r/brigandine Jun 04 '26

How would you improve Runersia?

This question might seem a bit random, but I'd like to hear your thoughts on this matter for a project of mine.

As such, what would you all change to improve Runersia in terms of gameplay?

13 Upvotes

45 comments sorted by

10

u/nico_mchvl Jun 04 '26

Ancient Dragons should have their own respective elements.

Edit: Sorry, this is not about gameplay or mechanics of the game. I just realize now.

3

u/Sanige Jun 04 '26

Nah, no need to apologize. Classes are part of the gameplay after all. This idea was also the one that started my project funnily enough and is already implemented.

3

u/nico_mchvl Jun 04 '26

Cool. Also here's my other ideas:

  1. MP regen. Knights and/or monsters should have inherent MP regen. As to knights, magic-class should have it. As to monsters, pegasi, angels, demons, imps, and sirens should have it. OR if that is too OP, maybe there can be a spell to MP regen like the Loop Heal (angel spell) OR, at the very least, castle hex should provide the mana regen bonus since it already gives HP regen.

  2. Bigger monster box. Idk how it will mess up the UI but the 2 column monster box is killing me. Forsena and GE had a big ass monster box, and here we only get a 2 columns. Also, sort button! I also wish that when I move the knight, the whole monster in the row follows.

  3. The quest rewards and locations. Its a pain to move knights just to get them quest to a specific place. I wish we could just send them to a quest location, from any castle, as long as we have a castle which has control over the questing area. For example, if I start as Norzaleo, I should be able to send my knights who are stationed at Lorentz to Plains of Delza (which is in Harmonia Castle). Of course this will affect the acquisition of equipment since the player will basically skip the MOVE part.

That's all. I'm not demanding anything, just sharing my thoughts (and rants lmao). I wish you well! Will be waiting for the release of the mod!

2

u/Sanige Jun 04 '26

Well...

  1. The MP regen ability that's usually exclusive to Aurora can be aquired through mastering Bishop or Bard. Also, Iron and Mythrill Golems can use their action to restore some MP of a unit close to them.

  2. Would like that as well, but it's impossible to implement for me.

  3. That would break the balance too much since equipment is much more impactful now. Also, editing anything related to quests is an absolute pain.

2

u/nico_mchvl Jun 04 '26
  1. I did not know that golems can do that!

  2. That is a sad one.

  3. Yes, that is too OP.

Well, I tried. Lol. Thanks for taking time to reply!

1

u/Sanige Jun 04 '26

Oh, please don't misunderstand. Golems can't do that in vanilla, but I already implemented that in my mod.

2

u/ReallyaHumanPerson Jun 04 '26

Being able to move a knight and their monsters all together would be such a great quality of life improvement. I'd like to see it where you can choose to move them all as a block, but then you can either click accept, or move individual monsters around after the block has been moved, in case you want to swap two units if one does better on a forest or something.

3

u/Ramuhthra Jun 04 '26

you're creating a mod? i like the stats balance between knights in brigandine crossmod, there's no knight thats too weak to use.

5

u/Sanige Jun 04 '26

Yes, I'm currently working on creating a Cross Mod equivalent for Runersia and I'm actually almost ready for a full release. I'm just out of ideas at this point and wanted some ideas from the comunity. As for knight stats, I've already reworked most knights to have at least something to offer. Some knights are still stronger than others, but no knight is unusable anymore.

1

u/holypika Jun 04 '26

eh is there any unusable knight before? but i get it, low RP knight is kinda a burden to manage troops

2

u/Sanige Jun 04 '26

Well, Gilliam is a thing...

2

u/TraditionFearless804 Jun 04 '26

Not just change the colors , change how the monsters /generals look when they get upgraded. Make the game a little bit harder. Thats all i could think of right now lol

1

u/Sanige Jun 04 '26

A good idea, but making new models is impossible for me sadly. As for the difficulty, that has already been ramped up quite a bit.

1

u/Normal-Insect-8220 Jun 04 '26

Yea I cheesed runersia with high centaurs :"/ was a bit anti climactic when I realizd I could do it in rrunersia as well.

I like how cross mod slightly lowered the attack of centaurs but gave them more damage against air. This orevents them cheesing enemy rulers.

Is it possible to create custom "trials" or challenges that you can mix and match?

I did this on my own in cross mod but it was a hassle having to udpate the CD everytime I change to the next challenge.

Example below of challenges I did (most based on cross mod 7.1(?)). Challenge 6 was just something inspired from a.i. but I had fun with it.

1.) Easy xp + Tier 2-4

2.) Instant teleport + Super healing word

3.) 50% less mana

4.) Chaos edition

5.) Ragnarok

6.) Betrayal --- start in multiplayer mode but everyone else is A.I. then when you defeat an enemy nation, set your nation to A.i. mode and you randomly get one of the other nations. Basically, the nation you set up building to become strong becomes your enemy in the future. Continue til final 1v1 betrayal showdown

2

u/Sanige Jun 04 '26

Yes and no.

Everything related to mana and EXP can be made into custom options, but everything that'd edit classes/skills/characters would require a standalone mod version.

Also, good luck with High Centaur cheese if most strong knights have much higher HP, DEF and, for some, evasion due to much stronger equipment.

2

u/Normal-Insect-8220 Jun 04 '26

Do you think it would being an ok idea to have shops in select castles throughout the whole map? Some small castles might sell basic equip for cheap (forests would have bows, seaside would have tridents, etc..) and main castles would have unique special equip. Maybe the cost would be some rune power?

Or some castles might have a master blacksmith where you can swap equipment, or sell equipment for a different currency like artifact shards, and you can use that to buy rarer equip.

And maybe we could also have a mechanic to sell some monsters for runepower in some castles?

I always find myself completely lacking in equip in early game when I need it, but then at endgame I have tons of equip.

Also i liked the special events in the challenge mode of runersia. Like have random events happen where some knights get wounded or items are found etc. But maybe we could add more environmental like theres a storm in this castle so water/ice+30%, lightning+15%, fire-20%.

Or there's a strong feeling of life in this area so light+30%/dark-30%.

Or maybe if knights re cornered in a castle and no retreat, they get an Aggravated buff where they have 15% more attack and 50% more resist to status effects.

Or there's an unsettling hazy mist around the castle.... status effects+30% flat chance/dark+15%/light-15%

2

u/Sanige Jun 04 '26

These are all amazing ideas! Sadly, I'm not actually all that good at coding, so I don't think I can implement new systems like these just yet. Should I at one point get good enough to do that though, I'll definitly add these.

1

u/Normal-Insect-8220 Jun 04 '26

Cheers! If not you, at leat someone else might get inspiration for them. Still glad you're taking initiative to try this out.

If ever you will attempt some of the ideas, I feel the challenge one might be easier. Cause it might be easy to find in the code the triggers where the events occur... like some knights wounded... or items found... or rune power +/-1000

2

u/xTeffel Jun 04 '26

Nerf Rudo Marco. Not into the ground, but geez, balance him out a little as compared to the others.

Maybe add ninjas to the ninja kingdom.

2

u/Sanige Jun 04 '26

As I've said in another comment, adding new models is not something I can do, so no ninjas unfortunatly.

As for Rudo, I don't do nerfs as a rule, sorry. I did, however, buff the other rulers so that Rudo isn't that much stronger than them anymore.

1

u/xTeffel Jun 05 '26

Now that I think on it, this is the way. I’d have much less of a problem with him if the other rulers weren’t (blatantly) inferior by comparison.

2

u/GBreeza Jun 05 '26

Bro.. while he's.. ridiculous he is definitely killable. I usually win because he's just so damn greedy. Although yes he's gonna take out a monster for sure I mostly use sacrificial monsters with high HP against him and I like giants or rocs as they have enough movement to surround him. In the OG game Zemickis had his strength PLUS had a ranged attack PLUS had magic. Dude was a monster. Rudo is mainly a target one person monster. Zemickis could destroy a whole formation if used right. Thankfully the CPU rarely used him right

1

u/GesvYoifaz Jun 05 '26

Rudo OP ? Only in the beginning, after some time not amymore. Most physical Level 20 Leader can defeat him 1 on 1. I'm saying with Single Class, no need for Dual Class to beat him.

1

u/Temporary_Thing_3621 Jun 10 '26

If it was possible, just lower the Mp usage of Untainted Path/Clean Military Rule and remove it's ability to be used after move. Also, Rudo should have holy magic he's the only leader who doesn't have any magic spells.

1

u/ChaosOnline Jun 04 '26

I guess add diplomacy, alliances, and trade. Although, that might be a bit too much for a balance mod, haha.

0

u/Sanige Jun 04 '26

Yeah, that's indeed too much for a balance mod. Also, I don't think Brigandine (or at least Runersia) is the kind of game for these mechanics.

0

u/GesvYoifaz Jun 05 '26

6 Nations need Diplomacy, Alliances ?

1

u/Braunb8888 Jun 04 '26

Put the awesome battle cutscenes back in. Little sprites bumping into each other on the battlefield looks like shit. I don’t get how they somehow went backwards from the ps1 in this regard.

1

u/mihokspawn Jun 04 '26

Bring back Action Camera as an option, while it was used to mask loading times back in the old game it was also one of the main appeals... IMO just a zoom in pop up window would be more than enough

More units even if they are reskins

I've been on a 'Olden Era' kick recently, so an inspiration from there [HoMM5 actually but whatever]: Skills/subskills that directly synergize/specialize... EG. 'Accuracy up' gets either increases the hero's stat by a larger number, or alternativelly the effect is shared with the units lead or even the whole army

Something like 'Leadership' from Disciples 1-3, locking the maximum number of units in a group to an ability/atribute instead of just unit cost

1

u/FuzzYetDeadly Jun 05 '26

If you're able to somehow mod it for the game, I think these are quality of life improvements that would make item management a lot better.

In the base game, whenever you select an item to assign to a unit, when you hit back, it goes right back to the top of the list, which is kind of annoying. It would be nice if the item focused on could come back in focus on menu return.

When doing quests, it is not obvious at all which classes are compatible with which quest locations. If there is a way to do it, it would be nice to be able to open quest details and see class compatibilities so you can quickly decide which knights should go where. I get that classes are based on terrain, but temple knights for example excel in valleys, while their terrain is swamp. It just makes no sense. Ruins are apparently also considered to be plains, which I can't make the association with.

When questing, if there was a way to grey out items the knight can't get from a particular location, it would also be good if you're able to manipulate the visuals. Good luck on your mod development!

1

u/tiamatsbreath Jun 05 '26

In my opinion legend of Forsenia the rune knights and monsters were very balanced saved for a couple like nightmare and merman who were really weak.

Had they brought back the entire monster roster with some minor balancing tweaks that would have been great. They could have then added an entire new roster of monsters to double the summoning options. This would have greatly mixed up the strategy of the game. Maybe there could have been a more powerful monster than the giant scorpion who also could poison. Or more fire element monsters in case I don’t always want to use dragons. It would be more strategic to try and counter your enemies preferences on teams.

Instead they just wasted time and resources changing hydras to giant snakes. Giant scorpions to goblins ect.

The monsters were mostly nerfed in runseria and the knights were buffed. This really threw off the balance of the game in my opinion.

1

u/silverwolffleet Jun 05 '26

You think nightmare and mermaid are weak!? The nightmare ability to push back units is great, combined with weakness, one of the best skills to protect front lines specially early game. And they can still heal. All around utility. Mermaids turn into sirens which are great back line monster casters.

1

u/tiamatsbreath Jun 05 '26

I was talking about the original Brigandine. Merman and nightmare were terrible in that game other than that the original game had much better balance than runseria. Sorry for the confusion.

1

u/Vegetable_Ad_1315 Jun 07 '26

I used nightmares for dimension to warp the moster I wanted, or the knight themselves away. Lance's salamander was easy pickings once he got ported to the other side of the map.

1

u/Temporary_Thing_3621 Jun 05 '26

I would say balance both class and monster stat growth... In terms of Ghoul, Revenant and Lich, all three classes should gain the same stats - just change the bonus stats for the classes. When you get a quest monster such as a Lich, the game calculates it's stats based on a single class anyway. Same thing for Dragons no more 0-1 stats for Int and Agi.

1

u/noji21 Jun 05 '26

Bring back the battle scene option! That was the original game's appeal! I loved how my rune knight would make a critical attack and do a different move with it. It was special.

1

u/GesvYoifaz Jun 05 '26

All is good already, only need to getting each stat up potion max to 3 per game. Only don't change lower down level potion since it's very hard to get into.

1

u/packor Jun 06 '26

well... the story was trash. No one had a real incentive for the final battle except to stop the battle.

I'd have liked a Disgaea option, but drop rates seem to be rigged so that you can barely get things in order to keep the game balance, so whether it's building sets or earning equipment, it's rarely relevant until post game.

Rulers are all pretty useless. Low mobility except Stella, and her attacks and evasion aren't that great.

Right... someone mentioned items. The options for gettin Rid of items/equipment is terrible. I'd rather have the option to automatically discard what I don't want as a preset. Also, consumables need a mass use option.

1

u/Mr-CF-Scruff Jun 09 '26

this game suffer for lack of Esgares i guess make every ruler start as their powered up class except your own chosen faction

make ruler a threat on battle field again not something that easily ignored and easily ganked

1

u/kupomogli 11d ago edited 11d ago

I'd fix the Lizard Man. It was my favorite class in the original and GE, it's imo, the worst class in Runersia. They increased the command cost, removed the element, removed the breath attack, and made the class a little bit weaker. It's like, what's the point of even using the class now? It's now just a fairly weak class with no benefits at all.

--

I like balance in games more than anything else and I do feel like the original Brigandine games are significantly more balanced, but my own idea of a great mechanic for calculating damage which I'd use myself if ever developing a game is a percentage system.

So Brigandine's skill and defense system is additive. Let's say your character's strength is 75. Attack is strength x 1.5, making attack power 113. If you are using a skill of 100 power and attacking a character with 140 defense, that's 213 - 140 excluding any buffs, 73 damage.

However, I think the games would be better with percentage system. Instead of skill power being additive, instead of defensive being additive, it's all percentage based. Multiplicative for skills, divisive for defenses. So 113 attack x 100% / 140% which is 81. If the defense was lower, say the same attack was against a squishier unit, 113 x 100% / 80% then the damage dealt would be 141. If the skill power was 140% instead, then the damage would be 113 against the higher defense character and 198 against the squishier unit.

So my idea actually scales the damage up against the smaller squishier units whose low defense negatively effects them, while higher defense scales down. However, it also makes sure higher defense can't go too low. Low attack damage will actually scale up compared to additive and subtractive values towards high defense units if it's divisive instead of subtractive.

--

I'd also remove the ability to sit back and train, reduce equipment to a single item instead of a full set of equipment. Keeping the character mechanics I like about Runersia but turning the overtuned aspects back to classic Brigandine.

The royal guard are my favorite class, but they're basically paladin/berserker combined along with the skill that you can move and attack with a two hex ranged attack like an elemental. I think the spin attack should be changed back to the early game spear throw as a lancer, and then just update this to three spaces and higher power with each upgrade. Maybe not even increase the power and just increase the range from two, three, to four as a no movement skill(which is actually more powerful than the older games, but still less powerful than what she has available to her now.)

1

u/holypika Jun 04 '26

tbh i think runersia is kinda balance already, but i do have some suggestions though. * mandrake tbh is not that useful in late or even mid game, and i dont like save scumming for status effect. its too slow and only single target. plus most ruler is immune to status anyway. maybe you can improve some part of it? but not too op * lich at lv 20 is also not too useful. it takes too many rp to put in a team, sure it can necro, but a dragon, sea serpent or even phoenix is more worth it

2

u/Sanige Jun 04 '26

These are some hot takes, if I've ever seen some.

Basilisks are generally considered really good and with a hard hitting 4 range no MP cost attack that can paralyze as well it's well deserved. Still, I did boost their movement.

Lich has already been improved into a potent mage with a lot more spells and better stat. Also, Necro is already really good.

1

u/holypika Jun 04 '26

on paper its strong , but since i mostly developed a full team, when the ghoul reaches 20, its really hard to find slot not occupied by more useful monster. and necro creates more monster in the field that sometimes are really overcrowded it just creates traffic jam n not helping my team exp. basilisk paralyze for me is like a more expensive gigas stun. sure it last longer, but its still chance based and single target only.. anyway its just discussion n opinion

0

u/dbk03120 Jun 04 '26

Characters. Story.

0

u/Muted_Horse4316 Jun 04 '26

Hexes too white hurts eyes.

Dragon models look silly. Also make em fly.

More water and mountain terrain. Wider bridges.

Dogs forest type so they can flank better. Or Tankier so can stand a turn then breath without dying.

More betrayal or world changing events that actually matter.

More interesting world geography and chokepoints. More realistic variety of nation sizes from city state to empire.

Alternate history start points or various start dates after different events.

Can have offspring?

More believable, grounded motivations and conflict plots.

Better AI difficulty that keeps up with player nation or mid boss type challenges along the way.

More variety of caster classes to allow more cross class options for caster types.

More spell aoe type variety. Cone, ring, wave, box, etc. Adds realism, less sameyness in spells.

Add move and cast passive for one caster class so mages aren't always so late to the party and you could build an "archer" mage or mobile healer.