COMBAT SYSTEM + FEEDBACK QUIZ
Hello everyone!
The last weeks were spent doing a lot of work on a wide array of tasks mainly inspired by your feedback on combat.
We have tweaked the existing encounters that seemed unfair to either your party or the enemies that were too weak. Additionally, combat abilities and weapon damage have undergone the first of many rounds of polish.
While our main goal right now is to eradicate all the kinks in the turn-based system, we have also started working on the Real-Time with Pause mode (RTwP).
A work in progress, this combat style already shows some promise compared to what we had prior to the launch of the campaign.
We're also designing a list of options for auto-pause to grant more control to those who prefer RTwP to TB.
We are planning to make the use of craftable potions a legitimate fighting style for those who prefer it, so offensive potions were always a must.
Last week we began integrating a few fun examples, including an explosive that sets the environment ablaze, and throwable potions with malicious effects ranging from poison to blindness. Once the final animations are in place, these attacks should look spectacular!
Combat aside, we are also adding pictures to all the items in the game that previously didn't have them. As much as it would be easy to leave some items as simple bags, that's just not how we roll and probably not something that you want to see from us!
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There is more work 'under the hood', of course, but that's all that we are ready to reveal at this point. So stay tuned for more news in the near future!
Additionally, we want to thank each and every one of you for backing Swordhaven. We are THIS close to reaching the goal, and that's all thanks to you!
By the way, you can help us even more by doing a little quiz. Please fill it if you played the demo, it’s super small, but it could nudge us in the right direction.
Swordhaven Demo (Player Feedback Form)
Stay awesome,
Yours forever,
Atom Team