Rise of the Unfelled Chapter 6 Devlog 3


Rise of the Unfelled Chapter 6

Devlog 3

Hi guys, welcome to another devlog. Sadly its not a release......well, not a full one anyways. I am approaching the finish line on getting the new changes brought up to speed with the game currently, so I'll be able to focus on adding actual new content soon! But I guess we should go over what I've been working on the past couple weeks.

Class Passives

All classes (except the starting ones) will now have passive states that give them various effects. Warriors will have innately higher defenses and passive Ward regen, Mages will have innately higher Mana regen, Thieves will have higher evasion + chance to get 2 turns, and so on. The first tier of classes (Warrior, Mage, Thief) do not have passives, but all classes afterwards will start to see these new passives. 


State Tooltips

What do the states do? How are we supposed to know what all these new passives do? Well, also starting in this update, if you mouse over a unit that has a state (allied or enemy), a tooltip will pop up telling you what it does. 

Now if you get hit with a debuff that you haven't seen yet, you can just mouse over your character and see what it does!

Better Enemy AI

The way enemies decide what actions to use in battle has been overhauled. Enemies will now dynamically adjust their combat style based on how the battle is going. Did you just buff your physical defense a ton? Enemies will now favor magical attacks over physical. Did the enemy just buff its attack using Warcry? Now it won't waste future turns using Warcry. Did the enemy just inflict you with poison? They will now deprioritize using poison based attacks unless they also do damage. The AI adjusts what it can and can't do in the middle of a fight, making boss fights feel more dynamic and less scripted.

Playable Demo on the main page

I have decided since it has been over a month since I've given you guys anything new, to create a playable demo of the game that features the intro sequence of the update. It is playable on the main page (it will open the game in a full screen window) and the demo ends once the intro sequence is finished. The demo also features all of the new changes I've made across the last several dev logs, so you can play with the new features.


That wraps up yet another dev log, I'm sorry for the extended wait on the update and hope that this demo will keep you excited for the next update.

Files

Rise of the Unfelled Demo Play in browser
2 days ago

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