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jack1974
I'm working on this part-time while I have some dead moments :)

https://pbs.twimg.com/media/FFwElz2XIAM2IM-?format=jpg&name=large" style="max-width:100%">

I mean of course I'll be working on Curse Of Mantras mainly from now on, but after you do cards balancing for hours you need to change task otherwise you go nuts :lol:
jack1974
So with Curse Of Mantras done, I've resumed working on this, at slower pace but making steady progress. Today finished implementing the overdrive skill:

https://pbs.twimg.com/media/FNj1rkpWYAAtaaa?format=jpg&name=large" style="max-width:100%">



in practice powerful skill that can be used only when the overdrive meter fills. The meter is of 3 stars, and slowly fills up as each character does or take damage. Yes I'm not including healing, since healing is very powerful and I think in past games the CPU (or even the player!) constantly healing party members was dragging the battles too long.

Now in this game there will still be the usual armor system (so as it goes down characters will take more damage) but also several mechanics to hopefully prevent heal/resurrect spamming :mrgreen:
jack1974
Today I've implemented an auto-combat using AI, and a system to simulate X battles (all done by the PC on its own). Of course the AI is nowhere as good as a human player, but still it can give me an indication if the battle is balanced or not. This should speed up my usual testing/balancing phase since I can just let the PC test on itself while I do other things :)
nolosk

Today I've implemented an auto-combat using AI, and a system to simulate X battles (all done by the PC on its own). Of course the AI is nowhere as good as a human player, but still it can give me an indication if the battle is balanced or not. This should speed up my usual testing/balancing phase since I can just let the PC test on itself while I do other things :)


This sounds incredibly useful!!!
jack1974
Yes it is, I should have done it sooner lol. Anyway, it's also interesting to see how much each skill impact the game. If I simulate 10 battles, using different starting skills,I get different results. For example the healing spells were overpowered so I nerfer them already :)
jack1974
Heh today discovered another advantage, not just in balancing but also for bugs - it triggered a bug that could happen like 1 out of 100 battles in very specific conditions (charmed enemy was trying to attack someone, but was the last one remaining so didn't know what to do causing an error :lol:). Playing normally would have taken me weeks to stumble into this again, instead with 30-40 battles played in 10-15 min was able to find it way sooner :)
jack1974
Making good progress both coding and story-wise. I've finished up to chapter 5 (the chapters are short, there are probably going to be 25-30 in final game) and added several small features to existing RPG framework like this:

https://pbs.twimg.com/media/FPPYomoXEAA_cmw?format=jpg&name=medium" style="max-width:100%">

you can now see the skills used by the enemy, displayed like normal skills. In none of my past RPGs you could do this, at best you had a description but as to the actual damage or effects you were in the dark. Now you can exactly see what they can do in battle.

It's more work for me but I think it's fairer this way :)
jack1974
https://pbs.twimg.com/media/FP4uRs0WYAAwDXo?format=jpg&name=medium" style="max-width:100%">

camp talk! I'll probably remove the top texts since I don't want to have a day/turn based advancement system since people didn't like it much in Cursed Lands and SOTW. Maybe I'll add a crafting menu :o
abnaxus
Is Loren herself a party member?



And does the game assume she was not romanced previously?
jack1974
No she isn't, she'll be in the 2nd (as non-romance) and in the 3rd (as romance). I made a blog post a while ago with all the details: https://www.winterwolves.net/blog/2020/10/
jack1974
https://pbs.twimg.com/media/FPz9vDrX0AYysNz?format=jpg&name=large" style="max-width:100%">

Crafting screen, won't be as complex as Planet Stronghold 2 but will offer some upgrade options (useful to keep a weapon you like up to date) and of course potion brewing. Considering Lydia is one of the best alchemists of whole Aravorn (at the times of this story, Amber is not yet born!) it makes sense I think :)
jack1974
https://pbs.twimg.com/media/FR5OK5vXwAASGzf?format=jpg&name=large" style="max-width:100%">

a while ago some people asked me when we'll see those amazons with diverse bodies (not the classic pin-up models) and here's one, Ursula the right hand of Breza. Why is Breza there instead of Loren? Well, as a general rule I will try to avoid using past love interests in games which don't have them as romance options, so people who want to roleplay and remain loyal can not romance anyone except their "canon" romance :)
jack1974
https://pbs.twimg.com/media/FSOYn_4XEAArIah?format=jpg&name=large" style="max-width:100%">

Gruff is right, would be a pity to kill such a cute necromancer indeed! :mrgreen: This is one quest in which you'll be able to kill A, kill B, or kill A+B!
BobTheMob

https://pbs.twimg.com/media/FSOYn_4XEAArIah?format=jpg&name=large" style="max-width:100%">

Gruff is right, would be a pity to kill such a cute necromancer indeed! :mrgreen: This is one quest in which you'll be able to kill A, kill B, or kill A+B!

I think I speak for all us dudes:

Can she be romanced in a future game?
jack1974
Haha no clue. I mean, after this I still have 3 more spin off games to do, and each one takes 1 year, so...
jack1974
There's a demo now on Steam, it shows on the right column on the store page here:

https://store.steampowered.com/app/1629210/Tales_Of_Aravorn_An_Elven_Marriage/



(no clue why lol, instead of the big play demo button I see that).



Note that being a demo, I didn't include all the suggestive option. Changing the party member clothes is enabled, but for example Jul has the censored version of her outfit but in the final game you'll be able to choose what to see :)
nolosk
Hooray for Ursula! I'll check out the demo soon!!!
nolosk
Right off the bat, I wonder if it might be better to phrase the starting choice as simply asking whether or not the player was in a relationship with Myrth, instead of making it an explicit choice between Myrth or nobody. That way, players who want to "stay true" don't have to read about how they were too focused on the mission for romance.
jack1974
I thought about that, but then in the story if you don't pick any starting romance, in the dialogues the game assumes you're single, so it wouldn't work either. I couldn't take into account every possible romance even if not present in one of the stories, otherwise would have been complex. It was already hard to make the game as it is after PS2 burn out :D
jack1974
Since I'm waiting for last CGs for After Midnight I've resumed coding this.

In practice decided to find a fix for this issue:

https://pbs.twimg.com/media/FbFL-OXXgAAHuWk?format=jpg&name=large" style="max-width:100%">

in Loren and SOTW I used to have a base damage, like 50 hp, to which the attack vs defense was multiplied. Which was a fine solution, the problem was that wasn't really intuitive and couldn't easily be explained with maths.

In Cursed Lands (or maybe was already Queen Of Thieves? don't remember) I introduced this new system of attack-defense, with defense slowly going down as target gets hit. So even if initially it wouldn't do much damage, as the target is hit would lower defense.

That worked too, but in the cases like the one above, if the target have really high defense, the resulting damage was 1, which was rather bad to look at. In PS2 that sort of worked fine because we had machineguns which could shot 3-5 times, so even if each shot was doing 1-3dmg, the cumulative damage was acceptable. Then there were the big weapons like cannons which had no such issues since they'd always do a lot of damage :)



In this game though I am trying to fix it by simply using the defense to reduce the "bonus damage". Before it was all summed together:

Base weapon damage + attacker's attack value - target's defense

I liked this since different weapons would do different damage, we could have slow but powerful weapons, heavy but slow armors etc but there still was the 1-2 dmg issue.



Now I've simply split damage in two parts:

base weapon damage + skill bonus (like some skill say "deal 250% base damage" = base damage

bonus damage: attacker's attack value - target's defense = bonus damage



if bonus damage is 0 or less, simply doesn't get added at all. An example of the difference:

Before:

Weapon 10 + 5 atk - 12 def = 3 dmg

Now:

Weapon 10 + (5 atk - 12 def) = 10 dmg



Also this way there's more strategy since having spells/skills that raise defense or attack will work up to a certain point but never make the target completely immune to damage. This makes the fights also go faster which I think is better. Of course I'll need to test everything well... :)