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Reward Bounty & Skill Updates



Thank you everyone for taking the time to give me helpful feedback on The Warriorlock. I've implemented the following positive adjustments and bug fixes.

Character Level Cap & Key Reward Bounty


I've adjusted all character level caps to 50. Usually a level of 10+ is more than adequate, but if anyone is actually crazy enough to attempt the grind in reaching this max upper limit, then I will reward a bounty of 1 Warriorlock Steam Key per party member whose level reaches 50. The key(s) can be traded, gifted, used in giveaways or resold. It doesn't matter to me what you do with them.

To qualify, players must post either an image or video in the Community Hub, of the character party menu, showing the character's level(s) at 50. Once this is done, a copy of your save file must be emailed to me: [email protected] for confirmation.

Character Party Menu screen looks like this:



Reaper Skill Adjustment


The skill Reaper has been updated to be more lethal, apply only to the four blunt weapons (sword, hammer, axe, labrys), and now includes a basic animation with the character attack. The Reaper skill is acquired at level 13, which will now deliver a death blow 99% of the time to any one target (even big bosses) for a cost of 100AP (action points). *This skill cannot be acquired for ranged or light weapons (bow, crossbow, daggers, long knife).

Rampage Skill Adjustment


The skill Rampage has been updated to show 5 consecutive attacks by the character, instead of one action x 5 damage, so you can now watch each of the 5 attacks be executed one at a time, with the damage and misses calculated separately. It makes for a more visually detailed execution, and also allows the player to view how each attack affects the target.

Special thanks to player Pika! Pika! for the detailed feedback with fixing/adjusting the skills and character level caps.

Combat Engine Upgrades


The combat engine is a heavily customized system from two completely separate script engines, which I re-worked over many months for The Warriorlock, specifically programming a dynamic turn-based system which would include a stat-driven turn-order, A/P charging/wait feature with animated gauges, and fully animated combat for both party members and enemies. With this customization has come a lot of bugs (reported by players. Thank you!) and multiple re-writes of the 3 core scripts.

I have been working over the past 6 months to continually improve the combat, and as of Sept. 2nd, I have completed the latest update, which now allows for multiple action skills, such as Rampage, to pause all non-essential commands, while executing and animating as many times as needed, without interrupting the turn-order gauges or enemy action sequence. This was a major headache to implement because so many commands are waiting to execute at any given time with the custom ATB system.

I had already announced the Rampage skill upgrades, but upon further testing yesterday, found that it was affecting the combat system when more than 2 enemies are present. The player turn order was resetting, and many 'successful' hits to enemy targets were not calculating. So, I worked on it all through the night until 6am this morning, changing the command order when the player selects any multi-action skill, and now finally it works flawlessly.

If you level up enough to acquire the Rampage skill or you find any of the Spell Books that teach summons for example, please note any oddities or bugs in combat and let me know. I am 99.9% certain that it's running hot and smooth now, but your feedback is invaluable. Thank you!

I need to sleep, so I'm off to dream of a Carrion Road crawl, hopefully without running into any pantless Bearded Trolls—those bastards are brutal.