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Game Development Update: Battle Mechanics, Abilities, Roles, Enemy Ai & more.

Updated: 3 days ago

I’m excited to share the latest updates and concepts for my game. Now we’re diving into some of the most thrilling elements—combat mechanics, attack systems, and strategic depth. These new systems are designed to make each battle more dynamic, offering players a more immersive and tactical experience. Here’s a closer look at how these changes will enhance the gameplay.


Table of content:


Please note: As the game is in active development, some elements—such as stat names and mechanics—may change from previous blog posts. Everything below is subject to potential adjustments.


Battle Mechanics

1. Actions

In each turn, units can perform a variety of actions: Moving, Attacking, Using an Ability, and eventually Using Items (to be implemented later). Each unit can generally perform one move and one action per turn (Attacking OR using Ability). Players have the flexibility to decide the sequence—whether to move first and then attack/use an ability or vice versa. However, this decision can have significant tactical consequences based on the unit's attack style (explained below). Proper positioning, target selection, and timing are crucial for maximizing a unit’s effectiveness, allowing for a lot of strategic depth and player agency.



2. Sequence Bar

The sequence bar at the top of the screen shows the order in which units will act during combat. This order is determined at the start of the battle and resets at the beginning of each round. Two main stats influence the sequence: Initiative and Speed. Units with the highest Initiatve value go first; in case of a tie, the unit with higher speed takes precedence. If the stats still match, player units will act before enemy units.


Hovering over the units in the sequence bar reveals detailed stats, including status effects. If two enemies of the same type are present, the sequence bar highlights which one will act next (eye icon on the hex card). Players can also influence the sequence within a round by using certain strategies (see "Ending Turn Options" below).


Stats, icons, etc. on the board are currently placeholder information and are not linked to the characters yet


3. Ending Turn Options

There are three ways to end a unit’s turn. The first is simply ending the turn after all actions have been performed, which is straightforward.


The second option is using Defense Stance, but this is only available if the unit has either performed none or only one action (either just moved or just attacked/used an ability). If at least one action remains, the unit can enter Defense Stance, gaining a temporary defense buff and possibly a chance to block attacks until its next turn.


However, Defense Stance is not the only way to end a turn if a unit hasn't performed all action. If a player chooses to end the turn without using Defense Stance, the unit might gain an alternative buff (to be determined in later development). This mechanic adds depth, allowing units to benefit in different ways based on how their turns are managed.


The third option is to Wait, allowing units to be placed at the end of the sequence for that round. If multiple units choose to wait, the reverse order is used to determine who acts last. Units with higher Initiative and Speed values will act later in this case. This reversal of the normal sequence can open up special strategies, such as letting enemies come closer for stronger area-of-effect attacks, combining moves between units, or setting up powerful plays. Once the round is over, the sequence returns to normal based on the remaining units’ stats.


The turn keys ("S" - for Skip, "D" for Defense Stance, "W" for Wait) have to be held down, to avoid unintentional activation.


4. Attack Styles

There are three main attack styles: Melee, Hybrid, and Ranged.


  • Melee: Melee units can only attack adjacent hexes, and their damage directly impacts the target's life points. Engaging in melee combat usually triggers retaliation, meaning the attacked unit strikes back. Currently, units always retaliate in melee combat unless the attacker has a special ability to prevent it. However, in the future, retaliation mechanics may evolve, with some units retaliating only once per round, which might become the standard mechanic. Additionally, if melee units move the maximum distance to attack, they suffer a 10% damage penalty (stamina penalty).

  • Ranged: Ranged units can attack any target on the battlefield, provided there is no adjacent enemy unit (which would prevent a ranged attack). Ranged attacks target the enemy’s armor (if available) before dealing life damage. Within 4 hexes, ranged damage is normal, but beyond that, damage is reduced by 10% for every additional hex. Ranged units also receive a 20% damage bonus if they attack before moving (in same turn) and suffer a 50% penalty when engaging in melee combat, unless they have a special ability.

  • Hybrid: Hybrid units can attack in both melee and ranged combat. They suffer no penalties in melee but have a shorter ranged attack (up to 3 hexes). Like ranged attacks, their ranged attacks deplete armor before life, unless they have special abilities. Hybrids also have both the stamina penalty for moving before attacking and the ranged damage bonus for attacking before moving.


Additionally, units whose life falls below 25% lose half of their Attack and Defense Skills, making them more vulnerable.


5. Damage Calculations

The standard damage formula is as follows:

Damage dealt = Damage Base Attack Efficiency (1 + delta 0.1) Resistance

Where:


  • delta represents the difference between the attacker’s Attack Skill and the target’s Defense Skill. Each point of difference results in a 10% increase or decrease in damage, up to a cap of 80%. For example, if the attacker has an Attack Skill of 5 and the defender has a Defense Skill of 4, there’s a delta of +1, resulting in a 10% bonus to damage.

  • Resistance is based on the damage type (physical, fire, etc.) and the defending unit's resistance to that type, reducing damage by a percentage.

It's important to note that additional bonuses or penalties from attack styles (like melee or ranged-specific bonuses) are added on top of this base formula. This ensures that combat between different units remains varied and complex.


This system, inspired by Heroes of Might & Magic III, adds a dynamic and strategic layer to each battle. Units are not just defined by their raw damage output but also by their ability to leverage Attack Skill vs. Defense Skill. This means that even a lower-damage unit could perform exceptionally well against an enemy with low Defense, or conversely, a high-damage unit might struggle if their Attack Skill is low compared to the defender's Defense Skill.


For example, take a glass cannon unit with high damage but low Attack Skill. If this unit targets a an enemy with a low Defense Skill, it can deal a massive amount of damage quickly. However, against a unit with a high Defense Skill, its low Attack Skill means the damage dealt will be significantly reduced. Conversely, a tank unit with moderate damage but high Attack Skill can consistently perform well against a variety of targets, as its attacks will often pierce through weaker defenses.


This variety in unit interactions forces players to make strategic decisions. Do you prioritize high-damage units to deal with softer targets, or choose high-skill units to mitigate damage against stronger foes? This interplay of stats makes each combat encounter feel distinct and strategic, keeping battles interesting and dynamic.


6. Armor and Life Points

Each green/red block represents 50 life points. If you want to learn more about how life management works, refer to the previous devlog. As mentioned above, I’ve introduced a new bar called Armor. This silver bar represents the current armor of a unit, which functions as a buffer against damage before life points are affected. Unlike life points, which are divided into blocks of 50, armor is represented as a single bar and can vary in value depending on the unit – it could be 20, 50, or more.


When it comes to combat, armor primarily affects ranged attacks, as they will only reduce armor and not deal direct damage to life points unless the armor is depleted. However, melee attacks bypass armor entirely and deal direct damage to life, even if armor remains. This distinction adds strategic depth to unit positioning and target prioritization, encouraging players to manage both their units’ life and armor effectively.



Not all units will have armor by default. Armor will be more common for certain unit types, while others may have to rely solely on their life points. However, this can be customized through items and equipment. Players will be able to add armor to units that don't initially have any by equipping them with special gear. Likewise, units with existing armor can increase their armor value through such items, offering flexibility in how players prepare their squads for battle.


Armor restoration will not happen automatically after each battle. Instead, it will be a resource that players will need to manage strategically. There are two planned mechanics for restoring armor:


  1. Currency: Players will be able to use in-game currency to restore armor between battles, much like they would pay to heal units. This adds an additional layer of resource management to the game, as players will need to decide when and where to allocate their funds for armor restoration.

  2. Blacksmith units: Some squad members will have special abilities related to armor restoration. For example, having a blacksmith or similarly skilled unit in your squad will automatically restore a portion of armor after every battle. This mechanic will allow players to maintain a sustainable squad without needing to spend too much currency on armor repairs, but at the cost of using up a squad slot for a non-combatant.


By integrating these mechanics, managing both life and armor becomes a critical part of the player’s overall strategy, encouraging careful planning and thoughtful squad composition.


7. Damage Types

There are five main damage types: Physical, Hermetic, Fire, Cold, and Poison. Each unit has a primary damage type for its basic attacks, and abilities may deal additional or different types of damage. These types interact with the Resistance of enemy units, adding another layer of strategy to combat.


Abilities

1. Passive & Active Abilities

Although abilities are a crucial part of the battle mechanics, I've decided to dedicate a separate section to them because of their complexity and importance. Abilities will play a vital role in defining the uniqueness and strategy of each character. In general, all characters will have both active and passive abilities.


Passive Abilities are triggered automatically, requiring no player input to activate. These abilities provide continuous benefits or exceptions to the general game rules.


For example, certain ranged units may have a passive ability that allows their basic attacks to penetrate armor and deal direct life damage, which contrasts with the usual rule that ranged attacks only affect armor first. Another example is the blood-sucker enemy type, which has a passive life-stealing ability, draining health from its target with every attack.



These passive abilities can provide a wide variety of bonuses, from ignoring damage rules and penalties to providing utility enhancements like increased movement or defense. However, in the demo, passive abilities will not be the primary focus, with attention shifting towards active abilities.


Active abilities must be used by the player during combat to take advantage of their power. They add a layer of tactical depth, allowing players to control when and how to use these special moves. Active abilities are divided into two behavioral categories:


  1. Auto-Selection Abilities: Once activated, these abilities immediately take effect without the need for further input. They impact all relevant units based on the ability's description. For example, a chain swing attack might hit all units within a 2-hex radius, regardless of whether they are enemies or allies. The player doesn’t need to select targets for these abilities—they’re executed as soon as they are triggered.

  2. Target-Selection Abilities: These abilities require the player to choose a specific target after activation. When selected, potential targets are highlighted, similar to how basic attacks work, allowing the player to make a deliberate choice before the ability is executed.


2. Ability UI

In the game’s UI, each character’s abilities are displayed at the bottom right corner. Each character can have up to three active abilities. The middle circle shows the currently selected ability, and players can switch between them using the number keys (1, 2, or 3). To activate the selected ability, press the "A" key.


Above the character’s name, small dots will show the number of Ability Charges (AC) available to use the abilities. The ability chargers (costs) per ability are highlight by the dots next to the ability below they respective keys (1,2,3).


3. Ability Charges (AC)

Ability Charges (AC) work similarly to a mana system in other games. Each character starts the battle with a set number of charges, typically between 3 and 4. These charges determine how many times abilities can be used in a single battle. Each ability consumes a different number of charges, with powerful abilities requiring more.


For example, a high-power ability might cost 3 charges, meaning it can only be used once per battle, whereas a lower-cost ability might only consume 1 charge, allowing for multiple uses. This system requires careful management. Players must decide whether to use a powerful ability early or spread out their charges on smaller abilities.


Unlike life and armor, ACs fully recharge after each battle. This ensures that players start each fight with the full range of tactical options available but must still think strategically about how to use them during combat.


4. Balancing Abilities

While the ability system will be flexible and impactful, it is designed with balance in mind. Damage-inflicting abilities will always require two charges or more, meaning they can only be used once or a maximum of twice per game. In contrast, abilities with a single ability charge (AC) will focus on defensive strategies. This design ensures that players must engage with standard basic attacks to win battles, emphasizing their importance in overall gameplay.

On top of that, some powerful abilities may come with additional costs or conditions for their use. A character might suffer self-damage upon using a high-damage attack, or they may be forced to skip the next turn after unleashing a particularly devastating ability. Other conditions might require specific circumstances, such as a target needing to be below a certain health percentage for an ability to work.


These mechanics ensure that abilities cannot be overused or abused, compelling players to think carefully about when to unleash them. Furthermore, characters generally cannot regenerate ability charges during a battle. However, there may be special passive abilities or potions that allow for this, like regaining a charge after a certain number of basic attacks or upon killing an enemy unit.


This comprehensive balancing approach guarantees that abilities do not completely overshadow regular attacks, maintaining a fair and engaging gameplay experience.


5. Ability Distribution & Variety

The abilities in the game will be diverse and shared across multiple characters, but with different attributes. This means that multiple characters may share an ability like a dash or an AoE attack, but their versions of the ability may differ in terms of area of effect, damage dealt, or the number of charges required.


For example, one character's AoE attack might cover a large radius but deal lower damage, while another character might have a smaller AoE radius with higher damage. This variety in abilities, even among similar ones, adds depth to the game’s strategy and allows for different playstyles depending on the characters selected.

Although some abilities are shared among characters, higher-tier characters (such as Tier 3 units) will have unique abilities exclusive to them. These abilities will be distinct and often serve as defining traits for these units. They will be powerful, rare, and difficult to replicate with other characters, offering the player something special to look forward to as they progress.

These unique abilities will complement the character’s role in battle in a way that standard abilities cannot, ensuring that these higher-tier characters stand out not just in strength but also in their unique strategic value.


6. Ability Management

Unlike life points and armor, ability charges always refill after each battle. This ensures that characters start every battle at full strength, ready to use all of their abilities. If you missed the first devlog, where I explained life and armor management and the tier system be sure to check it out for more details about how other resources in the game work.


This full charge system provides a sharp contrast to other resources like health, where the player may need to manage restoration between battles. This way, abilities become a core part of every battle rather than something to be saved for key moments.


7. Ability Access

In Fangs & Forges, characters can learn multiple abilities as they level up, much like in Pokémon. However, they can have only three abilities equipped at any given time, not counting temporary abilities from items (Ability Slot 4). Certain items will grant unique abilities to units, providing further customization options. Moreover, players will have the opportunity to learn specific abilities at designated locations and shrines in exchange for currencies.


Roles

This new system categorizes characters based on their general battlefield behavior and usage, providing a clearer understanding of each unit’s function.

  • Tank: Absorbs damage, blocks, and takes aggro, featuring high durability and low offensive capabilities.

  • Bruiser: Balances significant damage output with solid durability.

  • Skirmisher: Agile and mobile, excels in quick strikes and evasion, with lower durability.

  • Assassin: Specializes in high burst damage with stealth, typically possessing low durability.

  • Support: Offers healing, buffs, debuffs, and other forms of enhancing the squad's overall performance rather than focusing on direct combat or damage.

  • Specialist: Possesses unique or niche abilities, such as crowd control or summoning, providing specialized support.


While these roles define a unit’s primary function, it’s important to remember that within each role, there are various types of characters. For example, not all bruisers are alike; the role simply suggests that a unit with decent defense and good damage is well-suited for the frontlines. Abilities, attack styles, and special resistances will further tailor each character’s performance, but their role will give you a solid idea of their general purpose and how they can be effectively used in battle.


Enemy Ai

Creating an engaging and dynamic AI system was a key focus in this phase of development. The vision behind the AI is not to make it a machine-perfect opponent like a chess engine that calculates every possible move with robotic precision. Instead, I wanted the AI to feel more reactive and player-like, responding to immediate threats and opportunities while demonstrating intelligent behaviors.


The AI will analyze the battlefield and make decisions based on a combination of positioning, target prioritization, and the current situation. For example, it will focus on maintaining a safe distance from dangerous enemy units, stick close to allied units for support, or prioritize protecting weakened teammates before launching attacks. The AI will not iterate through every potential move; rather, it will look for good plays that are impactful and strategic, much like a player would. This keeps battles engaging without feeling overly predictable or artificially difficult.

Intelligence will manifest in various ways—such as positioning itself to maximize damage output or avoiding unnecessary risk when a unit is low on health. The AI will also aim to focus on vulnerable targets or units it can efficiently neutralize. However, it won't always be "perfect" in its decisions, allowing for more dynamic and natural gameplay where the AI sometimes errs or misses opportunities, adding to the fun and unpredictability.

This system will evolve further with plans to introduce different AI behaviors for various enemy mob types. Each type of enemy will have its own tendencies and priorities. Some mobs might focus on retaliation and "aggro" when attacked, making them relentless toward their aggressors. Others may prioritize maximizing damage, trying to eliminate weaker units quickly. This variety will push players to adapt their strategies based on the types of enemies they encounter, leading to more engaging and tactical battles.


In short, the AI is designed to behave intelligently and dynamically while remaining unpredictable and fun, ensuring that players need to adjust and respond to the different strategies and behaviors of their foes. This approach makes the AI feel more like a living, thinking opponent rather than a machine calculating the perfect move every time.


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Please feel free to provide feedback or ask questions. Things mentioned here are subject to change. You can comment below or join our discord and discuss all that stuff with the guild and myself there.



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