Zodiac Legion: A tactical RPG with kingdom building elements
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.J1M wrote: ↑ July 12th, 2024, 19:34Roads 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.
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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It goes further than this!rusty_shackleford wrote: ↑ July 12th, 2024, 19:50The 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:
All the benefits of hexes without having to deal with a six-sided shape.


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I thought my hatred for cowardly longbowmen had given it away already!
Game Design Volume 1: Theory and Practice, by Nick Schuessler and Steve Jackson wrote:
![]()
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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Congratulations, hopefully it gets more eyes on the game.Galdred wrote: ↑ October 6th, 2024, 19:02Oh, 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
Question is are you going to gargle the truth or swallow?
Thank you!
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MCA, much like Adolf Hitler, did nothing wrong.
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.Vergil wrote: ↑ October 6th, 2024, 19:05Congratulations, hopefully it gets more eyes on the game.Galdred wrote: ↑ October 6th, 2024, 19:02Oh, 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![]()
Hopefully the game get a full release before I get
Devs posting here? Wishlisted, will watch with great interest.Galdred wrote: ↑ February 18th, 2023, 23:14I 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.
So that's why my positioning in Battle Brothers was always messed upWhiteShark wrote: ↑ October 5th, 2024, 17:05Difficulty 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:
![]()
That reminds me of the Great Battle series (my first wargames on PC, with Steel Panthers as I played on Atari before):Cloharp7 wrote: ↑ March 24th, 2025, 18:46So that's why my positioning in Battle Brothers was always messed upWhiteShark wrote: ↑ October 5th, 2024, 17:05Difficulty 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:
![]()
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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
- combat log
- damage/armour/penetration overhaul (now penetration is rolled vs armour):
+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
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.

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.


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Looking forward to this.
@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, 01:42Looking forward to this.![]()
@Adventurer You guys should wishlist this if it's the kind of game you like
Neat. Thanks for letting me know!
rusty_shackleford wrote: ↑ August 28th, 2025, 01:42Looking forward to this.![]()
@Adventurer You guys should wishlist this if it's the kind of game you like
can jew decorate his castle with fucknuggets?
rusty_shackleford wrote: ↑ August 28th, 2025, 01:42Looking forward to this.![]()
@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.
rusty_shackleford wrote: ↑ August 28th, 2025, 01:42Looking forward to this.![]()
@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?
Geek the Mage first.
There is no virtue in extending mercy to those who want you dead.
Justice will prevail, you say? But of course it will! Whoever wins this war becomes justice!
rusty_shackleford wrote: ↑ August 28th, 2025, 01:42Looking forward to this.![]()
@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,
. Thanks. Added to my wishlist.
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rusty_shackleford wrote: ↑ August 28th, 2025, 01:42Looking forward to this.![]()
@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.
TheEmptyRoad wrote: ↑ August 28th, 2025, 10:30This looks interesting. Anything else like this, King Arthur: Knights Tale, or Wartales I should look for?rusty_shackleford wrote: ↑ August 28th, 2025, 01:42Looking forward to this.![]()
@Adventurer You guys should wishlist this if it's the kind of game you like
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, 18:08Not really a fan of games which use these honeycombs spaces on the ground. Breaks my immersion and looks more like a boardgame then.rusty_shackleford wrote: ↑ August 28th, 2025, 01:42Looking forward to this.![]()
@Adventurer You guys should wishlist this if it's the kind of game you like
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. ![]()
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.Galdred wrote: ↑ August 28th, 2025, 22:58I 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.![]()


