First of all, SOTW DLC ending images were added to the game! So if you waited you can play the DLC beta using the download link from the forums:
http://www.winterwolves.net/viewtopic.php?f=40&t=3610
And now for today’s blog post…
Time to talk a bit about Queen Of Thieves! In particular the gameplay I’m going to try with it. As you know if you read my SOTW postmortem, I don’t want to do another “super complex detailed hardcore” RPG like that one again, because wasn’t worth it (in term of popularity but also burning out).
So this game will be really a more casual RPG. Before you complain, it doesn’t actually mean it will be “worse”, just different. I think might be even more fun to play if I manage to do right what I have in mind…!
The Skills
Let’s start from the skills: I will bring back the “beloved” skilltree system from Loren. Each character will have a unique offensive and defensive skilltree, each one with 6 skills with 3 variants each, for a total of 6 x 3 x 2 = 36 different skills each character.
Each character is an archetype: Kira the Warrior, Joanne the Mage, and Thalia the Thief.
The biggest difference vs Loren or SOTW is the “combo” skills. I have yet to implement it in the battle, so take everything I say with a grain of salt since as always things might change from now until the final release. But in practice while fighting you’ll have the chance to unlock some combo skill once you fill a combo bar. There will be two offensive and two defensive combo, and will obviously be very powerful skills.
Another difference is the combat itself. In Loren/SOTW was common to have a LOT of condition/status effect. Here, having TWO will be uncommon ๐ This because I’ll limit the number of special moves you can do each battle and there will be no healing except the potions (which will be limited).
It is a completely different approach as you can see. Will require some testing but the goal is to make the battles last less and the skill be something very “special” and not just another type of attack.
The inventory
Then there’s the inventory screen. Each character will have 5 slots: head, chest, legs, feet and weapon. Each slot will have 5 item, except the weapon that will have 7. Yes you read it right: the number of items is LIMITED ๐ I’m sure this won’t make everyone happy, but is part of the design. Each item will give a specific bonus. Some more attack, other more damage, and so on. There won’t be a “better” or “worse” item, maybe with the exception of the starting gear and the ending one, just different ones that will be better suited for specific battles.
The fact that each character has unique gear has also some positive effects, like each item will be unique and more detailed, as you can see from Kira’s weapons in the image below:
Check the work-in-progress screenshots below: when you open the inventory the first image will be like this:
You can see the whole character body, so everything she’s wearing. If you click a Legs or Feet slot, the image will zoom in to show better what she’s wearing:
Similarly if you choose Head/Chest slot, it will zoom in on top:
Thalia is really cute, isn’t she? ๐ Since the screenshot above were taken, I’ve also been trying to implement an even more intuitive way to use the inventory, in practice next to each slot there will be all the items that the current character can use. Since items are limited, we can fit them all in one row like in the screenshot below:
Elementary!
I also plan to have elemental resistances, but done differently. By default all characters will be weak against elemental damage, and the armor (in case of players) will give resistance bonus, but in small steps. Everything about this game uses smaller numbers which I think will be easier to balance.
For example let’s say you’ll start with -5 in all resistances. A fire based attack would inflict base damage (5) + 5 = 10 total dmg
Now you get armor resistant pieces, but you have only 4 slots (head, chest, legs, feet). Each will give +1 fire resistance. So the same attack above would deal: base damage (5) +1 = 6 total dmg.
In this game, 4 point of damage difference will be meaningful ๐
Anyway, I’m still thinking about it, I might also just ignore elemental damage but only apply elemental statuses. So Frozen would reduce speed, Burning would damage HP over time, and so on. I might even just go for this simpler solution.



I will certainly looking forward to it . I’m a fan of rpg and dating sim anyway so you already have me has customers. I just have two questions to ask:
1. In QoT, can we equipe some uniques gears for gaining a special bonus defences like a matching set ? Sorry if this info is already mentionned early before . I’m feeling sick today. XD
2.It’s more a fan service question. I see will i growing with you the Winter Wolves studio has created wonderfull universes in they files. Do you thinks guys you can have fun making crossovers games ? Like examples Loren with SotF , or roommates and always remember me has Max, Anne and co. meet Amy in the same college ? Or love and order with Nicole has the crown attorney’s office must solve the mystery of the three missing girls in Nicole college ?
I take the opportunity to ask the second question because you so open to public so yeah haha sorry X) it’s just i like crossovers . It’s so wonderfull when it’s done and they are so few games you take this idea. So i want to thank you to take time to let a anwser in my questions specially the second and take the time to say don’t give up guys and continue to create wonderfull games. ๐
Thanks ๐ about your questions:
1. yes that’s something I’m planning, if you wear a specific set of armor you’ll gain some bonus (still need to decide this)
2. with fantasy for sure, for the dating sims I don’t know yet but I guess could try it there too!
I really like the looks of the RPG elements in this game. While I love both Loren and SotW, the biggest time drain for me (especially the first time through) is trying to get the best armors for each person. You can just imagine how much time – and money – that takes for a game with as many characters as Loren. So I really like limiting the gear and I love the idea that each character has gear that isn’t interchangeable with others.
Heh the fun thing is that I’m doing this for a game with just 3 characters ๐
Anyway, I plan to do something similar with Loren 2 and future RPGs as well!