Hello! Since my last update I’ve made a ton of improvements and added systems to the game.

New Features

Personal Skills and Skills

Characters have personal skills that usually activate as beginning of battle effects. (DR is damage reduction)

Enemies are also assigned a personal skill from a random selection of enemy only personal skills.

Other Skills can be learned after achieving D, B, and A rank in a weapon. For future releases I plan on adding skill manuals that teach skills and skills learned after reaching a certain level in a class. A unit can have 5 skills and they are selectable from the skill menu.

Weapons

To try and find a good balance between unbreakable weapons and weapons with limited uses I decided to take inspiration from games like Monster Hunter with weapon sharpness.

After a weapon runs out of uses it becomes “dull” with reduced stats, increased penalties, and sometimes range changes added on. I will try and balance the amount of uses for each weapon.

Bonus Experience

I’ve added bonus experience and MVP screen to the end of maps. Bonus experience is earned by completing objectives such as clearing a map in a certain amount of turns and keeping allied units alive. I plan to add more objectives in the future. Additionally experience earned by allied units are converted to bonus experience, but I will probably change it so that only half of allied earned experience is converted to bonus experience.

The cost to advance a level with bonus experience is

(100 – CurExp) + (CurLvl – 10) * (1.1^ (CurLvl – 15))

Where the CurLvl is the internal level of the unit.

Classes

For tier 1 characters they can choose between 6 classes that can only use one weapon.

After promoting from a tier 1 class to a tier 2 class by reaching level 10 and using a commendation the unit loses access to tier 1 classes and access to tier 2 classes. After using a commendation the units stats are adjusted to show the difference in base stats.

Movement Types

I currently have 4 different movement types for characters that in addition to changing how they move it also affects the tier 2 classes they can be. Each race has a set of 6 classes that they can choose from.

Centaurs have 7 base movement and face high penalties from terrain and will have weapons that are effective against them.

Harpies have 6 base movement and face no terrain penalties but are weak to bows (I have not added in the weakness to bows yet but I will)

Humans have 5 base movement and face normal terrain penalties and no weaknesses.

Lamia (May change to another species) will have 4 base move and face no terrain penalties.

Growth Rates

By clicking on the green arrow under the stats in the unit menu you can see a characters growth rates. Growth rates are a characters growth rates + class growth rates.

Misc

Currently I have 4 stages completed that will serve as the tutorial for the game. There is no sound (yet) and I will strive to have more regular updates.

Weapon Triangle is (Sword/Staff) > (Axe/Tome) > (Lance/Bow) > (Sword/Staff)

For the fifth stage I plan on switching the focus to a new protagonist rebelling against the empire and having battles between the first team fighting for the Empire and the second team fighting against the empire like how Ike fights Micaiah in Radiant Dawn.

Download Links

Will update with links by (9/8/2018)

Mac

Windows

Video of me playing the first stage