Chronicles of Vaeltaja Demo Update 1.4.3
Welcome traveler,
today I'm glad to announce that I've done a surprise update for the Chronicles of Vaeltaja: In Search of the Great Wanderer's demo version. While this update doesn't add any gameplay content, it's not a small update as it implements the new 'Stat and Skill' system to give you a better idea how things work in the release version. The change in the gameplay is quite noticeable and is more in line with systems players can expect from an 'old school' RPG.
The update also fixes couple of bugs related to the old system and makes some small improvements, such as more detailed 'stat', 'skill' and item descriptions. Details about the changes and patch notes can be found below.
[h3]Stat and Skill system[/h3]
'Stats' have now a wider impact when building your characters and here's a little rundown how they work:
Stats may also play part in some stat/skill checks in the release version of the game.
Here's how 'Skills' work:
Here are the basics of the new 'Stat and Skill' system, which is now more like a traditional RPG-system and should offer more variance in how the party can be build.
[h3]Patch Notes:[/h3]
Thank You and enjoy!
Jani/Witchgrove Games
today I'm glad to announce that I've done a surprise update for the Chronicles of Vaeltaja: In Search of the Great Wanderer's demo version. While this update doesn't add any gameplay content, it's not a small update as it implements the new 'Stat and Skill' system to give you a better idea how things work in the release version. The change in the gameplay is quite noticeable and is more in line with systems players can expect from an 'old school' RPG.
The update also fixes couple of bugs related to the old system and makes some small improvements, such as more detailed 'stat', 'skill' and item descriptions. Details about the changes and patch notes can be found below.
[h3]Stat and Skill system[/h3]
'Stats' have now a wider impact when building your characters and here's a little rundown how they work:
- Strength is important to characters who wield melee weapons, such as sword, axe or mace, but there is one exception, which is dagger. Strength increases physical damage directly, so it is important to Guide, Warrior and Knight.
- Perception is important to Guide as it helps with finding secrets, but it also affects to some ranged battle techniques.
- Stamina determines how much 'Hit Points' a character can have, but it there are some differences how it works between the character classes. With caster characters 'Hit Points' are gained in a more restrained manner, therefore Mages, Priests and Witches are physically more vulnerable than Warriors for example. Stamina also affects directly to the 'defense' value, so it is important stat to all classes.
- Charisma affects how willingly people are going to share their troubles and secrets with you.
- Intelligence determines how much 'Energy Points' characters can have, but just like with 'stamina' and 'hit points', there are some differences between classes. With classes dealing physical melee or ranged damage 'energy points' are gained in a more restrained manner. 'Energy points' are needed to cast spells or to use different battle techniques. Intelligence is important to all classes, but it also affects directly to effectiveness of spells, so it is the main stat for Mages, Priests and Witches.
- Agility affects to ranged and dagger damage, defense, to some battle techniques and acting order in combat. It is important to Hunter, Shadow, Witch and Witch Hunter.
- Luck affects little bit here and there.
Stats may also play part in some stat/skill checks in the release version of the game.
Here's how 'Skills' work:
- Each class have their own specific skill sets. First skill in the skill list of every character is the 'Class Skill', improving it will give access to stronger spells and techniques, and raises their effectiveness. Some classes, such as Mages and Priests, have actually two class skills. For example Mage has 'Warlock' and 'Wizard' class skills and they both have their own spells for Mage to learn - Warlock is specialized in elemental spells, while Wizard is focused on another kind of spells. Higher the 'Class Skill', the more powerful spells and techniques can be learned.
- Caster classes can also have skills like 'Elemental Power' or 'Spirit Power* which raises the effectiveness of certain spells.
- Weapon skills, such as 'Sword', 'Axe' and 'Bow', allow you to wield stronger weapons and it also raises the damage dealt with that certain weapon.
- 'Armor', 'Robes', 'Magic Armor' and 'Shield' skills allow to wear better armor, robes, trinkets and shields.
- There are also some 'Utility Skills' in the skill list, such as 'Lock Picking' and 'Speech'. These are the skills that can be used to interact with the game world. Before these were on restricted to the main character class Guide, but now other classes can improve certain 'Utility Skills' too. For example Shadow can improve 'Lock Picking' and try to open locked doors instead of the main character. Some of these 'Utility Skills' have no purpose in the demo, but will be used in the release version.
- Spells and battle techniques doesn't appear in the skill list anymore, so their effectiveness is improved through 'Class Skills'. Spells and techniques are must still be bought from the merchant. Spells and battle techniques consume 'Energy Points'.
Here are the basics of the new 'Stat and Skill' system, which is now more like a traditional RPG-system and should offer more variance in how the party can be build.
[h3]Patch Notes:[/h3]
- Implemented the new 'Stat and Skill' system.
- Added better description to 'stats', 'skills' and certain items.
- Combat balancing.
- Party starts now at Level 1.
- Fixed an error in the damage formulas, so Mage's and Priest's defense value should work as it should.
- Strength is finally spelled right in the 'Stat and Skill' menu.
- Some fine tuning.
Thank You and enjoy!
Jani/Witchgrove Games