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Dev Diary #34 - Ways of War - Oathsworn

Hello everyone, my name is Luis Ferreira and I’m a senior designer at Triumph Studios. It is with great joy that I get to talk to you about the first content pack of our new expansion pass, Ways of War!

Watch the Ways of War First Look Dev stream VOD

Today I will be showing you a new culture included in this pack, the Oathsworn.


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The Oathsworn are an Order affinity culture that then gain another affinity point based on an Oath they take.

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Their main mechanic is the Devotion system, which tracks their actions and measures them against their Oath. The higher their Devotion to the Oath, the stronger their units become and the happier their cities are.

Each Oath has a preferred playstyle. They have preferred actions that when taken increase the Devotion level and prohibited actions that lower the Devotion to the Oath when acted.
The Oath of Strife, for example, gains Devotion by making wars and proving themselves in combat, but losing Devotion if they make peace or enter diplomatic treaties.

At the start of the game, the Oathsworn are Neutral to their oath, yet to prove themselves. But as they follow it they can become Adherent, then Devotees and at the pinnacle they become Paragons of the oath.

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There’s also an Oathbreaker state which means your Devotion is low enough to break your oath, incurring heavy stability penalties on your cities and the Oath’s boon on your units actually becomes a detriment. Following and acting on what the oath requires from you can bring the Oathsworn back from this disgraced state.

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The Oath of Harmony is all about seeking cooperation and ridding the world of discord. They gain Devotion to their Oath by having cities or vassals of other races, clearing infestation and ancient wonders and making truces and forgiving grievances. They dislike starting wars, destroying or migrating hostile cities and fabricating grievances.

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Their Oath boon is Harmonize, their connection to their oath and their secondary Nature affinity allows them to heal in combat when they go below a Hit Point threshold.

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Banner_Righteousness.png

Righteousness is a straightforward oath that cares about doing what’s right and good. They gain devotion equal to their alignment value. They despise evil actions and receive double the evil alignment if they ever commit such an act which in turn rapidly brings their Devotion level down.

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Nobility is their unit mechanic. They gain an amount of Spirit damage scaling with their devotion on their non-flanking attacks.

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Banner_Strife.png

Strife is all about war and forging themselves in the heat of battle. Their Oath encourages war, winning in combat, especially if you are the underdog, and razing enemy cities. They dislike making truces or any kind of diplomatic alliance and even reject vassals.

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Their Warrior’s Soul triggers when the enemy is overwhelming them, giving the Strife Oathsworn an edge in combat when they need a push.

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Now that we know what their oaths are, let’s talk about the units that will help you fulfill them.

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The oathsworn start with two melee units, the first being the Sworn Guard, a polearm unit that will defend your backline units while applying Sundered Defense with its attacks.

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The other starting unit is the Honor Blade, a fighter which has extra defensive stats but it has a more costly drafting cost for its tier. Its Defensive Strike, a single action ability, deals decent damage while placing this unit in Defense Mode, making this unit a great frontline striker who can take a beating and give it back!

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The Vowkeeper is a strong and versatile support unit. Vow of Purification removes all Negative Status Effects from a friendly unit and grants them Status Protection to ward and protect them against further detrimental effects. Vow of Healing is an area of effect heal and its Purging Blast base attack removes a positive status effect from enemies it hits.

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The Sealbearer is a Tier 2 Battle Mage unit that carries powerful seals, marks of their oath, with them. Their Seal Bolts base ability has different damage types according to their Oath and their Seal ability changes in effect according to it. All Seals last 3 turns.

Resonance Seal (Harmony): Deals 30 Blight damage and all attacks against the unit deal an extra 4 Blight damage.

Transference Seal (Righteousness): Deals 30 Spirit damage and all attacks against this unit heal the attacker for 5 hit points.

Fire Seal (Strife): Deals 35 Fire Damage and applies a strong burn effect, dealing 12 Fire damage to the enemy each passing turn.

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All Tier 3 units are different depending on the Oath! Harmony’s is a strong Ranged mounted unit called the Peacebringer. Its special attack is a Line Shot that strikes units in a 3-hex line and it even has a Quick Stab ability like ranged heroes do to deal with enemy melee engagement.

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Something all Tier 3 Oathsworn units share is their Oath Paragon abilities where they gain an extra ability when you are at Paragon level Devotion. The Peacebringer’s ability is the Arrow of Harmony, which deals damage and applies Pacified, disabling an enemy’s ability to use damaging abilities for a turn.

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The Righteousness Tier 3 unit. A Shock unit that after charging into melee engagement, its strategy is using its full action attack Helmsplitter to obliterate enemies. It deals massive damage and ignores half of the target’s defenses.

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At Paragon Devotion, it gains Radiant Slash, a single action ability with an area of effect that deals Spirit damage and Blinds units hit.

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Last but not least, the Oath of Strife’s Tier 3: the Warbound. Like the Avenger it is also a Shock unit but this one prefers rushing through the battlefield with its Bulldoze ability, which makes the unit rush in a line, damaging all enemies in its way and then still enabling the unit to attack afterwards.
Flaming Charge Strike works differently from other charge attacks, where instead of gaining a percentage of its damage as the unit moves, it gains a flat Fire damage increase, +5 per hex moved up to +15 damage.

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The unit gains the Infernal Blaze ability at Paragon Devotion, a single action that deals Fire damage to all adjacent units and grants the unit Infernal Might stacks, giving it even more Fire damage on its Charge Attack.


This concludes our dive into the Oathsworn, a culture who strongly follow their own values and ideals no matter what. Hope you are as excited as I am for the release of this content pack and hope to see you next week when I go over the new Tomes and Wildlife.

The Ways of War content pack releases on the 5th of November so hope to see you and your creations then!

 

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Why is Strife's bonus literally worse than Righteousness's bonus while having a harder activation bonus? Not to mention a worse damage type?
Righteousness: 2-5 spirit damage to all non-flanking attacks. At max righteousness, it will always be more damage to just not flank enemies.
Strife: 1-4 fire damage, but only if you have less units than the enemy. So the better you do in combat, the faster you lose the bonus.

What is the reason that Strife has so much worse of a bonus?
 
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Not a big fan of ninjas and stuff, but that is really cool culture stylistically and mechanically.

About the dev stream, specifically about hero skill rework my biggest concern is that with new hero class system:
  • It seems we won't be able to multiclass. So my understanding it is impossible to be a melee mage in a new system.
  • Classes are locked to origins. So again it seems like it won't be possible to make a Range hero if you chose Captain's Axe and Shield or be a Mage if you got a Mace first or go Shock type (as in two-hander) if you chose Tyrant's Sword and Shield, etc.
 
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Now that we have actual assassin-like units and gameplay in the Shade unit and Tome of Shades respectively, I'm curious if we'll also get some new equipment loadouts and skills for Heroes that allows them to play like assassins/rogues in battles? Like dual-wielding daggers, duelling rapiers, or those katana-like weapons the Shades have?

With the new Hero Class system and the general theme of the DLC, seems like now would be the best time for it, although I didn't see anything in the brief glimpse we got of Hero classes during Faction creation.
 
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A little confused about the outnumbered bonus for strife.
When would that ever happen? You usually have a full army (of 6) or later when you can afford it 3x6. It also seems a bit harsh to lose the full bonus if you're basically winning, while the others always have their bonus if they're devoted. Even more so since strife has to rely on war... bit cruel to take away their bonus. :-/

(Also don't understand why they get less of a bonus than the righteousness guys)

The units look really cool though! And I love the concept!
 
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A little confused about the outnumbered bonus for strife.
When would that ever happen? You usually have a full army (of 6) or later when you can afford it 3x6. It also seems a bit harsh to lose the full bonus if you're basically winning, while the others always have their bonus if they're devoted. Even more so since strife has to rely on war... bit cruel to take away their bonus. :-/

(Also don't understand why they get less of a bonus than the righteousness guys)

The units look really cool though! And I love the concept!
From my impression of the stream, this is usually artificially engineered by the players by quickly teching up and using a smaller army.
 
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A little confused about the outnumbered bonus for strife.
When would that ever happen? You usually have a full army (of 6) or later when you can afford it 3x6. It also seems a bit harsh to lose the full bonus if you're basically winning, while the others always have their bonus if they're devoted. Even more so since strife has to rely on war... bit cruel to take away their bonus. :-/

(Also don't understand why they get less of a bonus than the righteousness guys)

The units look really cool though! And I love the concept!
My understanding it is more of a something you as a player can make happen rather than occurring on its own. Also would probably incentivize players to expand more rapidly and aggressively by separating stacks and going in multiple directions instead of going x3 in one

btw AI would probably fail at this.
 
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My understanding it is more of a something you as a player can make happen rather than occurring on its own. Also would probably incentivize players to expand more rapidly and aggressively by separating stacks and going in multiple directions instead of going x3 in one

Hmm... ok, I'm curious how that will play out. I can see this be a thing in isolation, but it seems to be at a disadvantage to the other devotions. Let's see, I can't wait to try it out :D

btw AI would probably fail at this.
They fail at everything :p Although my current game I'm actually impressed with how one of the AI finally declared war on me and managed to siege 4 vassals of mine with big stacks. And then still had enough army to ambush one of mine and slowly advance on one of my cities (stomped that one though). It's actually hard to defend all my vassals and I'm not sure all of them will survive.

I didn't play that much for a bit, but it feels like AI is a little better than I remember. (Though at the same time the other one is losing all population in it's capital to toll of the seasons :p)
 
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Just make a body type 2 choice and the customization and call it a day. I mean, they are talking as if they are mod creators and not the developers.
On the contrary, them not being modders is the reason they can't really do that: they have a standard of ruler design that wouldn't be met by this. Rulers typically have a large number of customization options, and 2 of the body types being stock configurations and disabling those options would lead to more complaints.

I'm not positive, but rulers might also have additional requirements when it comes to animations which aren't present in the new dragon models (like spellcasting or other hero abilities).
 
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The rigging? That's why I figured it would be it's own body type or form with its own rigging. The work is already put in since they have eastern dragon units.

Just make a body type 2 choice and the customization and call it a day. I mean, they are talking as if they are mod creators and not the developers.

But if it's already confirmed, that's just saddening.
They will need to rework animations for their transformations too.
 
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The rigging? That's why I figured it would be it's own body type or form with its own rigging. The work is already put in since they have eastern dragon units.

Just make a body type 2 choice and the customization and call it a day. I mean, they are talking as if they are mod creators and not the developers.

But if it's already confirmed, that's just saddening.
The Rigging for Dragon Lords and the Prosperity/Calamity Dragon Units is entirely different. You cannot just swap body types and call it a day. All of the Customization, all of the Transformations, all of the PFX need to be completely redone to work with the different Rig/Body Type. If the rigs aren't the same, it cannot be reused.
 
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Not a big fan of ninjas and stuff, but that is really cool culture stylistically and mechanically.

About the dev stream, specifically about hero skill rework my biggest concern is that with new hero class system:
  • It seems we won't be able to multiclass. So my understanding it is impossible to be a melee mage in a new system.
  • Classes are locked to origins. So again it seems like it won't be possible to make a Range hero if you chose Captain's Axe and Shield or be a Mage if you got a Mace first or go Shock type (as in two-hander) if you chose Tyrant's Sword and Shield, etc.

I am very interested to see what the new system offers and its limits.
Right now I am mixing types a lot, giving heroes different skills to keep them versatile, and losing that could be quite a downside.
 
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Now that we have actual assassin-like units and gameplay in the Shade unit and Tome of Shades respectively, I'm curious if we'll also get some new equipment loadouts and skills for Heroes that allows them to play like assassins/rogues in battles? Like dual-wielding daggers, duelling rapiers, or those katana-like weapons the Shades have?

With the new Hero Class system and the general theme of the DLC, seems like now would be the best time for it, although I didn't see anything in the brief glimpse we got of Hero classes during Faction creation.
Presumably the Ranger will be able to choose between a more marksmanship focused build or a more skirmisher focused build but we'll see.
 
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Presumably the Ranger will be able to choose between a more marksmanship focused build or a more skirmisher focused build but we'll see.
Sniper/marksman builds should focus on long ranged physical weapons, whereas ranger focus on melee/ranged combo skills abilities and stats.

I enjoyed being able to modify the hero i needed with items and, if necessary skills resets. I'm curious to see the new hero system design.
 
Are the stats for the tier-2 battle mage correct? I want them to be, because battle mages need help, but the stats it has are equivalent to current t3 battle mages while having 2 less total hp.
 
Hmm... ok, I'm curious how that will play out. I can see this be a thing in isolation, but it seems to be at a disadvantage to the other devotions. Let's see, I can't wait to try it out :D


They fail at everything :p Although my current game I'm actually impressed with how one of the AI finally declared war on me and managed to siege 4 vassals of mine with big stacks. And then still had enough army to ambush one of mine and slowly advance on one of my cities (stomped that one though). It's actually hard to defend all my vassals and I'm not sure all of them will survive.

I didn't play that much for a bit, but it feels like AI is a little better than I remember. (Though at the same time the other one is losing all population in it's capital to toll of the seasons :p)
Yeah sadly AI is dummy most of the time, that said tho from the last stream it seems combat AI got a boost or Tom is just very very bad. (AI finally can kite from hte look of it)

I am very interested to see what the new system offers and its limits.
Right now I am mixing types a lot, giving heroes different skills to keep them versatile, and losing that could be quite a downside.
Indeed, some of the origins gave interesting skills that were not exactly weapon specific like aforementioned Captain's Axe and Shield with it Inspiring Presence; Tyrant's Sword and Shield with Intimidating Aura; Hunter's X-bow with Giant Slayer and so on.
 
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