[Dev Note] Reorganising the Weapon System #1

Greetings once again, Survivors!
In the previous Dev Note, we introduced the return of the Blacksmith, Jorge, and briefly touched on the changes to the Weapon system.
Today, we’d like to delve into the upcoming changes to the weapon system that we are working on. Up till now, the weapon system has remained largely unchanged, sticking closely to how it was during Early Access. However, with the addition of concepts like attack and defense attributes, and the need to counter an increasing variety of enemies, stronger and more diverse weapons became essential.
Additionally, with the game’s content expanding significantly, we also need a weapon system that provides a clear sense of growth and progression.(Following details are subject to change.)

[h3]Introducing More Variety: New Weapons[/h3]
Even in Early Access, Remore featured a pretty diverse range of weapons. These included Slashing weapons like Swords, Greatswords, Axes, and Daggers; Blunt weapons like Clubs, Hammers, and Maces; Mid-range weapons like Spears and Glaives; as well as Ranged weapons like Bows and Shields for defense.
As mentioned in the Dev Note, "Slash, Pierce, Stab!!", nearly all attack skills are now assigned attributes such as Slash, Pierce, or Strike. Accordingly, the skills of existing weapons have been mapped to these attributes, and we’ve been going through a lot of testing related to this.
Testing revealed, while there were no critical issues with gameplay, certain situations were difficult to handle with the current setup. Efficiency is a core element of the fun in Remore, so we realized there was a need to fill the gaps in some attack/play styles. This led us to the goal of designing new types of weapons.
For example, the War Scythe, a visually intimidating weapon, is a wide-area slashing weapon designed to cut down multiple enemies at once. It can also hinder enemy movement by slicing at their legs.

The new two-handed Executioner’s Sword is also designed for slashing through multiple enemies, but it is equally capable of delivering devastating damage to a single target. Compared to the existing two-handed sword, the Greatsword, which is characterized by its versatility in balancing both slashing and striking attacks, the Executioner’s Sword is a weapon entirely specialized in slashing, dedicating everything to its cutting-edge prowess.

The Poleaxe is a new type of two-handed axe. While the existing two-handed axe specializes in wide-area attacks, the Poleaxe is a weapon designed for 1-on-1 combat, excelling at taking down a single target with precision. One of its key features is dealing bonus damage to enemies who have yet to take any damage, making it especially powerful in opening engagements or during ambush situations.

The new one-handed sword, Estoc, is a single-handed weapon specialized in thrusting attacks. Previously, there were relatively few melee weapons focused on piercing attacks, despite the frequent need for such tactics in close combat. With the introduction of the Straight-sword, players will now be able to develop more efficient strategies for these situations.

The new defensive weapon, the Tower Shield, is an entirely new two-handed defensive weapon. While it prevents the use of other secondary weapons, it offers a wider range of abilities, allowing for more efficient defense against enemy attacks. Additionally, it enables players to push enemies back with the shield, offering a completely new playstyle that emphasizes battlefield control.

[h3]Streamlined and Refined: Weapon System Overhaul[/h3]
With more weapon types added, we’ve completely revamped the weapon system. We’ve reworked how each weapon functions and made improvements to the progression system.
Even in the Early Access version, you probably noticed how each weapon has its own unique role. For example, when dealing with lots of weak enemies, wide-area weapons like two-handed axes or swords work great to clear them out. But when facing tougher enemies, you can hold your ground with a shield, pushing enemies back to deal collision damage while attacking from behind with spears or bows.
This update is all about making these roles even clearer and more intuitive, giving you more options for fun and strategic gameplay.

To make sure weapon attributes like range, area of effect, and attack types (Slash, Pierce, Strike) are well balanced, we’ve defined specific "Types" for each weapon. We’ve also adjusted weapon functions, so they work well with different enemy types and their attributes.
For example, among one-handed weapons, you’ll have versatile options like the slashing Sword, piercing Straight-sword, and striking Hammer, which can attack from various positions. For two-handed weapons designed to handle multiple enemies, you’ll have the slashing Two-handed Axe, piercing Rake, and striking Two-handed Mace.
While the distribution of attack types isn’t exact, the system is designed to align with enemy types and their strengths, offering players many tactical options with the three characters and six equipment sets available.

Today, we shared a sneak peek at the changes coming to the weapon system we’re working on. Since these updates are pretty big, we’re running extensive tests to make sure the core fun of the game stays intact. We’re confident that the new weapon system will feel even more polished and exciting when you get your hands on it!
Thanks for sticking with us, Survivors—we’ll see you again soon!
REMORE