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So, next patron release with main story update among other changes should by out by weekend. 

I wish there would be more to talk about, but I will mostly go over noticeable changes in combat area.

Firstly, player character will consume energy from fights just like the group. Originally, I thought it would be more interesting to have an option of switching your party for something else once they are tired, but in reality it is too much of a hassle to have different parties just because of the energy issues. 

Instead, next version will introduce energy regeneration spell. I had multiple ideas on how to add energy regeneration, but current system would require too much work for any other way I had in mind. You will be able to restore energy between fights at the cost of target's stress. Speaking of stress...

It will slowly grow in battle. With every turn, everyone from your party will get a bit of stress. There's no in-fight penalty for high stress yet, so it's mostly mechanic which would promote 'recovery days' for your combatants. 

I'm still in consideration how dungeons will be functioning, but chances are high that you won't be able to leave them until the end, or at some significant cost (abandoning your party?). Obviously, I'll be raising difficulty level since after introduction of gear very few enemies pose any real threat.

These are most important changes regarding combat system, but there's definitely more. 

Thank you for your patience and see you this weekend.

Comments

raska42

Glad to hear that combat is getting a rework, even without gear the new balance (stats only, no skills) made some things very exploitable (I think cats still have over 100% dodge with high agi)

maverik

I actually think, that cats' passive might not work in current version at all... But if anything, there's no 'hard dodge', dodge is calculated out of target's and attacker's speed differences.