means his turn doesn't end when he spends △. Nifty because it allows him to attack twice per turn, or attack and then retreat.
Another example in the screenshots is the
Spearmen who has been given
Reach, which allows him to attack enemies that are at a different elevation than him.
Also spent some time cutting the fat from the design. While I liked the idea of spawning units in groups I think the game is better without it, for these reason:
- Control points can be one tile, instead of a 2x2 square or similar = smaller maps.
- I can cut some group-related mechanics that didn't add enough to the gameplay.
- Easier to predict player strategies at the opening/middle/endgame, and balance units accordingly.
- Less units to move around means a faster pace. I had some control ideas that would mitigate this but they were clunky.
I'll have to modify what I had in mind for the economy part of the game so that it still works kinda the same way it did with groups.
I'm going to release an alpha on Thursday whether I think it's done or not. Right now I'm working on help screens so that people can learn the rules without having to read the devlog.