The new combat gui - Overview


As you all know Dreamlords is a complex game and in combat you really have to keep track of many different aspects of the game. Therefore we have been working on a new more intuitive combat gui for some time now, that we feel will enhance the game interaction. Not only will more detailed information be displayed, but lots of new functionality has been added. In this text we will present the new combat gui and it's elements. We will start out with an overview and then go more into detail.


Getting to know the new combat gui


Ok, so let's check out the new gui. Below is an image of the combat taken from a PvE mission with some squads selected.





The combat gui has some fundamental layout that will not change, even though the information within these area will be different, depending on what game mode you are in (PvE or PvP) and the what you currently have selected in the world.





We will go into the different areas of the gui in more detail a bit later.

A technical note on the new combat gui and screen resolution:
How the gui behaves in different screen resolution is different from the old combat gui. The old combat gui scaled if you changed the resolution. This means that the gui took up the same space of the screen (in percent) in all resolutions. The new combat gui does not scale depending on resolution. If you are playing with a higher screen resolution the combat gui will take up a smaller area of the screen compared to playing with a lower screen resolution. The effect is that you will see more of the actual world in higher resolutions.



The mini-map


The mini-map shows the battleground from a top-down view and displays many elements of interest on the battleground. Blue dots are your unselected squads, while your selected squads are showed in yellow. Red dots are mobs (and/or enemy squads in PvP) and white dots are neutral/uncaptured locations. So you can see that the mini-map can be used to keep track of many different things and events that happen on the battleground.

Many actions can also be used with the mini-map. You can for example select a squad and then issue a move command to a certain position by clicking the mini-map.



Interacting with squads/units (PvE/PvP)


Selecting a squad or several squads can be done in several ways. (Selecting squads are the same in the old and new system)

When you have selected one or more squads they will be displayed in the combat gui. The following image gives you an overview what is displayed for a selected squad:





When you have several squads selected you can access information and issue actions to individual squads in two ways. When you have accessed a squad, both its information and available actions are displayed. A golden frame will be displayed around the squad that is currently selected/accessed.

Hovering a portrait will also display a quickbar showing that specific squad's special abilities. We will be talking about this later in the section Using a squad's Special Abilities.



The portraits (of selected squads)


Let's take a closer look on the portraits which are displayed when one or more squads are selected. The portrait is a way for you to recognize the squad, but it will also show important information during combat.




In the upper left corner the current number of units in the squad is displayed. In combat you may be affected by different auras and special abilities which either enhances (buffs) or weakens (debuffs) the squad. Buffs are displayed with a plus sign, while debuffs are displayed using a minus sign. Remember that a squad can be affected with buffs and debuffs at the same time. You can also find out which buffs/debuffs that effect you in more detail, but we will talk about that later.

Health and morale are displayed in the lower part of the portrait. When the morale bar is empty, your squad will receive a debuff called broken morale which drastically decreases the squads ability to fight.

The portrait will also show you information when the squad is being attacked by flashing red, to alert you that you should turn your attention to this squad.



Detailed squad information


When you have selected a squad using any of the methods mentioned earlier information about that squad will be displayed. You will also be able to see what orders you can give your selected squad. In the below screenshot we have selected a Nihilim Consul.





The area below all squad portraits displays different information about the current selected squad. In the upper left corner the type name of the squad will be displayed. In the above example image you can see that we have selected a Consul.

Below the unit type there are eight slots which displays any gear that the squad is equipped with. Gear can be of three types: weapons, armor and equipment. These types affect the squad's different stats. Hover each type of gear to get more information on how it affects the squad.




To the right of the gear all important stats for the squad are displayed. The icon/symbol represents a different value shown in the below image:




So in our example we could now better understand the Consul's stats in our example, in the below image:




To the right of the squad stats, all buffs and debuffs that is currently influencing the selected squad are displayed. Buffs, effects that affect the squad in a positive way, is displayed on the top row while debuffs, effects that affect the squad in a negative way, is displayed on the lower row. In our example our selected squad is being affected by one buff:



In case of multiple buffs and debuffs a scrollbar will appear in the bottom of the display area. Hover a buff or debuff to get more information of what it affects.

Some tomes have special abilities that are passive. These passive abilities generally create a buff, and will be displayed as any other buff except that these kinds have a yellow frame.



Using a squad's Special Abilities


Let's leave the squad information area of the combat gui and concentrate on how you use special abilities and their behavior. Special abilities are greater magical powers enabled through tomes and can have great effect during combat. The slots for special abilities can be found to the right of the buff/debuff area.



When a special ability has been used you have to wait for a certain amount of time to use it again. This is called cool down. A special ability that is cooling down will have a timer displaying how many seconds that remains until the ability can be used again. The ability will also have a red overlay showing a rough estimation on the remaining time.





Some special abilities can be auto-casted, meaning that you as a player don't have to order your squad to activate the ability manually. By default these abilities will be used automatically, but by right clicking the ability you will turn this function off. This is good if you manually want to control when the squad should use the ability. An icon with auto-cast on, will be pulsating to show that it's auto-cast is active.





Casting an ability can be done in several ways using the combat gui. If the ability is ready to use, right click it and then click the appropriate target (if the ability requires it). There is also a faster way to use special abilities.

If your hover a selected squad's portrait, the available special abilities will be displayed above the portrait. You can use these icons to cast the special ability just the same way as described above.





Movement and selection options


To the right of a squad's special abilities, there are some icons which control squad movement and selection. They will be explained very shortly here as they are quite self explaining.

The force move command
To move the selected squad or squads right click on the move icon and then on a position on the map (or the mini-map). The squads will then walk to this position.

The attack move command
This is similar to the move command, but the squads will fight any enemy they encounter on their way to the location you have ordered them to. You can also use a keyboard shortcut to do this by pressing "A" and left-clicking on a position on the map.

Cycle squad
Pressing this button will select the next squad (in a list of all squads on the battlefield). The keyboard shortcut for this action is "," (Period-key)

Select all
Pressing this button will select "all" units on the battlefield. This is not entirely true as the game currently only allows the player to a maximum of 8 squads selected at any one time. This is a good feature if you want to select many squads and command them.





Additional gui for PvP


As you can upgrade and bring reinforcements to the battlefield when playing PvP (not PvE) an addition to the PvE combat gui is needed to be able to manage your strongholds and tactical locations. So in this chapter we will cover how this additional gui works and look like.

Before we start looking closer at the gui it's important to have some facts straighten out. There are three very important locations in PvP:
The goal in PvP is to earn victory points. The first player to earn a certain amount of victory points will win the battle. Victory points are gained from captured victory locations.

When you start a PvP battle you will have one stronghold in possession. The stronghold allows you to send reinforcements to the battlefield. It can also be used to retreat wounded squads.

Tactical locations are strategical key points in the battle area. To secure a tactical location you have to capture it. When you have captured a tactical location you will be able to upgrade it. Upgrading it to level 1 will allow you to send reinforcements to the location (thus working the same way as a stronghold in this respect).



Tactical point pools and income


Bringing reinforcements to the battlefield as well as upgrading stronghold and tactical locations cost tactical points. In this respect tactical points can be seen as PvP-battle currency.

When you capture a tactical location it starts earning tactical points. The earned tactical points are placed in a tactical point pool that is unique for that location. Very simply put: The pool is the locations wallet. Your stronghold works in the same way.

By upgrading your strongholds and tactical locations (this will be covered later) they will earn tactical points at a faster pace. The pace is often referred to as tactical point income and is measured in points gained per minute.

As mentioned above each captured tactical location and your stronghold have individual tactical point pools (individual wallets). The reason for this is that you can only spend earned tactical points at the location that earned them. So the tactical points in your stronghold pool can only be used to upgrade the stronghold or to bring reinforcements the stronghold and nowhere else. Tactical locations work in the same way.

Taking a closer look at the stronghold and tactical location interface
So now that we have the basic knowledge how strongholds and tactical locations work it's time to look at the gui for these locations.

To manage your stronghold and captured tactical locations you will first have to select them. This is done by right-clicking them. In the image below I have selected a stronghold in the beginning of a PvP-battle.

We have already covered the mini-map, so let's will move on to the more interesting things. When you have selected your stronghold or any captured tactical location you have, the gui will display many different types of information and available actions. You will be able to tell who owns the location, how much tactical points there are in the locations pool, what reinforcement squads are available and much more.

Let's start with the basic information of the location, located next to mini-map.





The above image shows the basic information. We can clearly see that a stronghold has been selected which is owned by the player PvP Nihilim. Left of the name the icon tells us that this is a level 1 stronghold (it has been upgraded once). The green bar under the icon displays the current hitpoints of the stronghold. On the very right the players flag with his/her convergence colors.

In the area below the basic information there are two areas of interest. The first one shows the upgraded tactical location's defense and current hitpoints. When the hitpoints reach 0, the location's upgrade will be destroyed. This not only means that you will not be able to send reinforcements to this points, but the location is now unprotected (even though you still own it). If your upgrade is destroyed you have to upgrade it fast or the enemy might capture your tactical location.




In the image above we can see that the current selected location has a defense of 11 and it's current hitpoints is 1385.

Important note:
When a stronghold is destroyed you will not be able to rebuild it. So be sure to keep it safe. Remember that when a stronghold is destroyed you will not only loose the ability to bring in reinforcements to this point but you will also loose the ability to retreat wounded squads from the battlefield.

In the area to the right information about your tactical point pool and income is displayed. The larger green text displays the amount of tactical points this location has in its pool. Below this text the locations tactical point income is displayed in format "X / min", meaning the amount of tactical point this location will earn per minute.




The action queue


As mentioned earlier upgraded tactical locations and your stronghold have a very important feature: Use can use them to bring reinforcements to the battlefield. Thus your enemy will certainly try to destroy these important locations. That's why it's important to upgrade your locations, which increases their defense and hitpoints.

Before we cover how your acquire reinforcements and upgrade your locations lets check another important part of the gui out: the action queue.




Upgrading and bringing reinforcements to the battlefield takes a certain amount of time
You can see this process in the form of a progress bar. The action that is currently being processed is positioned to the right of the progress bar.

Only one action can be processed at location at any time, but you can queue up to 5 actions. When an action has been processed the next action in line will be processed. Actions in the queue will be processed from left to right.

In the image above we can see that the player is in the process of bringing a Whipping Sorrow to the battlefield, and the progress bar shows that it's 48% complete. We can also see that the player has cueued a second action, bringing in another unit which in this case is a Proselyte.

If you wish to cancel an action being processed or any queued actions, just left-click the icon in the queue. By canceling an action you will get your invested tactical points back.

Ok, so now we know how the action queue works and it's time to continue.

To the right the available actions for the location are displayed. As mentioned (several times) in this text you are able to upgrade a location and bring reinforcements to it.



Upgrading your stronghold and upgraded tactical locations


If you are able to upgrade the location to the next level, an icon will be displayed in the upper left slot. The icon shows what the level your location will be upgraded to (in the icons upper left corner) and the upgrade cost (lower part of the icon). Right-click the icon to start upgrading the location. If an action is being processed the upgrade will be placed in the queue.

If you don't have enough tactical points to upgrade to the next level the upgrade icon will be grey. If you have upgraded your stronghold or tactical locations to their max, the upgrade icon will dissapear.

In the image below we can see that the player can upgrade the location to level 2 at the cost of 50 tactical points.




Calling in reinforcements



You can call in reinforcements to your stronghold and to your upgraded tactical points. The available squads that you can call for are displayed below the upgrade icon. Only army squads you have trained in the patria manager will be displayed.





In the lower part of the squad portrait the cost to bring the squad to battle is displayed. Remember that you have a limited amount of squads so use them wisely as all tactical locations and your stronghold draws squads from the same reinforcement pool. If you want to know how many squads you have left of a certain type just hover the portrait.

As you different squads have different costs bringing to the battlefield, you probably wont be able to call in your squads all at the same time. Squads you can't afford, becuase you don't have enough tactical points will be grayed out.

When the reinforcement pools is epmty from a certain squad, meaning that you 0 squads left of a certain squad in hold, that squad icon will be removed.

This ends this little tutorial on the combat gui for now. We wish you the best of luck in combat!

/ The dev team




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