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Of Blades & Tails News

Planned Changes to Health Recovery

Hey everyone!

I wanted to share my thoughts about changes to the health recovery in the game.

As I already stated here and there, I'm not 100% happy with how the current health recovery works. I agree with your feedback that it can lead to an inflationary use of consumables (medicinal herbs), especially early on in the game.

Reik should not require to consume loads of medicinal herbs in and outside of combat. Even though I showed that you can play through the first quest without using any herbs at all (and with only reasonable stops at the bonfires ;)), I agree that the current healing/recovery system is not ideal.

So with your feedback in mind I thought about how the system can be changed to make it feel less tedious.
Here's what I came up with so far:
  • You will always regenerate up to 50% health when out of combat.
  • Med herbs will heal 25% instantly when consumed and will slowly (10%/turn) regenerate up to 100% when out of combat. This effect will last for around 200 turns. You won't be able to consume a new med herb while the effect lasts.
  • Recovery herbs will regenerate 10% health for 10 turns, in and outside of combat.
  • The current health potion stays as is.
  • New small variants of potions will be added for health, stamina and mana: They recover 25% instantly and 5% for 5 turns, in and outside of combat.
  • More herbs and a few small health potions will be available during the start of the game. Even though you won't require that much med herbs anymore, since you can only use 1 every 200 turns.


So on the bottom line: You will get a steady health regeneration outside of combat, BUT you will most likely get less instant heal for free (potions don't grow in the wilds ;))!
I hope that these changes will make the combat and resource management more interesting.
Please know that these ideas are all theoretical and I have to actually implement and test them first.

And please share your thoughts in the comments and let me know if this feels like the right changes to you. Thanks everyone! :)

Cheers

Felix

Patch 0.12.2

  • Fixed a bug where the effects of Icy Pillar were not applied correctly on enemies.
  • Fixed a bug where the drowning damage from water tiles was not applied correctly on enemies.

Patch 0.12.1

  • Fixed a bug with the persistence of objects like chests and enemies near previously cleared bonfires.


Please note:
After this patch those objects may still appear, but after you loot / defeat them once more, they should stay disabled.

Sorry for trouble.
At least some of you now have almost infinite amounts of learning points and upgrade orbs to mess around with... 🙈

Update 0.12.0 - Achievements and Game Statistics

Hey everyone!

The next update for Of Blades & Tails is here and it implements Achievements and an all-new Statistics screen.

[h2]Changelog v0.12.0[/h2]

[h3]Achievements[/h3]

17 Achievements have been added to the game.
A full list can be found here: https://steamcommunity.com/stats/1768780/achievements

There are Achievements that will unlock as you play, some require a bit of grinding, and others require you to collect legendary items. There is also a combat challenge "Fearless Rookie", for the bravest foxes among you.

Please note: Achievements that are related to player level, quests, or defeated enemy count will unlock once you continue any existing savegame. Others require you to repeat a specific action, even though you may have done so already.

More Achievements will be added in the future!

[h3]Game Statistics[/h3]

20 Statistics are now tracked per playthrough.

  • Number of turns passed
  • Distance travelled
  • Spots discovered
  • Number of own defeats
  • Defeated enemies
  • Biggest enemy defeated
  • Hunted wildlife
  • Most used weapon
  • Skill execution count
  • Most used skill #1
  • Most used skill #2
  • Most used skill #3
  • Highest outgoing damage
  • Highest incoming damage
  • Destroyed containers
  • Looted items
  • Gathered herbs
  • Used items
  • Highest fortune (coins)
  • Coins spent
You can find the Game Statistics under your Character tab and then the third icon on the left.


[h3]Balancing[/h3]

  • The skill Block in the Shields talent line now reduces 90% of the incoming damage (instead of 50%). This should make it much more useful, even though it still costs 1 turn.


[h3]Savegame Compatibility[/h3]

Savegames from version 0.11.x are compatible.

[hr][/hr]

[h2]What's next[/h2]

I already started working on a new side activity: Treasure Hunting
It will introduce fragments of treasure maps, that you can find or buy at specific NPCs.
Once you have a minimum amount of those fragments you can put them together to a map that gives you a hint on where in the world a treasure chest is buried and waiting for you.
Then you grab your shovel, try to find that location and start digging in the right spot... where you hopefully will find treasure and new loot ;)

Once I have more of the base mechanics ready, I will share it with you here in another preview post.

Until then, take care everyone and enjoy your holidays!

Felix

Patch 0.11.1

  • A problem has been fixed that caused the game to crash on Linux/SteamOS and macOS.