Recently I got the opportunity to speak with the Executive Producer of Destructive Creations, Tomasz Gop. Destructive Creations are the creators of the incredible game, Ancestors Legacy.
After they supplied me with a review copy of the game (review to follow soon), I was able to ask 10 questions about the game and got some very interesting answers. Check them out below and give me and the team your thoughts on Ancestors Legacy and what you think about the questions and answers in this article over on our Discord. I look forward to hearing what you think, anyway on to the questions!
1) What inspired you and the team to create this game?
First of all, passion for RTS games – huge part of our team loves strategy. Some of us are more competitive play fans, while others are more into a story-driven experience, thus Ancestors Legacy ended up being kinda two-games-in-one type of game.
Second, we thought that the genre is not the most saturated these days and wanted to make a game that people actually have a chance to notice among the plentiful of other releases. And you know what? It worked!
2) Are there any more planned stories to tell through this game?
Sure. We’ll start with adding the two story-driven campaigns (one Slavic and one German) as a free update for all the owners of the game. Then, we’d love to work on something more, something bigger, like a larger expansion. But it’s too early to talk about this in detail right now.
3) Are there any events, places or historical things that you could not put into the game but would have loved to?
Plenty. There’s lots of interesting stories on the pages of history books, and they can really be told in a compelling way in a game like Ancestors Legacy. But in the end of the day, it always comes down to what we can do with our headcount and budgets. I don’t think there are (or were) any events that we decided to not portray in our game because of other reasons, like dunno, political correctness, or so… That’s not our approach I guess.
4) Are you able to build settlements/camps or are they pre-built?
Kinda both – you do expand your base and create new buildings, but the player does not physically point a place on the map where those are built – it’s predetermined.
5) Will there be siege engines (ballista, catapult, ram)?
Yes, we do have two types of siege machines: ballista and catapults. There are few restrictions towards which nation can build what type of machine, but since the player can capture the abandoned machines anytime, with any squad, it actually makes everything available to everyone… ahhh it’s complicated.
6) Will cavalry be able to dismount?
No, Cav units are only that, we don’t plan to have a change in type of unit during the gameplay.
7) Are there elevation bonuses and how much do they affect the gameplay of archers?
There is a slight advantage in the range of sight, but I wouldn’t call it a major feature. We didn’t want to design the gameplay around it, so I’d say it’s not anything super significant gameplay-wise.
8) Can units be split up to allow for scouts and ambushes?
No, there’s no feature like this. But we do have hero units in single-player and Scout units for one of the nations. We’re also planning on adding the hero units in multiplayer, but that requires more design and balance polish. We’re working on it.
9) Does weather conditions effect the effectiveness of certain troops?
Yes, it’s actually a quite prominent part of the game. Cavalry can’t charge effectively while in the forest. Same for Archers – they have a hard time hitting anything through the trees. Water slows units down. Rain and snow slows down the settlement capturing, as the buildings are tougher to burn. And so on…
10) Can units perform variably (e.g. spearman defeating an axeman) or is the combat in a “rock, paper, scissors” format?
It is based on a rock-paper-scissors formula, but it’s more complicated, as we have more than three types of units. But that’s just the tip of the iceberg – based on lots of other conditions and factors (like positioning, morale, etc.), the result of a combat encounter can be quite different than what would seemingly result from a simple “RPS” calculation.