Feats like Weapon Specialization (meant to make your character(s) better with one specific weapon) instead add a flat bonus to ATK. There are a few new problems to fight, though the passive skills/states I’ve found don’t allow for passives to be turned on/off depending on what weapon a character is currently equipped with, or at least not right out of the box. ROGUES: YOUR TARGET, SHOULD YOU CHOOSE TO ACCEPT IT You’ve fought long and hard for it, so take your 3 HP and rejoice. Speaking of skills, passive ones have been added as well – along with a system to allow skills to be purchased at certain levels! Joy! So now you can actually hit level 3 and buy that well-earned Toughness, slugger. Rather than trying to pin everything down into their little sub-categories (Simple Bludgeoning Staff is just too much) skills are restricted on a basic type basis. Only took half an hour to fix after I bumbled around in a state of sheer terror, but at least I know my heart is still beating.įurther changes to bring things in line with D&D-ish-esque combat: Weapon types are now boiled down to Simple, Martial, Exotic, Monk, Crossbow, and Bow. Lesson learned, Valkyrie: Clean up your stupid messes you idiot. Nightmarish! Thankfully, that was not the case. To make matters worse, I hadn’t tested combat for a great number of hours, and it terrified me so badly that I thought I’d have to test offending scripts out one at a time to see which one was hosing me over – or worse still, restart the project and port all of my resources over. I had apparently set something up very poorly and ending combat caused the game to check for values that didn’t exist, causing a sudden crash. I actually had a massive scare thanks to the relationship menu system that I absolutely reviled: crashes after combat.
OH MY GOD AN ARCHER JUST OFF-PANEL RUN FOR YOUR LIFE