

Very little story work has been done in the past week. A minor difference but it’ll all work out okay in the end. Normal weapons work fine, but trying to attach a ranged weapon to a non-basic attack skill so it costs MP to balance out the lack of ammunition is a smidgen broken for the time being.Ĭhain skills don’t work properly with the tactical battle script, so skills like Improved Trip won’t allow for a chain into the proper attack skill – I’ll just have to assign some damage and let things work as they may. Not really what I wanted, so I may have to scale those feats back and make them universal or find another way to handle them.įurthermore, there are a few hiccups when using an attack skill that isn’t basic. 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
