Official Developer Response — Adam
24 Jul 2026, 19:15Original Post
#1Until today the nine factions were mostly the same army with different names and slightly different prices. That isn't what I wanted, so each one now changes a rule of the map instead of a column of numbers.
- Ratmen spread corruption. Their units move faster on it and you can't build on it. They also dig Gnawhole tunnels. Kill either end and both collapse.
- High Elves must build most things inside an Energy Crystal's power field. Kill the crystal and you hit their population and Arcane at once.
- Undead buildings slowly drain the health of enemy troops standing near them.
- Wood Elves walk straight through forests, and their Spirit Trees make lumber with no workers.
- Dark Elves shrink the sight of enemy units near their buildings.
- Lizardmen build Obelisks and Ward Pyramids that buff the fight around them.
- Goblins get gold back when units die on their corrupted ground, and train faster there.
- Dwarves can overcharge a building's production from a Runic Library anywhere on the map.
- Humans stay the plain one on purpose, the faction to learn on.
The computer opponents have been taught to use these too, some better than others. Balance won't be right yet, so tell me when something feels unfair.
The design reasoning is in Nine factions that actually play differently.
