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Zodiac Legion: A tactical RPG with kingdom building elements

For discussing tactical and strategy games. What's the difference between tactics and strategy anyways?
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Norfleet
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Post by Norfleet »

Trying to redefine your directions doesn't work when gravity and walls are present and your team faceplants into a wall as a result.
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Post by Galdred »

J1M wrote: July 12th, 2024, 19:34
Roads and rivers are most often straight lines, just like architecture. I'm also not aware of any real military formations that would fit on a hex grid instead of a square one.

That said, many people like hexes and I hope your game does well.
Straight lines work just fine with hexagons too. The main difference is that you cannot have orthogonal lines, but rivers rarely make 90° turns either.
For roads, it depends. Crossroads are usually orthogonal, but old dirth path usually are more curved, so hex grids are a better fit there.
Triangles would work better on a hex grid, but I'm still not sure they really were a thing. That said, formations is not a very useful concept there, as the possible party sizes will remain between 4 and 12.
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Post by Nooneatall »

What a bunch of idiots, just use circles. Or even better spheres
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Post by rusty_shackleford »

hexes are just neat, and gamedevs know it
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Post by Galdred »

rusty_shackleford wrote: July 12th, 2024, 19:50
The secret to making architecture that matches hexes is to look at the ground irl. You'll see it all the time!
If you offset a square, you get a hex grid:
Image

All the benefits of hexes without having to deal with a six-sided shape.
It goes further than this!


Image

Image
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Post by rusty_shackleford »

Did you just come out as french?
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Post by Galdred »

rusty_shackleford wrote: July 17th, 2024, 12:59
Did you just come out as french?
I thought my hatred for cowardly longbowmen had given it away already!
Last edited by Galdred on July 21st, 2024, 23:43, edited 1 time in total.
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Post by WhiteShark »

Difficulty with straight lines is a feature of hexes, not a bug:
Game Design Volume 1: Theory and Practice, by Nick Schuessler and Steve Jackson wrote:
Image
Image
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Post by Galdred »

Oh, btw, someone liked the game:

https://bigbossbattle.com/zodiac-legion-preview/

I updated the demo with scaling and a few QoL improvements (and UI bug corrections):
https://store.steampowered.com/news/app ... 7703705549
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Post by rusty_shackleford »

It’s big appeal
:mad:
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Post by Vergil »

Galdred wrote: October 6th, 2024, 19:02
Oh, btw, someone liked the game:

https://bigbossbattle.com/zodiac-legion-preview/

I updated the demo with scaling and a few QoL improvements (and UI bug corrections):
https://store.steampowered.com/news/app ... 7703705549
Congratulations, hopefully it gets more eyes on the game. :toot:
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Post by Acrux »

Galdred wrote: October 6th, 2024, 19:02
I updated the demo with scaling
Thank you! :toot:
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Post by Luckmann »

I had not heard of this, it looks absolutely fantastic.
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Post by Galdred »

Vergil wrote: October 6th, 2024, 19:05
Galdred wrote: October 6th, 2024, 19:02
Oh, btw, someone liked the game:

https://bigbossbattle.com/zodiac-legion-preview/

I updated the demo with scaling and a few QoL improvements (and UI bug corrections):
https://store.steampowered.com/news/app ... 7703705549
Congratulations, hopefully it gets more eyes on the game. :toot:
Actually, it did. I got 300 WL out of it, but funnily, it didn't come with the article itself, but the wishlist count blowed up the day Google pushed it to my Android news feed, so I suppose others got it in theirs too.
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Post by kyosuke »

Game looks seriously great so far, keep up the good work man.
Hopefully the game get a full release before I get :old:
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Post by Cloharp7 »

Galdred wrote: February 18th, 2023, 23:14
I am now working on the semi-randomized level generation. It is a mix of the OG X-COM and XCOM 2 approaches, in that we randomly place preset blocks in a preset map.
But as we are also using a lot of dungeons, it is a bit trickier, because we need to make sure that all areas are reachable, and the resulting map is not too imbalanced (with large empty areas, or lot of backtracking to do).

The reason we went with the idea of reawakening magic was that it allows us to start from a "purely feudal" world, and slowly transition to a fantasy one. We also wanted the game to be rooted in realism, especially when it comes to combat, so armor will be very important early on, and require some efforts to bypass (by making the opponent fall, or getting critical hits to reach the weakest parts), but as the game goes on, your heroes will have more tools at their disposal to deal with it.
Devs posting here? Wishlisted, will watch with great interest.
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Post by Cloharp7 »

WhiteShark wrote: October 5th, 2024, 17:05
Difficulty with straight lines is a feature of hexes, not a bug:
Game Design Volume 1: Theory and Practice, by Nick Schuessler and Steve Jackson wrote:
Image
Image
So that's why my positioning in Battle Brothers was always messed up :mad:
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Post by Galdred »

Cloharp7 wrote: March 24th, 2025, 18:46
WhiteShark wrote: October 5th, 2024, 17:05
Difficulty with straight lines is a feature of hexes, not a bug:
Game Design Volume 1: Theory and Practice, by Nick Schuessler and Steve Jackson wrote:
Image
Image
So that's why my positioning in Battle Brothers was always messed up :mad:
That reminds me of the Great Battle series (my first wargames on PC, with Steel Panthers as I played on Atari before):
Image

But heh, we have to pick our poison at a time.
Btw, I started to implement the aforementioned combat authenticity changes, dive further into turbo autism, so the armours will now be split in 6, with 6 extra "weak point" locations, each with its individual armour value, coverage and encumbrance (yes, it is partially lifted from Cataclysm: Dark Days ahead).

Btw, there is a Steam update here with what we changed, and what we are planning(mostly leveling up and armour rework):

https://store.steampowered.com/news/app ... 5974793808
► Show Spoiler
TLDR:
  • combat log
  • damage/armour/penetration overhaul (now penetration is rolled vs armour):
if penetration = armour +1 : 100% damage
+0 : 75 %
-1: 50%
-2: 25%
-3: 12.5%
-4: 0
(rounded down, but with 1 dmg minimum, unless you rolled -4 or worse).
  • stat increase on level up (perks will be added soon)
  • a skip tutorial message box
  • option to disable scroll on edge
  • font size option
Last edited by Galdred on April 29th, 2025, 19:50, edited 3 times in total.
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Post by Galdred »

So, some recent news:
We have made good progress on our armor autism implementation.
You can read what it is about with more details here:

The base system is in place (damage localization, new armor system, made of 2 stacked layers with coverage, armor and encumbrance), as are some special attacks (thrusts, and I'll add some kind of called shot system later).
The only micro-issue being the lack of UI to support it at the moment.

I also improved the performances by a lot (like 95% faster calculations of Line of sight, which was the main bottleneck before, especially during AI turn), and we added a lot more levels to the rotation, including outdoor ones.
Image
I plan to update the demo with these at the beginning of next week, once I solve the issue of the objective sometimes being 1 room away from the insertion point, and the AI being confused by teleporters.
Another issue is that I have a lot of art to import, to add some armor variations, and allow opening visors, for improved breath at the cost of a risk of face-tanking hits.
ImageImage

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Post by rusty_shackleford »

Looking forward to this. :heart:

@Adventurer You guys should wishlist this if it's the kind of game you like

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Post by SniperChris »

rusty_shackleford wrote: August 28th, 2025, 01:42
Looking forward to this. :heart:

@Adventurer You guys should wishlist this if it's the kind of game you like

Neat. Thanks for letting me know!

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Post by Red7 »

rusty_shackleford wrote: August 28th, 2025, 01:42
Looking forward to this. :heart:

@Adventurer You guys should wishlist this if it's the kind of game you like

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rusty_shackleford wrote: August 28th, 2025, 01:42
Looking forward to this. :heart:

@Adventurer You guys should wishlist this if it's the kind of game you like

Looks neat but I don’t have any interest buying early access games only when it’s finished ( feature complete/ version 1.0) will take a look in the final release.

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Post by TheEmptyRoad »

rusty_shackleford wrote: August 28th, 2025, 01:42
Looking forward to this. :heart:

@Adventurer You guys should wishlist this if it's the kind of game you like

This looks interesting. Anything else like this, King Arthur: Knights Tale, or Wartales I should look for?

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Post by Trickster »

rusty_shackleford wrote: August 28th, 2025, 01:42
Looking forward to this. :heart:

@Adventurer You guys should wishlist this if it's the kind of game you like

Hmm.
This looks like a very promising game for a tactics-strategy RPG enjoyer,

► Show Spoiler

. Thanks. Added to my wishlist.

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Post by rusty_shackleford »

If you didn't notice it's being made by our good friend of the HQ @Galdred, so I give it my full-hearted endorsement and you should buy it at full price :D
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Post by Vaako »

rusty_shackleford wrote: August 28th, 2025, 01:42
Looking forward to this. :heart:

@Adventurer You guys should wishlist this if it's the kind of game you like

Not really a fan of games which use these honeycombs spaces on the ground. Breaks my immersion and looks more like a boardgame then.

Last edited by Vaako on August 28th, 2025, 18:09, edited 1 time in total.
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Post by Galdred »

TheEmptyRoad wrote: August 28th, 2025, 10:30
rusty_shackleford wrote: August 28th, 2025, 01:42
Looking forward to this. :heart:

@Adventurer You guys should wishlist this if it's the kind of game you like
This looks interesting. Anything else like this, King Arthur: Knights Tale, or Wartales I should look for?

Wartales is closer from Battle Brothers. I think it is more forgiving, but it has more non combat related things to do. King Arthur:Knight's Tale is a very good game. It plays quite differently (RT exploration + smaller combat encounter, and a fixed sequence of missions), but I liked it a lot (apart from the exploration).

The Crown Wars: Black Prince, or MASSIVE CHALICE are pretty close from what we are making, but both suffer from a lot of issues (Crown Wars is very bland and buggy, and offers very little build variety. MASSIVE CHALICE was done by Double Fine, and has a weird pokemon breeding system which kind of detracts from the squad management aspects).

Vaako wrote: August 28th, 2025, 18:08
rusty_shackleford wrote: August 28th, 2025, 01:42
Looking forward to this. :heart:

@Adventurer You guys should wishlist this if it's the kind of game you like
Not really a fan of games which use these honeycombs spaces on the ground. Breaks my immersion and looks more like a boardgame then.

I could add an option to remove the grid, though. Would that be enough, or are you against the idea of hexagons themselves, because the latter is not negociable. :knight-cross:

Last edited by Galdred on August 28th, 2025, 23:11, edited 3 times in total.
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Post by Magick »

Galdred wrote: August 28th, 2025, 22:58
I could add an option to remove the grid, though. Would that be enough, or are you against the idea of hexagons themselves, because the latter is not negociable. :knight-cross:
I'm not against it either way, but an option to visibly hide the grid (and just show border of highlighted bit on mouseover) would be sensible.