![]() ![]() The interesting thing we've changed is that we've removed mana completely from our game. And Nature's Blessing is a basic healing spell. Plague Carrier does damage over time, useful to cast at the start of combat because it does very minor damage but does it every so many seconds. "Flaming Vengeance" "Icy Shards" "Nature’s Blessing" and "Plague Carrier" are your four main spells for combat.įlaming Vengeance and Icy Shards are simple casting spells, which will damage your enemy, but some will only work on certain types of enemies that other's won't work on. My personal favorite (because Jeremy and myself spent a LOT of late nights working up the GUI's for this) is the spells. To escape from combat, you'll be able to learn to throw smoke bombs at your enemy, confusing him and giving you time to escape. Ian might be willing to teach you this, or point you in the right direction, for a price. The Rogue sub-class learns to use a bladerang, which you can throw at your enemy to inflict some damage and would stun him for a short period (long enough so you can attack again.) Although it can't be blocked by your enemy, it does have a cool-down period so the player can't spam the attack over and over. To escape from combat, you'll have the ability to bull-rush your opponent, basically shoulder charging him and running over the top of him. But it won't be easy! Kurdt has some hard tasks for you to undertake before he'll teach you that! This is lethal to enemies and well worth learning. It's generated by successfully blocking 3 times during combat, which gives Mr Roehm the power to belt the crap out of his opponent. The Brigand sub-class is able to learn a move called "Furious Anger" which is an attack that is unblockable by your enemy. Until you pick a sub-class, you won't be able to escape from combat. We are also handling escaping from combat differently for each class. ![]() And each of these moves is a learned move - by which I mean you have to complete a quest or a task in order to be able to operate that particular skill. But that's for another time.Įach of the three sub-classes will have their own tailored combat GUI because each sub-class has their own special moves. This is all still the same, although we've made some changes to the formula that operate these attacks as we've made some major changes to our stats. And you'll remember that there are four attacks, Swing, Hack, Slash and Block. We've made a lot of changes and additions to the combat system works since Demo 1.0 and I wanted to let you all know what we've done and give you first-hand, insider knowledge on the process.Īs you know from Demo 1.0, the combat is turn-based, with a 3 second timer so that if you don't take your turn, the enemy gets another go at you. In short, some of this stuff might change in the final product. Please also be aware that some of the numbers we're using below, like cool downs and mystical power regeneration are fluid as we haven't fully tested it all with every possible enemy. So the game itself is balanced, when you look at it as a whole. Although the sorcerer has a lot of combat spells, he is limited in other things he can do, and the rogue might not have power moves like the brigand, but he can sneak around and break into houses. It's all balanced out by each class being able to do different things. Before you read on, please be aware that we are fully aware that some classes have more combat capabilities than others. ![]()
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