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I've been working mainly on the scenery and terrain lately. I decided to first add that new artwork to my RPG Birth of Shadows. I'm now in the process of merging that code into Pursuit of Power® 2. You can see some of that artwork on my Greenlight page for Birth of Shadows.
The finished Dread Gazer was also added to the game and it looks very good. Below is the initial design for the Tormented Genie, which is the ranged damage troop for the Mage class. It is still a work in progress, but I think it is already looking good.
I will show some new screenshots of the game once I add the new scenery and terrain artwork. I will probably also make a new video so you can see the Dread Gazer and Tormented Genie in action :)
First, I want to thank everyone that has voted for Pursuit of Power 2 so far. I really appreciate it!
I plan to share the new artwork as it gets created. I also want to explain some of the mechanics in greater detail. The initial design was just finished today for a fearsome creature called the Dread Gazer.
The Dread Gazer is the Mage troop that is responsible for crowd control. It casts an immobilization spell called Mesmerize, which incapacitates all enemy troops within an area. Then those affected troops can be picked-off individually.
All three leader classes have a troop with an immobilization effect. The main difference between them is the effect that is triggered when the immobilization is broken by damage. The attacker gains a benefit from the proc of that particular immobilization effect. For example, currently the Dread Gazer's proc will heal the attacker. That heal can really add up if a group of incapacitated enemies are hit by an area effect damage ability.
In order to balance immobilization effects, rage increases for those incapacitated troops until they reach the max level, indicated by 3 rage icons. Then they automatically break the immobilization effect and are immune to it unless they drop below the max level again. All troops increase rage while taking damage and then it decreases over time.
Rage levels multiply the damage done by troops, so it is important to kill enemies with high levels of rage before other targets. Some player abilities can harness rage to produce additional effects. The Mage can even pacify enemies to reduce their benefit from the rage levels.
I have a lot more to share about the game mechanics in future announcements. Please feel free to ask any questions.
Fast-paced RTS with pixel art. Powerful leaders command legions of zealots and elite units. Manage fortresses. Campaign and multiplayer.
Pursuit of Power® 2 is a real-time strategy game with a different focus than traditional RTS games. Players connect fortresses together in order to build, research technology, generate bonus resources, defend allies, and lay siege to enemies. Each player has a leader unit that summons structures and casts powerful abilities. There is a priority system for enemy targets and a rage mechanic that affects combat in multiple ways.
Fight through a single-player campaign game with unique content and objectives for your leader. Play local and network skirmish games with up to 10 players. Join a team with allies that can come to your aid. Create new skirmish games using a map editor with a rich set of features.
Please note that the game is still using placeholder artwork, which does not match the style of the pixel art. That is especially true for the troops. Eventually, all of the artwork will be replaced and look much more consistent.
I am creating a game that eliminates a lot of the tedium found in many RTS games. You don't need to micromanage resources, defenses, or upgrades. Instead, manage the connections between your fortresses to influence those mechanics.
Need more power? Send some of your zealots to fortresses with max power output until the rate is capped. Do you want to strengthen that fortress near your enemies? Send a few zealot banners to boost its rebuilding and upgrade timers.
Managing those aspects at a high-level gives you more time to focus on the fun stuff. Use your leader to summon towers at strategic points or blast enemy troops with a powerful spell. Learn to recognize the optimal leader abilities for different situations in order to gain an advantage.
Each leader class has a troop for every defined role, but with different abilities that are geared towards that class archetype. In addition, rage mechanics make the combat more dynamic and balance the immobilization effects. Powerful avatar abilities and divine upgrades provide even more opportunities for strategy and asymmetric leader classes.
These are some of the player units that have been created so far. The first set shows the three leader classes, which are the Shadow Knight, Mage, and Stalker. They are the strongest unit in the game and can cast powerful abilities at selected locations.
The Dark Treant is the Stalker's siege troop. They are able to absorb an enormous amount of damage from structures. Crows come to their aid, carrying barbs from their twisted branches to provide allies with a damage shield. This troop will eventually have a visual effect showing crows flying around them when their special ability is cast.
Portals are the hub of each fortress. Zealots and troops are summoned from them. Power is generated when they are over active magic sources. Portals can only be damaged when all 4 fortifications towers are down. They can be captured when damaged enough to leave the magic source unprotected. Levels are automatically gained and upgrades become available at max level.
Fortifications protect the portal of the fortress. They automatically gain levels during pulse events, which makes them stronger and inflict more damage. When destroyed, fortifications are summoned back when their refresh timer is ready. The amount of refresh time depends on how many friendly and enemy banner zealots are connected to the fortress.
Tier 1 towers are the main combat structures. They are summoned by leaders at any open location. These towers have special abilities that are available at regular intervals. They gain levels over time, making them more powerful. Placing them at strategic locations early in the game will create a solid defense.
Tier 2 towers are another combat structure with an additional role. They are used to sacrifice enemy zealots that get within range. Those sacrificed zealots generate prestige, which is used for the most powerful upgrades and abilities.
Some future goals
Morphing banner zealots : Banner zealots can be infused with divine power and morph into epic creatures. They essentially become mobile fortresses, requiring substantial effort to kill. Players must halt their progress while trying to cut the zealot line, which sustains them by regenerating health. Once the zealot line is cut, the epic banner zealot can be defeated more easily.
Guardian fortress with raid mechanics : The guardian upgrade actually transforms the fortress into a creature. The fortification towers become the limbs and the portal becomes the body. The limbs gain additional attacks for each level gained. Players can control some of the attacks like a raid encounter.
Pursuit of Power 2 has been Greenlit and is now listed in the Steam store. For the latest information, purchase options, and discussions for Pursuit of Power 2, please see it on the Steam Store or in the Steam Community.