Full notes
Full Siege of Irdor update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
Siege of Irdor changes
We are entering the advanced production stage. We have a lot to show from Siege of Irdor. Starting today, every 3 weeks we will drop a new devlog about mechanics, story, gameplay, and this little precious thing that makes this game unique. Just keep in mind materials presented here come from early stage of production and can differ in the final game.
COMBAT SYSTEM
As you have probably seen, Siege of Irdor is a Real-Time Strategy/City Builder/Tower Defence mix. You have to defend your kingdom - Irdord, but you can fight outside the walls if you think your army is strong enough.
Your units as enemies use 3 sorts of weapons.
Melee weapons. Swords, pikes, axes... fists, and more
Every strategy fan must know the pleasure of using archers. We don't want to disappoint ranged weapons fans. You will be able to "shoot" a lot here.
If you are looking for a "big boom" effect siege weaponry should be your first choice... and magic (but that we will cover a bit later).
Siege of Irdor is a game where it's easy to start (casual and relaxing gameplay) and hard to master (good management and tactics). This strategy will contain a lot of "good strategy must-haves"
Like FORMATIONS, but that will be covered in the next devlog. Stay tuned for more extra content.
The best place to talk about the game will be on the discord channel of our friends from Gaming Factory:
We look forward to your comments and feedback
HardCodeWay team
Source
Changelog.gg summarizes and formats this update. How we read updates.
