If they improve the world builder tools we should make a Maccabees campaign. I don't think Judeans are a big enough kingdom to be a civilization in the main game but we could make one for the campaign.
Like desert rose and perzival I prefer using hack, pierce, and crush damages to make some units have natural advantages against others and keep bonuses limited.
The way I see it, from a unit's point of view pierce is an attack you need a shield to block, hack is an attack you could block with a sword, and crush is something you can only avoid by dodging.
Hello! Today I’m bringing some more updates about the development of my project World Rising.
Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations.
Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well.
My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players.
In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay.
For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.
As far as I'm aware, there doesn't seem to be a way to cancel producing mass amount of units in a building, so my only choice is to manually click cancel and its annoying in multiplayer where input lag is present as well as mistaking a batch number or wrong unit, so solving it by a click of a button would be nice. I've made an issue already on github.