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4 years ago Feb 25,2021, 14:59:40 PM

Humankind Feature Focus 10: Art of War

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As you lead your people through history in Humankind, sometimes you may find yourself at war, whether you are trying to expand or defending yourself. At these times, while you are still the leader of an entire civilization, you may want to command your troops on the battlefield to ensure victory, much like Genghis Khan, Moctezuma, or Tokugawa. 

Combat in Humankind should create memorable encounters, and evoke the famous battles of history, yet strike a delicate balance between ruling an empire and commanding a battle. If you want to find out more about this, check out the video and blog below. 





In Humankind, units can be grouped into armies for movement outside of battles. Once they encounter an enemy, a section of the world map will be marked out as the battlefield, and both sides will get to deploy their units within this area. Once the battle begins, all armies of both players inside the battlefield will join the fight. The battlefield may even expand as a result, as it scales with the number of units in the battle. Players can even move additional armies into the battlefield to reinforce their army, perhaps even outflanking the enemy. 


Then the Winged Hussars arrived...



Long-time fans of our games will know that we first tried this idea of battle being fought over multiple combat rounds on the world map in Endless Legend. In that game, we tried a different, more indirect mode of control: You would issue a battle plan, then the units of both sides would act in an initiative order and the AI would adapt your plan if orders were impossible. While some players like this system, many players requested finer control of their units, which is why we moved to direct orders with immediate execution for Humankind. 


Giving orders in Endless Legend



With direct control of your units, you can take great advantage of terrain and positioning to turn the tide of battle in your favor. Holding the high ground will give you an advantage both on attack and defense. Perhaps you can position your archers on top of a cliff, safely out of reach of the enemy warriors. On the other hand, trees and houses will protect you against ranged attacks. Forests will even conceal your units from sight, letting you lay an ambush for your enemy. And if the terrain does not favor you, then you can always try to slip behind the enemy for a devastating rear attack. 


Vare, legiones redde!



All units in Humankind also have a class and up to one ability which will impact combat. Some of these abilities are fairly straightforward combat bonuses. For example, Anti-cavalry units armed with spears will deal additional damage to mounted units, heavy cavalry will gain bonus strength when charging, and the Greek Hoplites are stronger in tight formations. Other abilities have more particular effects, such as more lightly armored riders ignoring zones of control, Varangians never retreating, and Mayan Noble Javelineers applying a poison that slows enemy units. 


In addition to the strategic depth of battles, we want you to be able to immerse yourselves in these battles. The battles and the units participating in them should feel authentic. Every culture will receive not only their Emblematic unit, but every unit of that era will receive gear appropriate to the culture. We worked closely with our historian to ensure that these uniforms and weapons were as accurate as possible within our constraints, even for units that may not have existed in history. We’ve also put a lot of effort into animations and choreography, the way units and individual soldiers in them move when attacking or defending even recreating some particularly famous formations such as the Roman Testudo. Check out the feature focus video above for some examples! 


Variations of Archers (and their emblematic replacements) from various Cultures and Independent People



The feedback we received from the OpenDev scenarios is crucial to refining this combat system. 

Many players raised concerns about the time large battles could take, especially in multiplayer, so in addition to the combat animation speed settings, we implemented the ability to queue orders and for multiple actions to be executed simultaneously to improve the flow of combat. Other players discussed the visual clarity of the battles, so we have been working to improve the user interface and visuals, for example adding a commander’s tent, and increasing the size of walls to make it easier to see if they are intact, damaged, or destroyed. We are also refining the unit classes and abilities to more closely match our players’ intuition, especially regarding mounted and anti-cavalry units, and rebalancing the damage calculation to scale back the massive impact small differences of combat strength had. 




We hope you enjoyed this look at how you will get to be both a ruler of vast empires and a commander of vast armies at the same time. How will you and the battles you fight leave a mark on Humankind? 

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4 years ago
Mar 22, 2021, 12:18:38 AM

Oh man, i was asking for unit total control for Endless legend people laughed at me back in the days, and now you're doing it for Humankind, so glad you took that direction.

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4 years ago
Mar 14, 2021, 6:40:27 PM

This looks pretty cool. Can't wait to see out it turns out.


Also winged Hussars in base game at launch already beats out Civ!

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4 years ago
Mar 2, 2021, 11:06:16 AM

Ah, that makes more sense then! I definitely would have liked to see some destroyed walls, but I trust you guys to make it look good in that regard.

Updated 4 years ago.
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4 years ago
Mar 2, 2021, 9:04:32 AM
Roryn411 wrote:

I’m not a huge fan of the massive walls. I thought they were perfectly visible before as well as unintrusive, but if a lot of people were really having problems seeing them, then I hope they at least find a middle ground; these walls just look kind of janky and intrusive and they obscure the ground behind themselves too.

It's not just about seeing the walls are there, but also the state they are in. In hindsight, we should have damaged or destroyed some of the walls before we took that screenshot to illustrate this point more clearly.

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4 years ago
Mar 2, 2021, 12:41:12 AM

On the topic of war, has there been discussion of any rubberbanding mechanic to keep most wars from being a one-sided stomp? Because in practice, human players usually aren't evenly matched, and it's easier to just micromanage the economy to get an edge than it is to master a combat system where you get maybe one tricky fight every 10 hours. Maybe points awarded for winning "cleanly" so there's a reason to try to optimize it?

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4 years ago
Mar 1, 2021, 10:45:36 PM

I’m not a huge fan of the massive walls. I thought they were perfectly visible before as well as unintrusive, but if a lot of people were really having problems seeing them, then I hope they at least find a middle ground; these walls just look kind of janky and intrusive and they obscure the ground behind themselves too.

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4 years ago
Feb 25, 2021, 3:03:47 PM

The game is shaping up to be great! Keep up the good work :salute:

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4 years ago
Feb 26, 2021, 8:22:37 AM
TravlingCanuck wrote:
Sublustris wrote:

So no changes on barely readable flat map over battlefield? Meh.

I'm looking at the image above illustrating the Commander's tent and the larger walls, and the elevation differences from tile-to-tile look fairly obvious to me.  What part of the battlefield map are you concerned isn't readable?

Shrubs and buildings. Never had a problem with walls, as they already were 3D before.

Updated 4 years ago.
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4 years ago
Feb 26, 2021, 8:14:30 AM

Damn, the walls are a much wanted improvement! Kudos to the devs for making combat more streamlined and easier to understand what's going on!

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4 years ago
Feb 25, 2021, 10:52:44 PM
Sublustris wrote:

So no changes on barely readable flat map over battlefield? Meh.

I'm looking at the image above illustrating the Commander's tent and the larger walls, and the elevation differences from tile-to-tile look fairly obvious to me.  What part of the battlefield map are you concerned isn't readable?

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4 years ago
Feb 25, 2021, 7:23:26 PM

So no changes on barely readable flat map over battlefield? Meh.

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4 years ago
Feb 25, 2021, 7:11:53 PM

Question about visuals, if it's already been mentioned, I don't believe every transcended culture should have their own versions of later era units, but will there be at least a continent/culture group appropriate version of it? So, for example, transcended Zhou don't end up with European knights in medieval era?


EDIT: also, hate to be that person, but those lances on Winged Hussars... just give them sabers, at this point. It's even worse than Empire: Total War pokey sticks because the shape is vaguely as it should be, but size and way it's hold is just not right.

Updated 4 years ago.
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