Those Who Rule

Those Who Rule

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Some Questions...
Hi, this game looks really interesting to me. I just have a couple of questions about some things.

How long will this game take to beat? Is it roughly the same as an FE game's length or shorter?

Is there a strategic layer? Or do you just move from map to map?

Will there be a fixed leveling growth mode? I am not a fan of random growths.

Is there a sort of "assassin" type class that can use daggers or poisons or something?
Originally posted by eturulja:
Hey Hush Puppy, great questions!

Right now it's looking like 20-30 hours depending on how fast you play, difficulty, and how much story/base conversations you read.

There is a strategic layer in the "base" portion between chapters where you can change character loadouts, buy/sell equipment, make improvements to your weapon's stats and add refinements (abilities), and read through optional conversations between characters (one's that give rewards are labeled).

Yes, fixed growths will be an option on new game along with perma-death and 3 difficulty options.

Yes! The skirmisher class can upgrade into a choice of 3 tier 1 classes on promotion, one of them being a Rogue that allows you to ignore enemy ZoC, and get bonuses on flanks/backstabs. Then the tier 2 classes also have 3 options where there is an Assassin class that refreshes their turn on killing an enemy with a backstab. There are also a couple of poison causing items scattered throughout the game, as well as a weapon upgrade "Scorpion Sting" that deals extra damage to poisoned units. And if you have any other ideas for cool poison abilities I'm always open to suggestions! Implementing abilities is probably my favorite part of developing the game. :)

Cheers!
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The author of this thread has indicated that this post answers the original topic.
eturulja  [developer] Jan 24 @ 9:16pm 
Hey Hush Puppy, great questions!

Right now it's looking like 20-30 hours depending on how fast you play, difficulty, and how much story/base conversations you read.

There is a strategic layer in the "base" portion between chapters where you can change character loadouts, buy/sell equipment, make improvements to your weapon's stats and add refinements (abilities), and read through optional conversations between characters (one's that give rewards are labeled).

Yes, fixed growths will be an option on new game along with perma-death and 3 difficulty options.

Yes! The skirmisher class can upgrade into a choice of 3 tier 1 classes on promotion, one of them being a Rogue that allows you to ignore enemy ZoC, and get bonuses on flanks/backstabs. Then the tier 2 classes also have 3 options where there is an Assassin class that refreshes their turn on killing an enemy with a backstab. There are also a couple of poison causing items scattered throughout the game, as well as a weapon upgrade "Scorpion Sting" that deals extra damage to poisoned units. And if you have any other ideas for cool poison abilities I'm always open to suggestions! Implementing abilities is probably my favorite part of developing the game. :)

Cheers!
Originally posted by eturulja:
Hey Hush Puppy, great questions!

Right now it's looking like 20-30 hours depending on how fast you play, difficulty, and how much story/base conversations you read.

There is a strategic layer in the "base" portion between chapters where you can change character loadouts, buy/sell equipment, make improvements to your weapon's stats and add refinements (abilities), and read through optional conversations between characters (one's that give rewards are labeled).

Yes, fixed growths will be an option on new game along with perma-death and 3 difficulty options.

Yes! The skirmisher class can upgrade into a choice of 3 tier 1 classes on promotion, one of them being a Rogue that allows you to ignore enemy ZoC, and get bonuses on flanks/backstabs. Then the tier 2 classes also have 3 options where there is an Assassin class that refreshes their turn on killing an enemy with a backstab. There are also a couple of poison causing items scattered throughout the game, as well as a weapon upgrade "Scorpion Sting" that deals extra damage to poisoned units. And if you have any other ideas for cool poison abilities I'm always open to suggestions! Implementing abilities is probably my favorite part of developing the game. :)

Cheers!


Wow, thanks for the super fast response. I will definitely be adding this to my wish list.
redwitch Jan 25 @ 2:16am 
do I understand it right, that there is no overworld map like i.e. in Battle Brothers, so you are just progressing from a tactical map to the next?
eturulja  [developer] Jan 25 @ 6:14am 
Originally posted by Hush Puppy:
Wow, thanks for the super fast response. I will definitely be adding this to my wish list.
You're welcome, thanks for the support!

Originally posted by redwitch:
do I understand it right, that there is no overworld map like i.e. in Battle Brothers, so you are just progressing from a tactical map to the next?
That's correct, no overworld map to move around on. The general flow will go story -> base menu (unit management) -> story -> formation/battle setup -> battle -> story -> next chapter.
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Date Posted: Jan 24 @ 9:02pm
Posts: 4