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Steam News30 December 20256mo ago

Dev-Log #5: Massive Combat: Total Control on the Battlefield

⚔️ Devlog #5 — Massive Combat: Total Control on the Battlefield Greetings, strategists!

In this update10

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Full Imperium Eternal update

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What changed

0 fixes4 additions25 changes0 removals
  • Maps
  • Gameplay
  • UI and audio
  • Security
  • Balance
changed⚔️ Devlog #5 — Massive Combat: Total Control on the BattlefieldGreetings, strategists!
changed⚔️ Devlog #5 — Massive Combat: Total Control on the BattlefieldToday we want to share one of the biggest advancements ever made in Imperium Eternal :
added⚔️ Devlog #5 — Massive Combat: Total Control on the Battlefieldthe new combat system , designed from the ground up to work both at small scale and in truly massive battles .
added⚔️ Devlog #5 — Massive Combat: Total Control on the BattlefieldThis is not just an adjustment — it is a new foundation for how wars will be fought in Imperium Eternal.
changed🛡️ Combat at Small and Large ScaleClear readability of the battlefield
added🧭 Total Control of FormationsOne of the biggest new features is direct control over formations .

Imperium Eternal changes

changedGreetings, strategists!
changedToday we want to share one of the biggest advancements ever made in Imperium Eternal :
addedthe new combat system , designed from the ground up to work both at small scale and in truly massive battles .
addedThis is not just an adjustment — it is a new foundation for how wars will be fought in Imperium Eternal.
changedClear readability of the battlefield

⚔️ Devlog #5 — Massive Combat: Total Control on the Battlefield

Greetings, strategists!

Today we want to share one of the biggest advancements ever made in Imperium Eternal:

the new combat system, designed from the ground up to work both at small scale and in truly massive battles.

This is not just an adjustment — it is a new foundation for how wars will be fought in Imperium Eternal.

🛡️ Combat at Small and Large Scale

From the very beginning, our goal was clear:

the same combat system must work just as well with a few units as it does with hundreds of them at the same time.

There are no different rules for “small combat” or “large combat.” Everything responds in the same way, maintaining:

  • Clear readability of the battlefield

  • Total player control

  • Consistent unit behavior

This ensures the player learns once — and can apply that knowledge to any battle scale.

🧭 Total Control of Formations

One of the biggest new features is direct control over formations.

The player can:

  • Drag the formation, defining its size and shape

  • Choose whether units line up in line or square

  • Adjust the formation before and during combat

Currently, we have:

  • ✔️ Line formation

  • ✔️ Square formation

  • ❌ Wedge, circular, or spearhead formations (not yet implemented)

Even so, the system already allows fine-grained positioning control, something essential for more realistic and strategic battles.

Future: We want units to move while maintaining formation, without turning into chaos along the way.

👉 What do you think about changing formations with a single button click?

⚔️ Formation Movement in Attack

Another important point: the formation is not static.

Once defined, the player can:

  • Move the entire formation toward the enemy

  • Adjust its position as the battle evolves

  • Reorganize troops even under pressure

This turns combat into something active and strategic, rather than simply “order an attack and wait.”

Future: We want to implement rear vulnerability — attacking units from behind will deal devastating damage.

In addition:

  • Units on hills, cliffs, or walls will have greater vision

  • And also greater attack power, reinforcing the importance of terrain

🎯 The Player as a True Commander

Imperium Eternal does not want to be a game where units “solve everything on their own.”

Here, the player must think like a real commander:

  • Which units go to the front line?

  • Which ones should be better protected?

  • When should you retreat?

  • When should you reposition troops?

  • How do you use cavalry without letting it get stuck among your own infantry?

The idea is simple: bad decisions have consequences, and good decisions are rewarded.

Either you are in total control of the battlefield, or you may find yourself overwhelmed by a well-executed enemy strategy.

🧠 Combat AI (In Development)

At the moment, combat AI is not yet implemented, but we have ambitious plans.

We want an AI capable of:

  • Retreating when necessary

  • Changing strategy during battle

  • Surrounding the player

  • Exploiting weaknesses in enemy formations

The goal is to create an AI that reacts to what is happening on the battlefield, making every encounter more dynamic and unpredictable.

⚖️ Current Balance and Next Steps

Currently, balance is still simple, based on:

  • Attack power

  • Health capacity

But this is only the beginning.

In the next steps, we plan to add:

  • Units specialized against other unit types

  • Clear differences in range

  • Real importance of speed

  • Better definition of combat roles

All while keeping the focus on balance, clarity, and visual readability.

🧩 Realistic, Non-Automated Combat

Our goal is simple to explain, but hard to execute:

To make the player think and act like a real commander, not just click and watch.

Imperium Eternal aims for battles that are:

  • Organized

  • Readable

  • Strategic

  • Fully controlled by the player

Or else… watch everything collapse under a superior enemy strategy. The choice is yours.

Source

Steam News / 30 December 2025

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