The Battle of Krabolniet

Here it is finally: the attack of the city fortified in the previous video.
It took slightly longer as expected to show a proper battle as there was a huge amount of bugs to fix to make it functional enough for a first release.
All the terrains beeing procedural combined with the fact players can build their fortifications in any way they want makes it quite challenging because the amount of different ‘cases’ to deal with in battles is huge.
There is still obviously a lot of things to improve (both visually and in battle code), but at this point i need to move on to the next tasks as i’m running out of time !
For now the barbarian “AI” is really basic and all units are individually attacking without any global strategy.
One idea i have would be to keep this basic behavior for primitive armies, and that more advanced strategies would be unlocked by technologies or maybe the presence of commanders in armies.

For now, battles themselves are entirely automatic ( that is because in a multiplayer context, ‘online’ players must have no advantages over ‘offline’ players ). It means players do not actually control the units in battle.
Players affect the battles outcome before the battles actually happen : the defenders through organizing the defenses as shown in the previous news, and the attacker through orders and mission settings setup before launching the attack.
Attacking units can automatically pass walls and cliffs with ladders, breach gates with siege rams and embark in rafts to cross rivers when there’s really no other choices.
When launching an attack, you’ll be able to choose a privileged technique of assault.