As you well know, one of the key assumption of the combat system in G.O.R.E. is a possibility to dynamically adapt the armament of units so that their properties better suit your playing style or the actual combat situation.

Today, we’ll take a closer look at the archery system you’ll encounter in the upcoming game demo. Remember, however, that what you read is a description of the current behaviour of the system and may (and certainly will) change in later versions of the game. It all depends on how the system will work in practice and what your gaming experience will be.

First of all, I wanted to inform everyone that I gave up the idea of basing this system on ballistics and projectile physics, in favour of more RPG-like solutions. A ballistic system would introduce too much element of randomness, and my goal is to keep the marginal level of it. However, I do not want to completely give up randomness, because thanks to this we make victory dependent on the player’s adaptation skills and not the ability to search meta on google.

Let’s get to the point though.

The archer’s basic parameters are his dexterity, attack speed and strength. From these unit parameters, we calculate basic combat parameters, such as:

  • Rate of fire: In this case, the matter is quite simple because we calculate it directly from the unit’s attack speed parameter.
  • Range: Calculated by analyzing the current strength of the unit and the weight of the ammunition used. The greater the strength of the unit in relation to the weight of the missile used, the further range we can expect.
  • Hit: We learn this by rolling the dice, modified by comparing the dexterity parameters of both the attacking unit and the one being the target of the attack.
  • Damage: In this case, the parameters of our unit cease to matter and the major tones begin to play the equipment of our archer and the type of object that we want to lead to death. As you know in G.O.R.E., proper planning is very important, that’s why I have prepared several types of arrows that you can equip your archers with, depending on what tactical tasks they have to perform.

Five ways to die

The types of arrows proposed by me for the pre-alpha compilation differ primarily in the type of heads used. This affects their effectiveness against opponents with different types of armor, as well as the types of possible additional effects such as bleeding or stunning the target. The effect of the heads on the weight of the arrow and thus on the range of the unit is in most cases marginal, these mechanics are prepared, however, do not expect their implementation in pre-alpha.

Types of arrowheads are based on historical conditions known from the Middle Ages, so there is no fire, poisonous or acid arrows among them. Such effects can also be applied to arrows through the cooperation of archers with various support units. For example, mages can put a buff on your archers, setting fire to their arrows during the flight.

In the pre-alpha phase, we have a very limited number of armour variants, so the presence of some types of arrows may seem unnecessary to you. However, remember that in the final version most units will have the ability to modify their armor, and thus the number of combinations will be much more extensive.

Let’s move to a more detailed description of what our archers currently have:

Diamond Head:


The basic type of arrow used by archers.
It is very simple to make, therefore it is cheap. Copes well with unarmored or light armored targets, deeply penetrating the victim’s body.




Leaf Head:


Another of the arrowheads intended for fighting units with light armor. It can penetrate deeply into the body and thanks to sharp protrusions pointing in the opposite direction, removing this tip requires a lot of commitment and causes the unit to bleed



Hunting Head:


This type of arrowhead was designed for hunting. Its task is to cause the animal to bleed as much as possible, leading to rapid death. The downside is the fact that this tip is very large and heavy, which makes it terribly ineffective for longer distances. The idea of killing a knight in plate armour with its help is rather stupid, but if you have to fight the gryphon, this head starts to be very useful.


Armour-piercing Head:


This head is intended to combat guys dressed in plate armour. As you can see, it’s not sharp. Its task is to destroy the enemy’s armour, cause internal damage and stun. It is not deadly but it transforms enemy knights into blood-spitting cannon fodder.



Needle Head:


The needle was invented to fight the enemies wearing chain mail. Its task is to break through the spaces between the chains and penetrate deep into the victim’s body. It also copes with enemies wearing other types of armour, but it doesn’t cause much damage. It can also be easily removed, which ensures minimal damage over time.



That’s all for today.

How the system works in practice you will have the opportunity to see in the upcoming demo. Remember, however, that this is a pre-alpha version. My main goal is to check your gaming experience and how the proposed mechanics achieve their goals. I will probably change a lot of things, but I would like to strive to increase diversity while maintaining a clear logic foundation.

See you soon!


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Dark Oath Games is creating an extensive classic RTS game - Gates Of a Ruined Empire. If you want to support our work, we invite you to support our action on the Kickstarter: https://www.kickstarter.com/projects/darkoath/gates-of-a-ruined-empire

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