It occurred to me that the new behaviour of units was too unpredictable, so I dediced to allow the player to have a greater saying in each unit's personality.
Formerly, each unit was simply more likely to perform a certain kind of action and you had to cope with their less savoury ones. Now each unit behaves in a slightly different way and its behaviour can be straightened to best suit your plans.
If you want an unit to carry more assassinations for example, you will be able to reward those assassinations with an incentive in Arkhe. If an unit on the other hand is pissing you off by getting itself hurt or stealing your own money, you will be able to punish it, but the unit will lose experience.
In this way, you will be able to slowly condition your units over time. Some will be more easily persuaded than others, but that information will vary and be hidden from you to make things more interesting.
On a side note, I'm being hindered by miscellaneous obligations, including some volunteer work I've been dragged into, so the next release won't be ready until January.
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