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Saturday, July 10, 2021

And Finally, the Scholar Class Set

So, here are the scholar classes. To my surprise, this was the easier set of classes to create, since each one of these class specializations is quite specific.

Now, with the class sets out of the way, I'm returning to the development of the new character generation screen, which is about 50% complete. If all goes according to plan, it will be finished during the next week. 

After the UI gets finalized, I'll focus a bit on the site's encyclopedia which has been neglected for a long period of time - far too long. 

I'm now off to watch a movie and after that, I will resume work.

Stay safe!

8 comments:

  1. Aha - the support has arrived. A most varied and useful set of progressions here, for sure!

    I would have expected "lore" to have more of an impact here, even a specialization focussing on that. But then I don't know what the role of lore is in the game. I would have imagined it to be somewhat similar to as it was in Dragon Wars, where certain secrets of the game world would only be revealed if/when a character schooled in a certain lore to a certain degree would actually apply it in the right place.

    BTW, something strange going on with Blogger's comments function?

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  2. Lore is something that I'm leaving for last after all mechanics are in place. Lore is also heavily tied to artwork so, it will depend on budget and how successful Underlair may end up being.

    Yeah, I set blogger to open comments on a new page, providing an easier and comfortable way of resizing the comments' text box. It's not thematic but it works better I guess.

    Cheers!

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  3. The Scholar's specializations really do feels like such, covering defense, offense and utility. The icons look good too. I feel like the perks could be more of a + to their respective specialization rather than a =. Without knowing what the perks actually do, Psycaster's perks feel better in this regard: Necromancer and Battlecaster have Iron Will and Stone Skin, while Healer and Gadgeteer are a Doctor and an Engineer, respectively.

    This may be just semantics, however. Doctor could translate to having high resistance to Bleeding (somewhat equivalent to Stone Skin), and Engineer could require less resources to repair equipment.

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  4. There is a reason for this. If the Healer doesn't have anything particular that intensifies its main role, then it can be somewhat mitigated by other characters that also train Heart or First Aid abilities.

    Doctor perk is as follows:
    "Passive: every in-game hour, all wounded allies recover 25% of their health."

    As for the Engineer perk, I actually changed its perk this morning to 'Repairman'.
    What you suggest is a pitfall in the sense that, having someone on the party that consumes fewer resources to repair equipment, would make that perk less relevant, because it would not grant any benefit by having 2 or more characters with the same perk utility. Instead, the repairman perk has the following benefit:

    "Passive: every in-game day, one random item belonging to each ally, with a durability bellow 50%, gets 25% repaired without consuming a repairing slot."

    This means that, if you have 2 characters with this perk, this bonus will happen twice a day.

    Naturally, this values need to be tweaked for perfect balance.

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  5. Ah yes, the pitfall and its solution make perfect sense.

    As for the names - it does look like a semantics, then (again... :D). Language is elusive. So Repairman and Doctor are more like occupations or professions, while Warcry and Ironwill are more like abilities. A Doctor is essentially a healer (and vice-versa). So I think the ability to recover 25% health should be described differently, maybe as regeneration or simply as Recovery, while Repairman would be Tinkering.

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  6. Tinkering is actually a pretty good suggestion! I'm not sure about recovery though as it seems something that would only affect the character holding that perk. But yeah, I would prefer having something than a doctor.

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  7. Well, a 'helping hand' could mean helping in a myriad of ways, which other perks could also fit in such a description. How about: "Field medic"? It does describe the perks utility. I'll leave this for later on.

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