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Jan
28

Battle System: Stats & Armor

Posted by Daniel

Armor Slots

Each character in Lilly and Sasha will have 6 slots to equip items.

Weapon – Gives strength and dexterity

Armor – Gives defense and agility

Charm – Gives spirit and luck

Trinket – Something interesting

Quick Rune – Changes your quick move

Strong Rune – Changes your strong move

Stats

So as you can see we have 6 stats spread over 3 slots. Here’s what the stats do:

Strength – Damage increase, all damage is the same now

Dexterity – Increases your chance of getting a critical hit. The difference is that there are now various levels of critical hits. So you might get a 20% bonus or a 50% bonus depending on your dexterity.

Defense – Same as ever, reduces damage taken

Agility – Changes turn order which is much more important now than in Dawn’s Light

Spirit – Changes stamina and health regen rates, increases team power gain rate. (I might rename this one)

Luck – More chance for trinkets and runes that have a chance to do something. Get more money and xp from quests and more chance to get items.

What’s Stamina

In another attempt to streamline battles, we’re removing mana. Mana is pretty annoying, if you want to use your best moves and end battles quickly you’ll run out of mana and have to use potions. On the other hand if you have no limits on what moves you can use why would you ever use quick move? You wouldn’t. That’s why we have stamina.

Stamina is only used in battle. You will start each battle with full stamina no matter what you ended the last battle with. Each move will use a different amount of stamina and you gain stamina back after each turn. Quick move uses only a little bit of stamina so you will get more back than you use.

But I’m not even tired

If you use up all of your stamina you will be ‘exhausted’ and miss one turn. You will gain stamina back on that turn which means you’ll be ready to go again. Even if you only have 1 stamina left you’ll be able to use a move that costs 30 stamina. I think it makes for a more interesting decision. If you can finish the enemy off in one strong hit it won’t matter that you’ll become exhausted.

The plan is for stamina to get rid of the annoyance of mana but at the same time remove boring strategies like using one move over and over because it does the most damage. Will it work? That remains to be seen.

Next time I’ll talk about the visuals of the battle system.

2 Responses to “Battle System: Stats & Armor”

  1. loontune says:

    I like the idea of stamina and runes and am looking forward to how it will work in the game. I think its very unique when compared to similar rpg games out on the market already. I think it will really allow a player to come up with a specific battle strategy beyond simply spamming a single strong attack or designating a potion guy (Harvey became this guy for me in Dawn’s Light). Only thing I’d say is to definitely incorporate a good tutorial into the game that will accurate explain your new battle system to the player. Some might be able to experiment with different things until they find something that works, but others might not have that kind of patience. So, definitely a good tutorial. Keep it up with the cool ideas.

  2. Daniel says:

    That’s a good point. I haven’t done any work on tutorials yet but I’m going to have to make sure players understand that it’s more than just a quick and heavy attack.

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