Siege The Day 0.7 update

Siege the Day

Siege the Day is a tactical real-time combat castle builder game. Take control of your castle's defenses and fortifications. Engage in epic 1-on-1 battles! Build your ultimate castle and use catapults, cannons, magic spells, and dragons to wage war against other players.

[h1]UI [/h1] First of all the UI of the game has been redesigned so the basic screen is much more “tidied up”. On the left side we have the players stats on the top and at the bottom all the extra buttons. In the middle we only have the BATTLE button and on the right we have the FRIENDS-LIST and the newly added WORLD CHAT. [img]{STEAM_CLAN_IMAGE}/39524952/db78adf334d67eabd59a31570161f892189c2d6a.png[/img] On the Settings screen we have added the option to enable or disable the WORLD CHAT and added the much asked about INPUTS option. From there every player can customize the key-binds for the game-play and edit mode. [img]{STEAM_CLAN_IMAGE}/39524952/c864a92d96554edbedca13672488533fdfbc9960.png[/img] [h1]EDIT MODE[/h1] The Edit Mode has also been revamped following the style of the new UI. The new version is much more appealing to the eye with brighter colors and cleaner lines. Changes have also been made for some units and categories. We have rename and unify some of them for better play-ability and for future expansions. [img]{STEAM_CLAN_IMAGE}/39524952/a1b75ba62f7594b4cc6206160103398b54ca3e42.png[/img] We have also added shortcuts, specific in castle EDIT MODE, for faster building and editing time of your castles. Whenever you are placing a part of the castle you can see the shortcuts underneath the object. Of course these can change through the new INPUTS system. [img]{STEAM_CLAN_IMAGE}/39524952/3f5e720a06b00d8fb83510d87d3d8b5d9e220f74.png[/img] [h1]BATTLE SYSTEM[/h1] The battle system has been redesigned from scratch. With the old version you had to use dexterity so you can make an accurate shot by stopping a moving bar in the center of your screen. Based on the weapon you were using this bar was going at different speeds. The new system has nothing to do with that. The new system has a learning curve. Each weapon has its own behavior and power. So you have to spend some time learning how to properly use each one of them. [img]{STEAM_CLAN_IMAGE}/39524952/422ce99702e15c0a0341d5949d547eff9d906e7b.png[/img] Now using the Shot button you select how much power you want to put in your weapon. When releasing the button the ball will go in that direction calculating the angle of the shot plus the power you set it to. When you return to that weapon after the cool-down you will see the last value you have used for the shot. So for example, let’s say that you made an attack with 52% of the power of a cannon targeting a trebuchet. You see that your shot landed way before the trebuchet. When you come back to use the cannon again the value 52% will be present on the bar. By pressing the shot button the bar will start filling up but now you know you want more than 52% of the power if you want to hit the same target. Also with the new system the trajectory line is only there to give you a sense of direction and a bit of the curve. You can no longer see where your projectiles will land. With these changes we wanted to take the game away from the “dexterity aspect” it had and closer to a more strategic “play to master” aspect. Also another big change for the game-play are the [h2]PHASES. [/h2] When the battle starts we begin at Phase 1. Every phase that passes decreases the cool-down of all the weapons. This change happened because as the battle progresses and each side loses weapons and attack units, we wanted to keep the pace of the battle at a high level and not let the players wait too long to use their weapons. The PHASES appear at the middle and top of the screen. One more change has to do with the knowledge of what weapons and other buildings your opponent has. Now at the top right of the screen you can see how many active weapons, barracks and spells your opponent has. Also we have made the Mage towers more distinguishable by color so you can identify more easily. So now the game ends when you destroy all of the offensive units of your enemy and then your XPs are calculated based on all the things you have destroyed, weapons, barracks, walls, gates etc. [img]{STEAM_CLAN_IMAGE}/39524952/11a3bb3214b65dbd2770a902b050553ece941945.png[/img] And last but not least, regarding the gameplay we have made a lot of changes to the “health” and “damage” to some units due to balancing issues. Also a new type of barrack has been added. The “House of Mercenaries” can produce a squad that has a specific job to do. Among them the Bombardier, the Crossbow Squad and the Demolition Team.