What changed
0 fixes3 additions0 changes0 removals
addedOne of the last major things we added were AI behavior additions and Advanced AI abilities. Before we did the game was fun for a “normal” player, but we wanted something more challenging for a very skilled player in the harder modes in saga. These abilities go well beyond the normal “perks” an enemy could have and push towards making players have to adjust to combat from fight to fight well beyond the ordinary challenges of each new fight.
addedWhat followed was the creation of a dozen new advanced abilities that enemies could have. No enemy can have more than two (which is more than enough to make things interesting). Some things include enemies with Battle Advance, which are very hard to kill when they move in the open along with the ability comes and AI change for that enemy that makes them more able to advance in conditions that would be considered dangerous for a normal advance. Another was a simple Ability Lock which is extremely effective against posses that include multiple hero characters. Enemies can get interesting combos of abilities for example Battle Advance + Armor Breaker creates an enemy that can move in aggressively and debuff members of your posse without risking dying while exposing himself to do so.
addedWith these new advanced abilities, battles can be brutal and you really want to choose carefully who should be eliminated first and that can vary per posse and map. We’ve included a couple screens of enemies with these abilities and a 1 round “before and after” setup.
The Feud: Wild West Tactics changes
addedOne of the last major things we added were AI behavior additions and Advanced AI abilities. Before we did the game was fun for a “normal” player, but we wanted something more challenging for a very skilled player in the harder modes in saga. These abilities go well beyond the normal “perks” an enemy could have and push towards making players have to adjust to combat from fight to fight well beyond the ordinary challenges of each new fight.
addedWhat followed was the creation of a dozen new advanced abilities that enemies could have. No enemy can have more than two (which is more than enough to make things interesting). Some things include enemies with Battle Advance, which are very hard to kill when they move in the open along with the ability comes and AI change for that enemy that makes them more able to advance in conditions that would be considered dangerous for a normal advance. Another was a simple Ability Lock which is extremely effective against posses that include multiple hero characters. Enemies can get interesting combos of abilities for example Battle Advance + Armor Breaker creates an enemy that can move in aggressively and debuff members of your posse without risking dying while exposing himself to do so.
addedWith these new advanced abilities, battles can be brutal and you really want to choose carefully who should be eliminated first and that can vary per posse and map. We’ve included a couple screens of enemies with these abilities and a 1 round “before and after” setup.
One of the last major things we added were AI behavior additions and Advanced AI abilities. Before we did the game was fun for a “normal” player, but we wanted something more challenging for a very skilled player in the harder modes in saga. These abilities go well beyond the normal “perks” an enemy could have and push towards making players have to adjust to combat from fight to fight well beyond the ordinary challenges of each new fight.
Where did it all begin? We had an ability called “Guardian” which essentially prevents you from hurting and enemy in cover if they have it. Any enemy that has this ability changes a fight dramatically as you must expose them to kill them, which means you have to move more and risk more. The concept between all the other Advanced Abilities was to encourage an even greater range of strategies to be necessary.
What followed was the creation of a dozen new advanced abilities that enemies could have. No enemy can have more than two (which is more than enough to make things interesting). Some things include enemies with Battle Advance, which are very hard to kill when they move in the open along with the ability comes and AI change for that enemy that makes them more able to advance in conditions that would be considered dangerous for a normal advance. Another was a simple Ability Lock which is extremely effective against posses that include multiple hero characters. Enemies can get interesting combos of abilities for example Battle Advance + Armor Breaker creates an enemy that can move in aggressively and debuff members of your posse without risking dying while exposing himself to do so.
With these new advanced abilities, battles can be brutal and you really want to choose carefully who should be eliminated first and that can vary per posse and map. We’ve included a couple screens of enemies with these abilities and a 1 round “before and after” setup.
That’s it for this week. We’ll be back next week with more info on how Feud is going.
Before
After