Mini Devlog #1: Refining Passive Skills
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[/p][p]Folks, it's been over a month since the Italian and Bulgarian localization announcement, so here's what's been happening in my indie dev world.[/p][p]The past few weeks focused on core RPG systems - specifically how character skills interact with spells, equipment, items, and inventory management. Less flashy than combat or story, but these are the systems you'll interact with constantly.[/p][h3]Spellcasting & Memorization[/h3][p]The spellcasting system received significant work this month. Spell memorization now functions correctly (yes, it was entirely broken - caught it before you did), and passive skill effects now properly modify how it works.[/p][p]Depending on your skill investments, you can reduce the cost of memorizing spells, improve casting reliability when using magic inside and outside of combat, or at higher tiers, achieve near-guaranteed success on certain spells. The goal is to make your passive choices feel meaningful * not just numerical bonuses, but tangible changes to how your Enchanter operates.[/p][p]Casting spells during narrative segments now checks for specific skill requirements rather than just your class. This prevents situations where characters could access magic they shouldn't have, and ties story options more tightly to your actual build.[/p][p]
[/p][h3]Equipment Requirements[/h3][p]Items can now require specific skills or passives to equip. Certain ranged weapons requires investment in archery. Dual-wielding requires the appropriate training. The inventory UI now highlights equipment slots where requirements aren't met, giving you immediate feedback on what you can and can't use.[/p][p]When your character's skills change - whether through leveling or story events - equipment is automatically re-evaluated. Lose access to a prerequisite, and the item is unequipped. This keeps your loadout honest with your build.[/p][h3]Inventory & Carrying Capacity[/h3][p]Backpack slots can now be locked or unlocked based on your passive skill investments. As your character develops, you can choose to gain more carrying capacity. Small detail, but it makes for better hoarding.[/p][p]Weapon set management also received attention: proper auto-switching when items are unequipped, correct syncing between UI and save state, and a fix for equip/unequip operations when handling the same items, i.e. two swords with the dual-wielding passive.[/p][h3]Consumables & Stat Alterations[/h3][p]The consumable item system is now implemented. First up: Healing Salve. Straightforward healing functionality that serves as the foundation for potions, provisions and food, and other single-use items going forward.[/p][p]The story system now supports direct stat modifications from gamebook content. This opens up design space for permanent consequences - curses, buffs, bargains, or the long-term effects of choices made in the narrative. The books have moments like this, and now the engine supports them properly.[/p][p]There were "fun" bug fixes too like preventin accidental form submission when typing spaces in input fields (which manifested after a Godot update :D)[/p][p][dynamiclink][/dynamiclink]The core systems are solidifying. More to come!
Wishlist the game on Steam to follow along as development continues.[/p]
Wishlist the game on Steam to follow along as development continues.[/p]