
This is because each animation and character takes a serious amount of memory/ram. One example of a brick wall limitation in UEBS1, is the ability to have more variety in animations, as well as unit types per battle.

UEBS1 crowd tech is aging, and it's becoming difficult to squeeze much more out of it. So why am I talking about crowd tech? Because when developing something this advanced, it often comes with limitations and sacrifices as to what it can do. UEBS2 is the next after Black Masses, and it was also completely rewritten. The Black Masses crowd tech is the next generation of UEBS crowd tech, and was rewritten from the ground up. For those of you who don't know, UEBS1 crowd tech is actually 2 generations old here at Brilliant Games. Believe us when we say, you can't just open an editor and throw a bunch of characters in, you won't get past 100 without issues in most cases. At Brilliant Games we LOVE battles, and large battles are not possible without some seriously advanced technology. The crowd tech in UEBS1 is one of the main systems that drive the game. Brilliant Games has since expanded into a team, and our capabilities, skillsets and budget have increased. During development of UEBS1, I was the only developer with very limited resources. UEBS has a lot of potential for improvement, and the directions the game can go are infinite. In the next paragraph, I want to go over some of the reasons it's been difficult to deliver on all requests for UEBS1, and why a sequel makes the most sense to us. Over the years UEBS1 has grown a fair amount, much of which we have the community to thank. We will continue to release updates before the UEBS2 release. I first want to assure you, we never planned to stop updating UEBS1. I hope everyone is having a great weekend! I wanted to address the some comments popping up around UEBS2.
