DLC Devlog #1 - Missions System
Missions and Monsters isn't meant as a continuation of Fell Seal's story, but rather to extend and add to the core systems of the game, as well as add new challenges and content. As such, the plan is to add a missions system, a guild upgrade system, recruitable monsters, a monster-taming system, monster classes, new encounters, new classes and new crafting recipes. We're also adding large encounters that will feature a lot more combatants on each side, for putting to work more of those units you've been collecting.
The new missions system is wide-reaching and meant to achieve several goals. It will give more things to do for "benched units", with some missions giving special rewards, opening new content and being a viable method to procure many crafting components. Missions can also serve as an alternative means of earning EXP and AP for benched units, although in that case they tend to yield less impressive loot. Most missions will be repeatable, but some will be unique and award something quite special. It'll be up to the player to decide which style of missions they want to focus on, as they can only run a limited amount of missions at once. Missions (and guild upgrades, which we'll cover in a later devlog) are accessed through the Guild menu:
A new resource called Company Points (CP) will be added next to the current GP bar. Currently, CPs are only used to purchase Guild Upgrades, but we're considering adding a cost in CP to run Missions as well. Once you've selected Missions from the Guild, you need to select the Region in which you want to start a mission. There are 5 Regions in the game and they open up as you unlock new nodes on the world map.
In this screenshot, only the "Centina Hinterlands" region is available and it's still missing 3 nodes to be fully unlocked. All missions have a location node where they take place, and thus won't be available until the given node has been explored by the player on the world map. After selecting the region, the player can start a mission in that region.
Missions that aren't known yet (because they are locked behind a map node, or because they require a previous mission to be completed, for example) are shown as ??? in the list. Missions can be in various states: new, in-progress, completed-and-done, completed-and-redoable. They have a different icon depending on their current state. In the example list, they are all "new" or unknown. Here you can see the rewards of the mission as well as the required participants and how long they last (more info on that later!). Selecting a valid mission will bring the player to a selection screen to decide which units to send on the mission. Only the units participating in the mission will earn the various rewards, such as AP, EXP, etc.
Story-characters can't be sent on missions and only recruits without an injury can be sent. When a unit is sent on a mission, they won't be available to be deployed in a regular battle map. Each mission has a minimum and a maximum of participants and the first participant chosen becomes the leader of the mission. Once enough units are selected, the mission can be started. Once the mission is started, it'll show as "in-progress" in the missions list.
In-progress missions have their own icon and are always sorted at the end of the list for a quick visual identification. Selecting a mission already in progress will allow the player to cancel it if they want to. Cancelling the mission will free up the units that were running it, but no rewards shall be given for the mission. Currently, the maximum amount of missions that can be run at once is 3, although there is a way to increase that amount via the Guild Upgrades system. When a mission is in progress, it will take some amount of time to complete, usually 30 mins, although that's something we're still tinkering with. After 30 mins of "real life time" has passed, the mission will be completed and display a result for the endeavor anywhere on the world map. Mission success is not guaranteed, although the success rate will be tuned to be pretty high in general. There are multiple ways to increase that, including Guild Upgrades and carefully selecting the leader of the mission. The class of the leader will grant them a bonus success rate based on the mission. The description of the mission itself will have clues hinting at which type of class would do well on it. This bonus is only applied to the leader of the mission, to reduce the amount of micro-managing of classes that the player has to do for missions, while still providing some incentive for "thinking about it" rather than just clicking through things. Missions can also have a critical success result, in which case bonus rewards will be granted to the player. The overall goal of the missions and guild upgrade systems is to create another layer of interesting actions the player can take "outside of combat", with a wide array of goals possible, such as farming AP, EXP, GP or CP, as well as focusing on crafting materials, special rewards or unlocking new content. It'll be tied to the Guild Upgrade system, which we should cover in our next devlog. Feel free to send us comments, ideas, feedback and suggestions about the design or the devlog itself! Thanks everyone!
[ 2019-11-22 22:38:38 CET ] [ Original post ]
Hello everyone! We've been quite busy hammering the designs down for Missions and Monsters, and we've finally reached a point where we feel we have enough details to start our devlog on the creation process. With each devlog, we'll be focusing on one of the new systems that Missions and Monsters will be adding to Fell Seal. This week, that's missions! But first, a quick refresher on the general scope of the DLC.
General Concept
Missions and Monsters isn't meant as a continuation of Fell Seal's story, but rather to extend and add to the core systems of the game, as well as add new challenges and content. As such, the plan is to add a missions system, a guild upgrade system, recruitable monsters, a monster-taming system, monster classes, new encounters, new classes and new crafting recipes. We're also adding large encounters that will feature a lot more combatants on each side, for putting to work more of those units you've been collecting.
Missions
The new missions system is wide-reaching and meant to achieve several goals. It will give more things to do for "benched units", with some missions giving special rewards, opening new content and being a viable method to procure many crafting components. Missions can also serve as an alternative means of earning EXP and AP for benched units, although in that case they tend to yield less impressive loot. Most missions will be repeatable, but some will be unique and award something quite special. It'll be up to the player to decide which style of missions they want to focus on, as they can only run a limited amount of missions at once. Missions (and guild upgrades, which we'll cover in a later devlog) are accessed through the Guild menu:
A new resource called Company Points (CP) will be added next to the current GP bar. Currently, CPs are only used to purchase Guild Upgrades, but we're considering adding a cost in CP to run Missions as well. Once you've selected Missions from the Guild, you need to select the Region in which you want to start a mission. There are 5 Regions in the game and they open up as you unlock new nodes on the world map.
In this screenshot, only the "Centina Hinterlands" region is available and it's still missing 3 nodes to be fully unlocked. All missions have a location node where they take place, and thus won't be available until the given node has been explored by the player on the world map. After selecting the region, the player can start a mission in that region.
Missions that aren't known yet (because they are locked behind a map node, or because they require a previous mission to be completed, for example) are shown as ??? in the list. Missions can be in various states: new, in-progress, completed-and-done, completed-and-redoable. They have a different icon depending on their current state. In the example list, they are all "new" or unknown. Here you can see the rewards of the mission as well as the required participants and how long they last (more info on that later!). Selecting a valid mission will bring the player to a selection screen to decide which units to send on the mission. Only the units participating in the mission will earn the various rewards, such as AP, EXP, etc.
Story-characters can't be sent on missions and only recruits without an injury can be sent. When a unit is sent on a mission, they won't be available to be deployed in a regular battle map. Each mission has a minimum and a maximum of participants and the first participant chosen becomes the leader of the mission. Once enough units are selected, the mission can be started. Once the mission is started, it'll show as "in-progress" in the missions list.
In-progress missions have their own icon and are always sorted at the end of the list for a quick visual identification. Selecting a mission already in progress will allow the player to cancel it if they want to. Cancelling the mission will free up the units that were running it, but no rewards shall be given for the mission. Currently, the maximum amount of missions that can be run at once is 3, although there is a way to increase that amount via the Guild Upgrades system. When a mission is in progress, it will take some amount of time to complete, usually 30 mins, although that's something we're still tinkering with. After 30 mins of "real life time" has passed, the mission will be completed and display a result for the endeavor anywhere on the world map. Mission success is not guaranteed, although the success rate will be tuned to be pretty high in general. There are multiple ways to increase that, including Guild Upgrades and carefully selecting the leader of the mission. The class of the leader will grant them a bonus success rate based on the mission. The description of the mission itself will have clues hinting at which type of class would do well on it. This bonus is only applied to the leader of the mission, to reduce the amount of micro-managing of classes that the player has to do for missions, while still providing some incentive for "thinking about it" rather than just clicking through things. Missions can also have a critical success result, in which case bonus rewards will be granted to the player. The overall goal of the missions and guild upgrade systems is to create another layer of interesting actions the player can take "outside of combat", with a wide array of goals possible, such as farming AP, EXP, GP or CP, as well as focusing on crafting materials, special rewards or unlocking new content. It'll be tied to the Guild Upgrade system, which we should cover in our next devlog. Feel free to send us comments, ideas, feedback and suggestions about the design or the devlog itself! Thanks everyone!
Fell Seal: Arbiter's Mark
6 Eyes Studio
6 Eyes Studio
2018
Strategy RPG Singleplayer
Game News Posts 160
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(4524 reviews)
https://www.fellseal.com
https://store.steampowered.com/app/699170 
The Game includes VR Support
Fell Seal: Arbiter's Mark Linux [2.27 G]Fell Seal: Arbiter's Mark - DLC Linux [85.2 M]
Fell Seal: Arbiter's Mark - Missions and Monsters
Fell Seal: Arbiter's Mark is a story-driven, turn-based tactical RPG set in a fantasy world with a touch of steampunk. Take control of the Arbiter Kyrie, an agent of the Immortal Council tasked with preserving stability and order throughout the land, and lead your troops through difficult encounters.
To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.
The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.
But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.
Features:
- Experience an epic and mature story, unfolding through over 40 story encounters and topped with challenging end-game content.
- Classic tactical combat battles, with rugged terrain and elevation, taking place on beautiful hand-drawn environments.
- A deep and complex class system with over 20 classes and 200 abilities lets you truly customize every one of your characters through the selection of their class, sub-class and passives. Carefully craft the character you envision, be it a versatile generalist, a dedicated spell-caster or a mighty foe-crushing specialist!
- Customize your troops' appearance your way, by selecting their portrait, outfit, colors and overall visuals from a wide selection.
- Equip your army with over 240 pieces of equipment, either purchased, gathered from fallen enemies or created from crafting.
Story:
Centuries ago, a brutal beast of destruction rent the world asunder. In this time of need, the first Immortals came into their uncanny powers, powers so great that they succeeded in destroying the beast ravaging the land, where all else had failed.To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.
The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.
But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.
About the game:
Strongly influenced by games such as Final Fantasy Tactics (original and Advance versions) and Tactics Ogre, this tactical RPG stands on its own as a worthy successor of those classics, bringing a slew of improvements and additions to the tactics genre.MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS+
- Processor: 1.2 Ghz. Pentium 4+Memory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: 512 MB
- Storage: 2 GB available space
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