
Not all unique monster abilities are animated yet, so there could be some confusion when it comes to "feedback" during combat.
65 monsters of which 60 have unique monster models. Rocks, trees, environmental hazards and singular elevation tiles are all randomly generated using an algorithm. Combat maps also have partial random map generation. 5 unique biomes to fight in, with each biome containing its own environmental hazards. Plenty of armor sets to come in the future. An armor set consists of the helmet and the body armor (torso to legs). Standard armors have 6 color variations, cultural armor has 3 color variations. 50 unique armor sets currently implemented which make up the 20 tiers of standard armor and 30 rare cultural armor that the player finds out in the world. Each weapon type has 5 unique abilities assigned to it. There are then 2 ranged weapon types, longbow and crossbow. Sword, hatchet, mace, claymore, greataxe, warhammer and rapier. 45 abilities divided into 9 weapon types. Counter attacks and attacks of opportunity, ranged combat, synergistic abilities, flanking, action point system, positional bonuses and elevation tiles that influence hit chance. Combat is phase based, meaning all units within a faction act before the next faction goes however movement is based on action points allowing movement multiple times in a turn. No longer do you have to justify to yourself for playing with a small party of 6 poor souls against the world. Turn-based, tactical combat where the player can control up to 18 warriors at once. This eventually results in a race against the enemy, with the enemy trying to wipe out your town and with the player trying to become strong enough to defeat all 5 Monarchs before getting wiped out.
To win the game in its current Early Access state, you must defeat all 5 Monarchs, one for each respective biome. This weakens the player and makes it harder for the player to achieve victory.
Failing a base assault without being completely wiped out will result in your building upgrades being destroyed. As you continue to upgrade your town and go out on expeditions, time will pass and the enemy will grow stronger and then will eventually attack your town. As it stands, the core gameplay loop is to go out on a mission, gather resources, then spend those resources on upgrading buildings which in turn provide a variety of bonuses to your warriors. The "town" layer where you manage the player base and the "combat" layer where you engage enemies in turn-based tactical combat. Currently the game consists of two layers.