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In Development - Updated Imbue System

I'm working on an update to the weapon gem imbuing system and the effects that each gem has. I'd love to get your thoughts on the design before I get too far with it!

Some rules for the new system.
  • The better the weapon the more times it can be imbued. Copper, Iron, and Jade only once and increasing after that with Blood Stone up to four times.
  • Each additional gem adds to the weapon's effectiveness (see below).
  • The imbue effect has a chance to occur while you are doing your normal attacks. This chance increases with each successful regular attack hit. Other than the drain effect (see below) the effect will be more likely to happen early in a fight if you hit with all three regular attacks in a row.
  • A weapon will only release it's imbue effect once per fight. A fight being defined as the monsters related to a specific monster spawner.
  • Once imbued all additional imbues must be of the same type.
  • The tinker will be able to remove a weapon's imbue should you decide to change it.
  • A masterwork weapon will have a slightly higher benefit from the imbue.
  • The loot system for Imbue Gems will be updated to make finding them more predictable and less reliant solely on random chance.

Imbued Weapons will have the following effects:
  • Flame - Adds a fireball to the monster that explodes after a few seconds and damages nearby monsters. Fire elementals will be immune to this effect and may even be healed by it! Additional imbues add more damage.
  • Frost - Slows down the monster for a period of time. Ice elementals will be immune to this effect and may even be healed by it! Additional imbues make the slow effect last longer.
  • Acid - Adds a damage over time to the monster. This is similar to the current effect. Stone and Earth elementals will be immune to this effect. Additional imbues make the damage higher and the effect last longer.
  • Draining - Gives back a portion of the damage dealt to a monster. Undead creatures will be immune to this effect. Additional imbues give you a higher percentage of the damage back as health. Since an effect only occurs once per fight, this effect will only occur if you need it so it isn't wasted if you are at or near 100% health.
Optional Idea
Each imbued weapon has a set number of charges each time they are imbued with the same type of gem. Higher tier weapons can hold more charges. So a Jade weapon might hold 15 total charges while a Blood Stone weapon can hold 30. Each gem adds 5 charges. In this scenario, gems would become more common than they currently are and you'd need to recharge your weapon with the gems. Masterwork weapons would also be able to hold more charges.

Other Stuff
I'm also working on a bunch of other smaller things for near-term updates, including but not limited to:
  • Give some XP for monsters spawners in dungeons and caves.
  • Update Town Manager UI to allow you to set a marker for a specific NPC.
  • Better Town Manager UI sorting.
  • Ability to add a Quest marker to find a building.
  • Auto-stack potions into your quick bar if that potion is already in a quick slot.
  • An update to storehouses to allow you to upgrade them and potentially need to place fewer. Still working out the design for this.
  • Pop-up text for other buildings other than houses.
  • Add red and orange birch trees as options for the town.
  • Bug fixes and optimizations,

-Jonathan "Calandryll" Hanna
[email protected]
  • My Twitter: https://twitter.com/SuperSixStudios
  • Discord Channel: discord.gg/soedesco