Several questions about the game

Fantasy General II - Invasion is the reimagination of the strategy game classic from the 90s!

Armies once again draw battle-lines on the war-torn land of Keldonia, and a new generation of commanders will test their bravery and tactics against each other. Fantasy wargaming is back!
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vassilpeev
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Several questions about the game

Post by vassilpeev » Fri Apr 12, 2019 7:32 am

First - excuse me for my bad English, I hope that all that I write is understandable enough. Second - the Fantasy General was one of my favorite 5-star games and I always hope that someone will make a sequel (it has something of a sequel in the "Fantasy wars" - it has some good ideas and innovations, but it wasn`t quite what I like in the original FG), so this news come to my like dream come true. I`m very excited about the game and I have several questions (mostly revolving around comparison to the first game and to improvements and changes). I will write them in somewhat random order bellow (and I hope that at least some of them will receive answers :) ):

1) In the original game each unit have hand drawing that was visible in the units panel. I think that this added much to the atmosphere of the game - will there be something like this in the new game?

2) In the first game the player chooses one of four avatars - each with its own mechanics (sort of). In the new game we will start with only one. Is there some sort of progression paths for him? Will we be able to add to him some special traits (like cavalry or infantry commander (access to cheaper or more units of the respective type?) or commander of fantasy/mechanical creatures) and some magic spells or abilities to use. I`m asking about global ones like mass heal or fireball, earthquake? So something to do with our leader (avatar) in the game.

3) In the first game there were four (if I remember correctly) types of units: mortal, magical, mechanical and beasts. Will there be such distinction in the sequel? And with their vulnerabilities (mechanical to magical and vice versa)? For mortal and magical (and beasts from what I see) it is certain and probably for mechanical (the golems that were mentioned in the stream). Access to them will be gained from certain point in the campaign (like in the first game)?

4.1) Will there be the same classes of units and even some new classes? So: light infantry, heavy infantry, skirmishers, archers, siege engines, light and heavy cavalry, sky hunters, bombers and magic users (as units not only as heroes)? And will there be some changes to the way that they worked in the past? In mentioned above "Fantasy wars" there were one good IMHO addition to the formula - the changes in parameters of unit due to terrain were visible in her info panel (so when you move a heavy cavalry in the woods/rough terrain its defense and attack parameters visibly changed (with red if it goes down or with green if its go up) or you move a skirmisher in the rough its parameters goes up and so on).
Just to give example: if sky hunters is near own ground unit and it is attacked by bomber, the sky hunter will counter attack the bomber; or how siege engine helped every unit it is adjacent to, if the unit attacked fortifications and etc.

4.2) Another question, related to the units: will there be more active abilities for them - more choice what to do then movement/attack? Things like changing unit formation (to give an example: unit of heavy infantry to be able to change between column formation (+2/+3 movement but reduced attack and defense), shield wall (unable to move but with great addition to defense and especially against missile fire), spear wall (great improvement to defense against cavalry attack but more vulnerable to missile fire), phalanx (great against other infantry units, vulnerable flanks) or wedge formation (great for crushing shield wall and immune to flank attacks)? Or just some activated abilities like in the old game (forced marsh - to give an example). I hope that at least we will have ability to choose between offensive and defensive modes (orders/formations) for heavy infantry units so will be able to form defensive and offensive parts of our battle line.

4.3) About units again: how will work attack/defense parameters now (and generally the unit combat)? From what I`have seen - maybe for all units we will choose weapon and armor types and they will have some internal abilities (like spears are good against cavalry or attack first against shorter weapons like swords, maces, axes and so on; some weapons will give skirmish and missile attack?). Will there be some values related to this weapons and armors (like attack and armor values) or we will see just armor and weapon type for each unit?

4.4) One thing that I don`t like particularly about the first game was the fact that unit become obsolete relatively fast - in the new game I hope that this don`t be the case? So even the first types of units will have some place in battle line latter in the game?

4.5) How will work unit actions? Will there be only two: movement and combat and we will chose which one to use (first move and than - attack or the other way around) and if they work that way will we be able to move one unit, than move another unit and latter in the turn to use their attack actions? Or we will have several actions per unit and will have the abilities to choose to move one space, attack, than move again and so on (something more akin to the third installment of Panzer General)? And is there be a segmented movement for some units (like skirmishers and light cavalry, maybe sky hunters too)?

4.6) How will work unit morale? Will there be morale parameter for each unit and when it falls bellow some threshold the unit will receive "broken" (fight with great reduction to parameters) or "panicked" (the player cant control the unit and it flees) status? Or there will be some bonuses from high morale too? And will there be some effects/statuses for disordered units? Or the morale will be global parameter - like for whole army?

4.7) How will work purchase of new units in tactical map? Like in the old game (if I remember correctly how it worked) - when you have captured an important (objective) city, the next turn you can purchase in each empty neighbor hex a new unit (if you have resources needed for that)?

4.8) Will there be wounds and kills for units like in the first game? So the wounded can be healed (with rest action) but the killed have to be purchased with gold?

5) About heroes: will we be able to gain new abilities/spells as they progress to new levels (of experience)? And another one - in the first game there were single entity non hero units like corporal, sergeant, captain etc. Will there be something like this now?

6) How will work unit limit (one prominent feature of the whole 5-star series)? Will there be some hard count limit for each step in the campaign or the limit will be soft one (with the access to gold/armor/weapons)? Maybe we could "purchase" not only new units but additional unit slots (something like additional logistic for supporting larger armies)? So there be another level of choice - to go for smaller but elite army or larger but more basic one?

7) How will work research or will there be one? I like in old game the decision between reserving gold for purchasing and upgrading units versus spending it for research of new units. From what I seen in the stream it seams that that level of decision is gone and progress is done purely trough experience (and maybe expenditure of resources like armor, weapons and gold)?

8) How will work experience and level ups? In the first game each level simply added (if I remember correctly) +2 to attack and armor values? I hope that we will be able to actively choose some changes or new abilities to the unit each time it levels up. In above mentioned "Fantasy wars" whenever unit progressed in level the player have to choose between three different choices (some were passive upgrades like +1 to armor or attack (in the form of new armor or weapons) some where more interesting ones - new passive or active (activated) abilities that changed somewhat how this unit worked (things like spearwall (bonus defense against cavalry attacks), forced march (additional movement) and so on).

9) How will work the strategic level of management? It appears that this time instead of just gold we will have to work with at least three additional resources (weapons, armors, mana/magic (?)): maybe gold will be for purchase of units and upgrades and armor and weapons will be for changes to weapons and armor of each unit from default ones (or even in the cost of each new unit). Mana/magic - for casting spells and special abilities for the avatar/leader and maybe for purchasing magical units? Will there be access to mechanical units with associated resource type (something like gears/clocks ;) )?

10) Will there be different types of victory conditions for different scenarios in the campaign? Some things like entirely defensive scenarios (you have to hold some key hexes) or we will have to always kill all enemy units to finish a map (something I dont particularly like in the first game - the chaise for that lonely enemy unit)?

11) Will there be a hot seat mode to the game and ability to play on random map with purchasing an army from some limit of gold, like in the first game? Back in the days I have played probably more in this mode that in the campaign and enjoyed it immensely.

12) Last question: will there be map/campaign editor for the game?

Thank you for any answers in advance :). And sorry for the text wall (I`m just very excited for this game).

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Re: Several questions about the game

Post by AMG » Fri Apr 12, 2019 9:12 am

Thanks for your questions vassilpeev, I would suggest you apply to the closed beta so you can discover the answers for yourself! :D

http://www.slitherine.com/beta/cnda.asp?gid=776

Please note, you'll need a Windows 10 PC to take part.

Cheers,

Adam

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Re: Several questions about the game

Post by ObG_Chris » Fri Apr 12, 2019 9:41 am

1) As can already be seen in the stream we already have hand drawn portraits for each unit.

2) Each hero has a complete skill tree which he can spend points into after leveling up. The main hero "Falirson" has abilities for army management and some direct combat skills ("thunder hammer", nearly exactly as it sounds ^^). His sister is more of a magic wielder with different spells. And I don't want to spoil any of the others.

3) Yes there are different types of units but they are not that easily categorised as the first game. Basically we have Magic and Physical damage with their respective resistences right now but a system we internally call promotions (I guess you can say traits) will have a diverse variety of pros and cons. e.g. Wolfs have a trait that make them fight better in forests, all spear wielding units have a charge breaking ability which prevents charging units from dealing extra damage.
Over the course of the campaign you will encounter new units you will be able to aquire (through different means, no spoilers)

4.1) We will have different classes from the first game. There will still be a lot of different traits for each unit as described in 3) and things like counter attack / help neighboring units being attacked do already exist. All of these changes are already visible in the unit info panel .

4.2) We won't have formations right now, but several units have special abilities beside move / attack. Shield Wall for example is in the game and can also be granted to units through artefacts you can find.

4.3) For Defense there is a armor stat and resistences. Attacking is actually calculated per squad member. Each squad member will attack with each weapon he has once. This allows us to have units which have a lot of weak attacks and units which have only one very strong one (each attack can only kill one squad member of an enemy, so some units might be "hero" killers, others will tear through large squads of small units). On top of this all the traits and artefacts (equippable items) and which weapon type (e.g. spear) also have an influence on the whole situation. All weapons are fixed to the given unit, you currently cannot change them.

4.4) Units will be upgradable. For the barbarians this means the younglings you have at the beginning of the game will be upgraded to e.g. berzerkers or slingers or spies which will be viable in the late game, so no unit will be left behind but you won't see a basic youngling being effective without other buffs (auras, artefacts, spells) in the late game.

4.5) Each unit currently has one attack and one movement action. For most units an attack will automatically consume the movement action too, though some don't. You can freely separate move and attack (e.g. move your whole army in position to get flanking bonus and then let everybody attack at once). Currently there is no segmented movement.

4.6) Each unit has a moral value to itself. There will be different states like broken which reduces combat effectiveness. A unit in the lowest state will flee.

4.7) Yes new units can be purchased at some locations in the game. You can also hire mercenaries which will only be available for this scenario.

4.8 ) Yes wounds and kills are in the game. Kills currently will be healed at the end of a scenario but will cost you xp as they are replaced with inexperienced recruits.

5) Yes all units will gain expierence and levels, heroes will be able to learn new skills (though nothing would prevent us to make units which also learn new tricks in future expansions). There is nothing equivalent to corporal, sergeants, captians in the game currently.

6) We currently have a supply limit which will increase during the campaign. Your main hero also has skills to increase these limits but this will cost one of his skill points. There is also a "soft cap" as different units will need different resources/gold to upgrade / buy which you can find in scenarios.

7) There is no research, see 6) we currently only have unit upgrade trees which can be invested in with resources.

8 ) as 5) All levels gain xp which gives passive bonuses, heros can choose from their skill tree

9) Outside of a scenarios you can do army management (hire / upgrade / fire your units) with resources you collected during the mission. Mechanical Units(+associated resource) will not be in the base game (we have an idea for an addon but that isn't fleshed out yet).

10) Yes there will be different objectives and we try to avoid things like chasing every last unit as this just wasn't fun for us too.

11) Hotseat is currently not in the game (only multiplayer using slitherine's pbem system), but there is a skirmish mode which can be configured to your liking see 12)

12) There is a content editor which will be made available to users. Map Editing will come first other things later (technically you are able to change a lot now but there aren't any tools to support it outside one or two of the most dedicated modders fiddling around)

And now I am going back to making the game. This took longer than expected :)

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Re: Several questions about the game

Post by vassilpeev » Fri Apr 12, 2019 10:06 am

Thank you for all of your answers (and all the time it take for that) - its much appreciated. And after your answers the game looks to me even more promising :).
Just one additional question (if you have time for it, off course): will there be a cap for experience growth (like in original game - to 5-th "star" - not a cap per se, but no more level ups)? It was something I wasn`t fond of.

PS Unfortunately for me, I cant apply for beta - my PC won`t cover even minimum specs (well, I will have to upgrade it (and hope that the game will be much more optimized by its release), because this game definitely looks like it will worth it :) ).

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Re: Several questions about the game

Post by OBG_primetide » Fri Apr 12, 2019 12:20 pm

vassilpeev wrote:
Fri Apr 12, 2019 10:06 am
Thank you for all of your answers (and all the time it take for that) - its much appreciated. And after your answers the game looks to me even more promising :).
Just one additional question (if you have time for it, off course): will there be a cap for experience growth (like in original game - to 5-th "star" - not a cap per se, but no more level ups)? It was something I wasn`t fond of.

PS Unfortunately for me, I cant apply for beta - my PC won`t cover even minimum specs (well, I will have to upgrade it (and hope that the game will be much more optimized by its release), because this game definitely looks like it will worth it :) ).
We will optimize the game and hopefully make it work for lower spec machines as well :)

With regards to experience - units do cap out at Level 5 and Heroes at 10, however upgrading units is not related to level and you can still improve furthr with items and global enchantemnets etc.
Making Fantasy General 2

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Re: Several questions about the game

Post by vassilpeev » Wed Apr 17, 2019 9:10 am

I hope that you don`t mind that I have several somewhat more specific questions (after several careful watches of the stream :) ).

1) About "hand drawn graphics" what I mean was the drawings in the old game - more of a pencil sketches over yellowish paper (or like a pergament). I like them a lot, maybe because they left enough space for the imagination of the player and help to create the atmosphere of the game. Yes, the new drawn portraits of units are good (especially for that role - in a small unit panel), but in the trailer you used the style of the old ones and that left me wondering - maybe you could use them in some way in the new game (kind of a stylistic link to the old one), maybe if you have some kind of "encyclopedia" in the game with all the beasts, units and lore (like a some kind of medieval Bestiary). Anyway - this is not all that important.

2) After some thought, I like that you choose to remove the "research" from the game - the new system "feels" definitely better (it remains me to some extent to one very old game ("Disciples")). But I have some questions about it:

2.1) The whole "upgrade tree" for a particular unit will be available from the beginning? Or you will see the paths, but they will unlock in the campaign in specific places (trigger events and so on)? So, if I have the needed resources, I will have the possibility to upgrade some youngling to the max (to berzerker and then to something else) whenever I choose? I suppose that it will be the latter, so it will be something like research system of old (for purpose of limiting the player), but non linear.

2.2) Will it be possible to "revert" the path of the specific unit in your army (given you have the needed resource). So, if I upgrade one of my younglings to a berzerker (and possibly even one tier further in the tree) will I have the possibility to downgrade it and take him to different path? For the additional price, of course.

2.3) About the upgrade process - it will be available anywhere on the scenario map or only in the towns (like in the old game)?

2.4) If I understand correctly, latter in the campaign we will not have the opportunity to buy directly high tier units, but only a basic unit and then to upgrade it to higher tier (in one of the available paths for that particular units) . The question is, for this upgrade to happen it will need only the resources or something else, like the unit to reach particular level of experience (say, a second level for second tier, third for third and so on)?

3) I have several linked questions about the combat mechanics. First, I like how you show in the UI the hole thing - it is very clean an concrete (the "phases" of the combat (missile, skirmish, shock and melee, and the estimations of the damage taken/inflicted). And the UI for the units, at least for me, look good and informative.

3.1) For the unit sizes - the 8 (figures) is the maximum right now? Probably because you have to show every figure in the unit and they will be to small if the unit will have more (like 15 in the old game). I like very much this approach, because it creates much more interesting tactical dynamics (it was put to very good use, IMHO, in "Warhammer 40,000: Armageddon").

3.2) Each member of the unit inflict some damage - in the unit panel it is shown as one number. Is this current damage potential for the hole unit (say, 64 for an 8 figure youngling) or the damage for a single figure from the unit? If it is the former, maybe it will be better to show this not like a hole number, but like a "8 x 8" (8 figure and each making 8 damage)?

3.3) How will the damage be inflicted? To a random member of the unit each time? So if, for example, a 5 member unit attacks 8 member unit (in which each member have 30 health points) and deals, say 20 to 30 damage with each hit, and it will be something like distribution to five of the 8 members of 20 (wounded), 25 (wounded), 30 (one is killed), 24 (wounded), 30 damage (killed)? Or the unit have one pool of health points, segmented in 8 parts, so in the above example the damage will be 20+25 (10 for the first figure to be hit and the rest 15 damage is lost)+30 (one hole figure is hit)+24+30 (6 damage for the third figure and the rest 24 is lost), so 3 killed/wounded and the unit will be left with 160 from 240 health points.
And your example (each member of the unit hitting just one member from the other unit with each attack) will mean that if the damage exceeded the health of the individual unit it will be lost and not applied on the next, but this will work in each of the above to scenarios.

3.4) How is de terminated whether attack wound or kills a member of the units? Random (when enough damage is applied, you "roll the dice" and determinate which it will be) or on the basis of the applied damage (so if a hit points of the figure is, say, 20 and it receive 21, it is wounded, but if it is hit for 30 or more, it is killed)?

3.5 ) Will there be some unit traits that will make the damage to "splash" so it will affect the hole unit, not just the single member. Of course, it have to be rare trait (but maybe for the dragon fire attack or the attack of some type of siege engine/artillery and some of the magic attacks)?

3.6) How will work the armor. From what I see, the armor values are in one magnitude lower than the attack values (in the original game they were in the same magnitude, because they created the value of the dice, that is used to determine whether attack miss, wound or kill)? Will this mean that armor of one is actually 10 (and 2 is 20 and so one - just because you don not want armor values in between 10 and 20, for example) for comparison with the attacks value?

3.7) Currently there are only physical and magic damage types. Will there be more in the future (something like fire, electrical (lightning), poison and more like this, with specific effects on the units)?

3.8) Will there be units with more than one weapon (attack type)? For example, the archer units - they have a missile attack, but in melee what damage they return? Some portion of their missile attack?

3.9) About morale - if I interpreted things correctly, the morale state is with icon of trumpet (with hanging flag from it), so the values are lower than before (in the old game they were 100-150 and I think that each attack inflicted morale damage as well) - 8 is the max for the most units. How the damage to the morale will be applied (and morale - recovered)? Every time when a member of the unit dies the unit will drop be one or there will be the throw of virtual dye (so some random factor)? Or if the damage suffered is above some threshold it will trigger morale loss? And the max value - will it change with experience levels (so higher level units will be more resilient)?

3.10) I suppose that things like flank and rear attack will exists in the game? If so, what will be their effects?

4) For the movement - maybe segmented movement will be good for some skirmisher type (or flying) units - this will make them very good scouts?

These are lot of questions, so if you don`t have time to answer it is all right.

PS One question - will it be okay to post this information (in the form of questions and answers) in some other forum?

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Re: Several questions about the game

Post by vassilpeev » Thu Apr 18, 2019 7:28 am

One thing that I don`t particularly like about old Fantasy general was that although there were many units overall, in reality most of them were (if you leave aside art presentation) just a more powerful variants (in tiers) of the same unit, so you have essentially one type of every class of unit (and sometimes one beast, magic or mechanical variant for some of the classes). I think that it would be great (from the point of view of the tactical variety) if the player have several different units in each class. For example, two or three different types of heavy infantry or archers (in the same tier, power "range"), but with different tactical functionality: maybe one can be archer-unit with weapon more suited for fighting units with more armor (crossbow or some form of early firearm), but the archer is slower or more fragile in melee; other can be much more faster (and cheaper), but with weapon (like a slingshot or bow) more suited for fight with lightly protected, but more numerous units; third can be mounted archer - much more mobile, but shorter ranged and with some melee fighting capabilities; or some combinations between medium infantry (with decent melee) and some weaker shooting capabilities (bow) and so on; the goal is for the player to be able to choose more different tactical "instruments" of the same type, not just different in the sense of "more powerful". That way the player will have more tactical instruments in his disposal. Maybe less units overall, but much more more diverse ones.

The other thing, that I don`t quite like in the original was how ragtag/from different time and places (or mythologies) were the units for the lineup, especially mortal units for the player side (beasts and mechanical lineups were somewhat more in the same overall style). This time it looks like that will not be the case and this is good. This IMHO is better - to have more stylistic approach to the units lineup, so all units in one "faction" to have a uniting theme. I just hope that there will be (thorough the future expansions/DLCs) more different factions (with different themes).

Several additional short questions:

?) Will we be able to play for the enemy (empire - the somwhat "bad" guys) or only for the clans? So two different campaigns or only one?

?) In the first game in the campaign there were generally two types of scenarios: the important ones, that always play on the same map and with the same enemy units and the "battles", that were with random map and somewhat randomized enemy unit positions.
The first ones were good, because they represented some kind of a tactical puzzle, that sometimes were very interesting to solve. The bad side was that ones solved, they were less interesting (when you play a second or a third time the campaign). In that sense the second type were better, because they look like actual battle (with in the most cases two or three large groups of enemy units - armies) and they were different each time.
Will there be something like this in the new game - some scenarios to have a somewhat randomized enemy positions and unit lineup?

?) Will w e be able to change the functionality of a common unit trough equipped artifacts? That was possible in the first game. I remember equipping the light cavalry with magic missile artifact (which make them a very fast archer for shooting down enemy sky hunters and bombers) or with magic wands with offensive spells (with the same purpose, but more powerful) and the (sometimes difficult) choice to equip them with a magical sling or javelin, which make them even stronger in their main role - skirmishing. IMHO this kind of choices were a good point in the old game. It will be good if they are in the new one.

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Re: Several questions about the game

Post by OBG_primetide » Fri Apr 19, 2019 11:55 am

vassilpeev wrote:
Wed Apr 17, 2019 9:10 am
I hope that you don`t mind that I have several somewhat more specific questions (after several careful watches of the stream :) ).
We try to asnwer them as best we can, but please allow some brevity so we have some time left to actually do the game ;)

2) After some thought, I like that you choose to remove the "research" from the game - the new system "feels" definitely better (it remains me to some extent to one very old game ("Disciples")). But I have some questions about it:

2.1) The whole "upgrade tree" for a particular unit will be available from the beginning? Or you will see the paths, but they will unlock in the campaign in specific places (trigger events and so on)? So, if I have the needed resources, I will have the possibility to upgrade some youngling to the max (to berzerker and then to something else) whenever I choose? I suppose that it will be the latter, so it will be something like research system of old (for purpose of limiting the player), but non linear.
-> You will see them, but you cannot afford them from the start. But the idea here is to allow you to upgrade based on all info available, so there are no surprises (ohh.this unit has been useless and now I have paid 2000 gold for it)

2.2) Will it be possible to "revert" the path of the specific unit in your army (given you have the needed resource). So, if I upgrade one of my younglings to a berzerker (and possibly even one tier further in the tree) will I have the possibility to downgrade it and take him to different path? For the additional price, of course.
-> no, after you have made the informed decision, you have that unit. But you can always hire new younglings to train them differently.

2.3) About the upgrade process - it will be available anywhere on the scenario map or only in the towns (like in the old game)?
->Currently everywhere but we are discussing whether we want to limit this...pros- and cons.

2.4) If I understand correctly, latter in the campaign we will not have the opportunity to buy directly high tier units, but only a basic unit and then to upgrade it to higher tier (in one of the available paths for that particular units) . The question is, for this upgrade to happen it will need only the resources or something else, like the unit to reach particular level of experience (say, a second level for second tier, third for third and so on)?
-> Only the resources are required


3.1) For the unit sizes - the 8 (figures) is the maximum right now? Probably because you have to show every figure in the unit and they will be to small if the unit will have more (like 15 in the old game). I like very much this approach, because it creates much more interesting tactical dynamics (it was put to very good use, IMHO, in "Warhammer 40,000: Armageddon").
-> thanks :). 8 is max I think, but maybe bats and crows have more, can't remember currently

3.2) Each member of the unit inflict some damage - in the unit panel it is shown as one number. Is this current damage potential for the hole unit (say, 64 for an 8 figure youngling) or the damage for a single figure from the unit? If it is the former, maybe it will be better to show this not like a hole number, but like a "8 x 8" (8 figure and each making 8 damage)?
-> Whole unit after modifiers (base weapon damage times number of attacks (berserkers for example have two per individual)...and if you loose people from the unit damage goes down accordingly

3.3) How will the damage be inflicted? To a random member of the unit each time? So if, for example, a 5 member unit attacks 8 member unit (in which each member have 30 health points) and deals, say 20 to 30 damage with each hit, and it will be something like distribution to five of the 8 members of 20 (wounded), 25 (wounded), 30 (one is killed), 24 (wounded), 30 damage (killed)? Or the unit have one pool of health points, segmented in 8 parts, so in the above example the damage will be 20+25 (10 for the first figure to be hit and the rest 15 damage is lost)+30 (one hole figure is hit)+24+30 (6 damage for the third figure and the rest 24 is lost), so 3 killed/wounded and the unit will be left with 160 from 240 health points.
And your example (each member of the unit hitting just one member from the other unit with each attack) will mean that if the damage exceeded the health of the individual unit it will be lost and not applied on the next, but this will work in each of the above to scenarios.
No damage will be totalled and affects the unit in parts (so yes, if a unt has 8 members and eightly health each indivudla has 10 and if it receives 30 damage 3 will be wounded/dead)

3.4) How is de terminated whether attack wound or kills a member of the units? Random (when enough damage is applied, you "roll the dice" and determinate which it will be) or on the basis of the applied damage (so if a hit points of the figure is, say, 20 and it receive 21, it is wounded, but if it is hit for 30 or more, it is killed)?
-> We roll a modified dice for a wound becoming a kill

3.5 ) Will there be some unit traits that will make the damage to "splash" so it will affect the hole unit, not just the single member. Of course, it have to be rare trait (but maybe for the dragon fire attack or the attack of some type of siege engine/artillery and some of the magic attacks)?
-> Yes, we have area of effect attacks that affect each part of a unit and thus are more devastating to large units instead of individuals

3.6) How will work the armor. From what I see, the armor values are in one magnitude lower than the attack values (in the original game they were in the same magnitude, because they created the value of the dice, that is used to determine whether attack miss, wound or kill)? Will this mean that armor of one is actually 10 (and 2 is 20 and so one - just because you don not want armor values in between 10 and 20, for example) for comparison with the attacks value?
Armor reduces damage per attack (so 10 light attacks form bats are reduced by armor more than one heavy attack by a troll), but you will see that calculation in the combat details

3.7) Currently there are only physical and magic damage types. Will there be more in the future (something like fire, electrical (lightning), poison and more like this, with specific effects on the units)?
-> we have other damage types like siege damage and we also have addiitonal penetration weapons (like spears) which are countering armor

3.8) Will there be units with more than one weapon (attack type)? For example, the archer units - they have a missile attack, but in melee what damage they return? Some portion of their missile attack?
-> melee they use knives with low damage

3.9) About morale - if I interpreted things correctly, the morale state is with icon of trumpet (with hanging flag from it), so the values are lower than before (in the old game they were 100-150 and I think that each attack inflicted morale damage as well) - 8 is the max for the most units. How the damage to the morale will be applied (and morale - recovered)? Every time when a member of the unit dies the unit will drop be one or there will be the throw of virtual dye (so some random factor)? Or if the damage suffered is above some threshold it will trigger morale loss? And the max value - will it change with experience levels (so higher level units will be more resilient)?
.> Morale is more in the 1 to 15 range and increases with experience. MOrale is influenced by a large number of factors and also in an area, so when you see someone killed from another unit in your army it affects you as well. As do bad decisions by your player :)

3.10) I suppose that things like flank and rear attack will exists in the game? If so, what will be their effects?
-> Yes, damage bonus

4) For the movement - maybe segmented movement will be good for some skirmisher type (or flying) units - this will make them very good scouts?
-> No segmented units, but scouts have other ways to scout well

These are lot of questions, so if you don`t have time to answer it is all right.

PS One question - will it be okay to post this information (in the form of questions and answers) in some other forum?
-> yes it will be
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Re: Several questions about the game

Post by OBG_primetide » Fri Apr 19, 2019 12:02 pm

One thing that I don`t particularly like about old Fantasy general was that although there were many units overall, in reality most of them were (if you leave aside art presentation) just a more powerful variants (in tiers) of the same unit, so you have essentially one type of every class of unit (and sometimes one beast, magic or mechanical variant for some of the classes).
-> me neither

I think that it would be great (from the point of view of the tactical variety) if the player have several different units in each class. For example, two or three different types of heavy infantry or archers (in the same tier, power "range"), but with different tactical functionality: maybe one can be archer-unit with weapon more suited for fighting units with more armor (crossbow or some form of early firearm), but the archer is slower or more fragile in melee; other can be much more faster (and cheaper), but with weapon (like a slingshot or bow) more suited for fight with lightly protected, but more numerous units; third can be mounted archer - much more mobile, but shorter ranged and with some melee fighting capabilities; or some combinations between medium infantry (with decent melee) and some weaker shooting capabilities (bow) and so on; the goal is for the player to be able to choose more different tactical "instruments" of the same type, not just different in the sense of "more powerful". That way the player will have more tactical instruments in his disposal. Maybe less units overall, but much more more diverse ones.
-> which is EXACTLY what we do - you can have magcial or better armored archers for example, so you have to make choices and each unit is different from another even for most "linear" upgrades, so there is a wide variety of choices and tactical compositions for your army

,
The other thing, that I don`t quite like in the original was how ragtag/from different time and places (or mythologies) were the units for the lineup, especially mortal units for the player side (beasts and mechanical lineups were somewhat more in the same overall style). This time it looks like that will not be the case and this is good. This IMHO is better - to have more stylistic approach to the units lineup, so all units in one "faction" to have a uniting theme. I just hope that there will be (thorough the future expansions/DLCs) more different factions (with different themes).

--> absolutely!


Several additional short questions:

?) Will we be able to play for the enemy (empire - the somwhat "bad" guys) or only for the clans? So two different campaigns or only one?
-> one campaign, but you can play Empire in skirmish and MP. DLC (if and when we are able to do one) will feature an Empire campaign

?) In the first game in the campaign there were generally two types of scenarios: the important ones, that always play on the same map and with the same enemy units and the "battles", that were with random map and somewhat randomized enemy unit positions.
The first ones were good, because they represented some kind of a tactical puzzle, that sometimes were very interesting to solve. The bad side was that ones solved, they were less interesting (when you play a second or a third time the campaign). In that sense the second type were better, because they look like actual battle (with in the most cases two or three large groups of enemy units - armies) and they were different each time.
Will there be something like this in the new game - some scenarios to have a somewhat randomized enemy positions and unit lineup?
-> we have no random generated maps in the campaign, but we do have semi-randomized lineups for enemies, so the same scenario can play our very differently. you can also create your own maps procedurally

?) Will w e be able to change the functionality of a common unit trough equipped artifacts? That was possible in the first game. I remember equipping the light cavalry with magic missile artifact (which make them a very fast archer for shooting down enemy sky hunters and bombers) or with magic wands with offensive spells (with the same purpose, but more powerful) and the (sometimes difficult) choice to equip them with a magical sling or javelin, which make them even stronger in their main role - skirmishing. IMHO this kind of choices were a good point in the old game. It will be good if they are in the new one.
-> You wont be able to change base attack type (this leads to all kinds of issues with animations), but items may still significantly influence the unit's abilities and stats.
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Re: Several questions about the game

Post by athineos » Fri Sep 06, 2019 2:10 am

“you can also create your own maps procedurally“

Can you elaborate on that further please? Will it be possible to create a random map, save it, and then load it in the editor to assign sides/armies etc., so you can play against the AI? 🙏

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Re: Several questions about the game

Post by OBG_primetide » Fri Sep 06, 2019 4:50 am

No, in the current editor you place terrain manually (but honestly, it takes less than 3 minutes - we did a video on it which is going to be released soon I hope).
Procedural generation is done in skirmish or MP directly and has several settings (such as landscape, settlement density etc.) to allow you to influence the generation.
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Re: Several questions about the game

Post by athineos » Fri Sep 06, 2019 6:46 pm

Do you have any future plans to add random map generation in the editor so the player can edit/modify it before playing against the AI? Thanks

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Re: Several questions about the game

Post by OBG_primetide » Sat Sep 07, 2019 12:17 am

The skirmish map already has procedural map generation and a number of settings from environment to density of villages, locations etc. - is that what you mean? It allows player vs AI on procedural maps.
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Re: Several questions about the game

Post by athineos » Sat Sep 07, 2019 2:09 am

Ok, let me state this differently. Say I generated a procedurally random scenario in the game, but I did not like some of the terrain or the way some of the armies were placed, or artifacts etc. and I want to make same changes. Can I go back open the same map and make the changes I want? Thanks

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Re: Several questions about the game

Post by OBG_primetide » Sat Sep 07, 2019 10:10 am

No, that is not possible, as you need to use the editor to change specific things like this.
If you want that level of control the editor is really what you want in the first place.
It honestly takes less time to paint the map quickly and select the best way for you to play than procedurally generating, checking out the map completely, then changing single parts of it.
The editor is really easy to use and fast.
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Re: Several questions about the game

Post by athineos » Sat Sep 07, 2019 2:27 pm

I’ll take your word for it and give it a try. I hope the editor will be added soon as an update?
🙏 thanks

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Re: Several questions about the game

Post by OBG_primetide » Sun Sep 08, 2019 7:37 am

The coming week I assume. We are just waiting for the steam review being done
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