Fantasy Friday XXXIX - Skirmish Updates
FANTASY FRIDAY XXXIX
Hey guys! I apologize for the late FF, but I think you'll enjoy this one.
If you remember back in January, we took a look at Dawn of Fantasy's Lay Siege and Castle Defense skirmish modes. And well, a lot has changed since then. Some of these updates were implemented back in February, but many have been implemented or fixed thanks to our fantastic beta testers.
So while our testers won't see anything new here, we hope to give the rest of you an idea of what we've been working on recently and what to expect in a skirmish map! Later on, we'll do a progress report on some of the updates we're currently implementing for Kingdom Wars, World Map, and Unit GUI!
Waves - Fight off enemy armies separated into up to four different waves. When an enemy wave foresees defeat, the remaining attackers will retreat, allowing them to regroup and plan a new attack with increased numbers. The next wave will take off right where the previous wave stopped. Fighting multiple waves gives the defender a few minutes in between waves to rebuild his or her defenses, loot the fallen soldiers for additional resources, train more units, set up battalion formations (mostly for elven players), and spend skill points.
Cavalry Reinforcement - Toggle Cavalry Reinforcement to call in reinforcements in the heat of battle. These reinforcements are a great asset and can quickly trample an enemy force pressing your stronghold. Reinforcements will appear at a fixed interval and options include off, small, and large reinforcement sizes.
New Visual and Audio Options for Optimal Performance - Crank down or up the game's setting to achieve optimal performance. Adjust several factors including water detail, shadows, grass rendering, and resolution to best match your computer's capabilities.
-More intelligent AI
-AI kings toughened and are now able to knock down attacking units
-Improved camera controls
-New cinematics for cavalry reinforcement
-Countdown timers for approaching waves and cavalry reinforcement
-Additional locations on skirmish maps - healing ruins, mines, etc.
-All new GUI visuals for menu backgrounds, resource bar, world map, etc.
-Tips and Town Descriptions on loading screens
-Increased visibility for arrow and siege projectiles
-All cinematics sped up and easier to skip
-New and Improved Intro and Victory/Defeat Cinematics
-New 'Hold Fire' and 'Attack Ground' abilities for ranged siege weapons
-Optimized battalion formations with smoother transitions
-Larger battalion sizes
-Increased LOS for all melee and mounted units
-Optimized units spacing and starting positions
-Optimized Day and Night Cycle
-LOTS of balance fixes - both for units and economies
-New and improved unit animations for more variety and more realistic
-Fix to cavalry on walls
Alex Walz | Former Assistant Producer & Publicist of Reverie World Studios, INC.
Last edited by Alex Walz : 08-13-2010 at 08:38 PM.