Four days left for feature development itself. I am not sure, but Alchemy would miss the realize, again -_-.
Puppeteers finalization gone fine, but, there are some issues to finish. I'll found a bit of time for this later on the week.
Todays plan is to rebalance leveling system, experience points and perk (if possible). Currently, player gain level up to 4-5 without problems and then troubles begins. Also, there is no perks to select and stat gains.
You know, there is no feeling that your hero becomes powerful, stronger etc. Thats should be fixed!
During the development of FFHtR, we found that FFH mana system completely inappropriate for roguelike. It is cool to have two dozens of mana as global resource in strategic game, but it is a bit tricky to manipulate that selection of mana types as single spellcaster. Even more, this micro-mana-managent was really annoying.
So, FFH manas were united to groups and single manas become effects. It is really comfortable then before.
For example fireball spell using Elemental mana and has fire effect, Death vortex uses Excruciation mana, dealing death damage and leaving poison base trail with confusing effect (Undead magician choice! Udead heals by death effects and immune to poison ).
Now, we have Elemental, Excruciation, Divine and Metamagic manas for use.
Divine and Metamagic would not be in use at 0.0.6. Divine mana needs "divine chapter" and metamagic is blanc space right now, with no spells available.
Excruciation mana!!
ReplyDeleteYou settled for an awesome name! :D