Elements will be the next battle system improvement. But what are they?
Some enemies will be clearly based on one of the four elements proposed by Aristotle as being building blocks of the Universe. Fire, Water, Air, Earth. These are commonplace in RPGs and while cliche, it's a good cliche and it works well.
Every element is strong and weak against another element (or the same). Fire is weak against water, being the most obvious.
Elements will be expanded into more than those four. Current thoughts:
Fire - strong against other fire
Water - strong against fire
Earth - strong against other earth
Air - strong against other air
Ice - strong against water
Electricity - strong against water
Light - strong against dark
Dark - strong against light
Metal - strong against earth
These are of course just basic weaknesses, it will be a lot more complex than that. Each enemy, and indeed each item, will have a stat for each element for the damage it deals, and how strong it is against it.
This stat will work out as a percentage, imagine if you will you are fighting a fire enemy with a water based spell:
FIRE GIANT
Weaknesses:
Fire: 50% (fire weapons deal 50% damage)
Water: 150% (water weapons deal 150% damage)
Light: 110%
Metal: 100%
Yes, I know, this system has been seen in countless other games, but it is a system that works.
The clincher is that you cannot find out what an enemy's weaknesses are. This makes it more interesting as you will have to use trial and error to see what weapons are damaging an enemy more than others. Some will be obvious - a fire animation is going to be strong against fire. Others, such as boss battles, will require you to listen to what NPCs are saying and remembering things such as past battles, the story behind an enemy, etc to find out what it's big weakness is.
Also, keep in mind you cannot change weapons while in battle currently, so it's up to you whether you equip yourself with a fire sword and risk coming into battle against a fire enemy, or stick with a metal weapon and do averagely average.
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"Random gold" has now been retired - the gold you get from walking around and doing various things. I know some people won't like this change, but it's replacement is better. Now, with an adjustment to the algorithms, instead of gold you get agility exp.
AgilityAgility is used in calculating the battle damage algorithms. It's the last calling point, and represents your character's ability to "dodge bullets" as it were.
damage = (0..weapon/2) + (0..stat/2) - (0..agility)
In short, between 0 and your agility is removed from the damage dealt (with a base limit of 0 representing a full block).
Enemies also have an agility stat - snakes with the highest at the moment - hence you will often miss.
There are now therefore four active battle stats, meaning the maximum combat level is now 30!
Slight update:
To discourage cheating, as with constitution, you have to win a battle to claim each level you gain. So if you just walked around for hours not fighting anything, your level would not change until you battle.
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Inventories now stack items. This means each type of item only shows once, with a number displaying how many of that item are owned. Currently this number appears in the description box, but I will work out a way to put it on the icon itself later.
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Judging by how many items people are getting, I think a bank system is in need. Players inventories would be limited to a certain number of items; anything else must either be sold or go in the bank. What are your thoughts on this?
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Finished the scenes added that weren't finished. These are the extra woods scenes that were created to add more areas to fight in. Each area has unique graphics.
Updated map (spoilers):
http://bb.hbgames.tk/upload/tibenregion_5.pngEight new temporary scenes added (shown in the map above by the white squares between the farm and the coast). They will be filled in with content later.
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With two new scenes the
Tiben
area woods are now pretty much complete.
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Congratulations to Viktor Lorks, who is nearly the first person to reach the level cap in two skills... but this poses a problem. It's only been a few days! If this is possible in that short a time then clearly the exp ratios are too low.
Therefore, they will be changing... either that, or a new maximum level with a much steeper exp curve from level 50 will be added.
I appreciate everyone's thoughts on the matter.
I did say daily updates