Here we are at the end of April. Be on the lookout for May's newsletter later this week. It will recap March and April's newsletters. I will also lay out the plans for releasing alpha v0.1 this month.
It will be rough, buggy, and unfinished. Hopefully, for those that download it, it will give you an idea of where the game is headed and how far along development is. And, don't be afraid to leave feedback!
Feedback instructions will also be included in the newsletter (don't worry, this information will be on the website as well).
This week I added injuries and a threat meter. Injuries are sustained upon resurrection (ala Dragon Age: Origins). They remain with the character until healed. That means multiple resurrections can lead to multiple
injuries. A character cannot have the same injury more than once. The effects range from lower experience gains to half your maximum hit points lost. Now, your thinking that sucks! Well, yeah, dying is supposed to
suck. Good thing though, you have a way to lower your chances of sustaining an injury during the resurrection process. A higher BODY score will lower the chances. Also, seeking a highly skilled shaman or priest will
reduce the chances as well. If my calculations were correct, utilizing the best shaman,priest,or cleric (including player characters) and a high body score, you can reduce your chances of an injury all the way to 25%
from the initial 95% (normal body score and using Maggie Smokemask (local shaman on the starting island of Nerah's Landing).
The other combat feature that I added was a threat meter. Now, this is highly experimental for the alpha. I wasn't even sure if I wanted it. But, after seeing it in action, it made combat a little more intersting.
Currently, I don't have any means of reducing threat(except resting) or increasing threat on a specific member of the party. However, that is planned. For instance, you could increase the threat of your warrior and reduce the rest
of the members in your party to get the beasties to target your warrior only. My cleric was using Smite (a divine direct damage spell) which generates a fair amount of threat. I wasn't paying attention and Alendria was the main
threat over my warrior, Elrin. Next round, skeletons laid waste to my cleric - caught me off guard which I like.
This feature has been in since the beginning; but, I have not mentioned it yet. Endurance is used for ANY melee attack. Once a character's endurance drops below 25%, there is a chance that charcter will become exhausted.
While exhausted, the character cannot attack and defenses are reduced making them a prime target. You can recover by resting (can do this during that character's turn), potion use, or spells (not implemented yet).
Still debating if monsters should suffer endurance loss as well. I have one monster type with this active. I'm on the fence.
Finally, I gave another pass at how I want to present the map to the player. Right now, it's just an overview of the zone. As you explore the zone, points of interest, such as a village, dungeon entrance, etc, will be filled in.
I don't have that part turned on (currently working though) because, I haven't figured out the best way to save this information when you load a saved game or switch between zones. I may, also, provide a way to see nearby enemies
through some sort of spell or class ability. Haven't decided yet (I liked Wizard Eye in the Might and Magic series).