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Steam News20 May 20224y ago

Enemy Encounters & Combat Guide

Welcome back Commanders! In our last post, we talked a lot about the world of The Dragoness: Command of the Flame, how quests work, and the basics of map exploration and resource management.

In this update5

Full notes

Full The Dragoness: Command of the Flame update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions9 changes0 removals
  • Maps
  • Gameplay
  • Balance
changedWelcome back Commanders!In our last post , we talked a lot about the world of The Dragoness: Command of the Flame , how quests work, and the basics of map exploration and resource management.
changedChoosing Your OpponentAs the Commander of the Dragoness' army, you are charged with ridding the Peninsula of her enemies and fighting the battles she cannot. During your travels, you will face many powerful foes that will stand between you and your goal. During a quest, these encounters are signposted on the map by a monster unit, who will typically be blocking a crucial path forwards or guarding a precious resource cache .
changedChoosing Your OpponentRight-clicking a monster unit on the map will reveal the composition of its associated army . Use this tool to help you decide whether your current units are strong enough to defeat them or and if you should instead retreat and build up a bigger force.
changedTo Battle!Now that you've engaged an enemy army in combat you'll be brought to a 12x12 battle grid with your commander and units arrayed on the left, and the combined enemy forces on the right. The starting positions of your units are determined by how they are organised in the army management window which you can customise when roaming the map, with the first unit deployed in the top left .
changedTo Battle!Almost all battle grids contain terrain which will block certain spaces and limit movement. Types of terrain include rubble or raised woodland depending on the environment you're fighting in.
changedYour MoveWith the stage set, it is now time for battle to commence! Below the battle grid you will see the turn order track which shows the order in which units will act. This order is determined by the individual initiative stat of each unit, the higher the initiative, the sooner they can make their move! A unit can perform one of the following actions on its turn:

The Dragoness: Command of the Flame changes

  • Cachemap
changedIn our last post , we talked a lot about the world of The Dragoness: Command of the Flame , how quests work, and the basics of map exploration and resource management.
changedAs the Commander of the Dragoness' army, you are charged with ridding the Peninsula of her enemies and fighting the battles she cannot. During your travels, you will face many powerful foes that will stand between you and your goal. During a quest, these encounters are signposted on the map by a monster unit, who will typically be blocking a crucial path forwards or guarding a precious resource cache .
changedRight-clicking a monster unit on the map will reveal the composition of its associated army . Use this tool to help you decide whether your current units are strong enough to defeat them or and if you should instead retreat and build up a bigger force.
changedNow that you've engaged an enemy army in combat you'll be brought to a 12x12 battle grid with your commander and units arrayed on the left, and the combined enemy forces on the right. The starting positions of your units are determined by how they are organised in the army management window which you can customise when roaming the map, with the first unit deployed in the top left .
changedAlmost all battle grids contain terrain which will block certain spaces and limit movement. Types of terrain include rubble or raised woodland depending on the environment you're fighting in.

Welcome back Commanders!

In our last post, we talked a lot about the world of The Dragoness: Command of the Flame, how quests work, and the basics of map exploration and resource management.

Today, we'll be taking a detailed look at the combat system and teaching you how to effectively utilise its associated mechanics!

Choosing Your Opponent

As the Commander of the Dragoness' army, you are charged with ridding the Peninsula of her enemies and fighting the battles she cannot. During your travels, you will face many powerful foes that will stand between you and your goal. During a quest, these encounters are signposted on the map by a monster unit, who will typically be blocking a crucial path forwards or guarding a precious resource cache.

Right-clicking a monster unit on the map will reveal the composition of its associated army. Use this tool to help you decide whether your current units are strong enough to defeat them or and if you should instead retreat and build up a bigger force.

Once you feel sufficiently powerful enough to take on an enemy army, simply move onto the monster unit’s space to initiate an attack.

To Battle!

Now that you've engaged an enemy army in combat you'll be brought to a 12x12 battle grid with your commander and units arrayed on the left, and the combined enemy forces on the right. The starting positions of your units are determined by how they are organised in the army management window which you can customise when roaming the map, with the first unit deployed in the top left.

Almost all battle grids contain terrain which will block certain spaces and limit movement. Types of terrain include rubble or raised woodland depending on the environment you're fighting in.

Your Move

With the stage set, it is now time for battle to commence! Below the battle grid you will see the turn order track which shows the order in which units will act. This order is determined by the individual initiative stat of each unit, the higher the initiative, the sooner they can make their move! A unit can perform one of the following actions on its turn:

Common actions

Move - All units have a set number of spaces they can move on the grid. Large monsters will be slow and ponderous while flying creatures can quickly manoeuvre out of difficult situations.

Regenerate Mana – If a unit has access to spells or special abilities, it can spend its action to regain a % of depleted spell points.

Defend – Units can protect themselves against a potential attack by defending, which will give them a % resistance to melee, ranged, or magical attacks until their next turn.

Wait – The unit will patiently wait until the end of the round before they act, useful if you want your enemy to make the first move!

Attack - Use either a melee or ranged attack against an opponent in range.

Special actions

Spell/Special Action - Some units have access to unique special actions, which they can perform by spending mana. Example actions include the Oaken Ent's Slow spell which will dramatically reduce an enemy unit’s movement, and the Harpy's Exhaust ability which diminishes enemy melee and ranged attack power.

Remember, you can only select ONE action per unit each turn so strategize accordingly!

Statistics Breakdown

Every unit that

Source

Steam News / 20 May 2022

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