Planet Stronghold 2 Cast: Tom Shatz

Tom Shatz

Before joining the army, Tom Shatz was a professional racer. He is still passionate about high speed and vehicles of all types. With modern ships, he likes to turn off the ship AI and take personal control.

Tom strongly believes in the military hierarchy, and will sacrifice soldiers on the frontline to win a battle if necessary. He believes those higher in command have a better picture of what’s going on, and they should be the ones making decisions.

Tom and Rebecca used to date, but that was long before Nelson arrived at the colony Zero-One. Though he may not show it, wrapped up in military matters as he is, Tom would do anything for love, even if he sometimes appears a bit clumsy and inexperienced.

At the end of the first game, Tom was assigned to Colony Zero-Two by the newly promoted Captain Nelson. Tom did so well in the new colony that he was promoted to Captain as well. Nelson and him communicate regularly, discussing matter that only Captains have to face.

Progress Update

I finally finished the crafting screen, that part took me much longer than I thought (sometimes it happens that you greatly underestimate how much adding a “simple” feature as crafting/upgrading might take).

The screen above is the tutorial, as you can see I added also a few other things. Salvaging items to obtain resources is obvious. Datapads work like this: they contain specific item data, you can see a sort of preview of the item but not the exact stats, until you decrypt it. Once a datapad is decrypted, you unlock that item’s blueprint and then you can produce as many as you want (as long as you have enough resources).

This is actually more useful than you might think, especially for armors, or when facing certain battles. For example if you know a boss enemy is weak to Explosive damage, and you have a datapad for an Explosive weapon, you could craft 2-3 of those and equip a good amount of the party with it (of course not all characters could use that weapon).

In general I think the system I made offers a good compromise: I didn’t want crafting to be super powerful, but not useless either. Casual players might even not need it (because the battles will be easier) but I think in Nightmare mode it will be very useful.

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