Hello everyone! Today, we'll be covering our plans for the monsters! We'll be focusing on the monsters themselves, as well as their new sub-classes, which are tentatively called monster variants. The short and simple version is that monsters have their base class (Vangal, for example) and then can equip up to 2 variants. They'll get access to the ability set of the variant, as well as their passives, on top of their base monster class. We're still tuning, but the current idea is that each variant has 2 active abilities, 2 passives and 1 counter. One of the goals is to give them something different than humans in the form of more equipped passives, while expanding their base abilities without crowding them too much. We're focusing on the monsters today, but the systems in Missions and Monsters are all intricately tied together, so many of the features tied to monsters and variants will be obtained through special missions and new classes. We'll have updates about those later!
Monsters Specifics:
Missions and Monsters will be making monsters recruitable, so they can now join your Arbiter forces. You'll have to recruit them in a different manner than regular units, though. Monsters will join the player as rewards from special Missions or from being tamed during combat by the new Wrangler class (which we'll cover in a later update). Each monster base class (such as Vangal, Ercinee, etc.) will have its own skill tree, with their upgraded tiers (eg. Vangal -> Komainu -> Gyaum) being a node on their tree they can spend AP on to learn. There will be a tutorial on the process added early in the game to make sure things are well explained! The monster variants can be seen as classes that the monsters can learn, and they function in a similar fashion to the human classes. A monster cannot change its base class , but they can equip up to 2 variant classes and 1 counter. A monster unit will be able to set its 2 variants and its counter from the UI, which means that all its passives come directly from its base class and 2 variants. They get 6 passives in total, but they have a little less flexibility than humans in selecting them. The variant classes will have their own skill tree and AP pool and will unlock their abilities and passives in the usual way. New variants will be unlocked in a variety of ways, including having a high enough level in other variants, mission rewards, and special monster badges. On the visual side of things, each variant will have its own unique sprite representation (like human classes have their hats) so it'll be obvious at a glance which variants a monster is sporting. Since each monster can have up to 2 variants equipped, they could be showing 2 different sprites at once.
Here, a Thorned Vangal uses Thornstrike on a Venomous Skeletal Daodrenner.
Here, we can see a Blardger showing many of its possible variants, although only 1 at a time (there could be up to 2 shown at once).
Closing Words:
One of the reasons we didn't have recruitable monsters in Fell Seal before now is that we wanted to make sure they would be interesting and customizable enough compared to human classes. We feel that too many games in the genre have recruitable monsters tossed in, but never bother to make them as attractive when compared to human classes, which tend to be more feature-rich. With our system, we're aiming to change that and make monsters both viable and interesting. They'll have different pros and cons than humans, but ultimately should balance out well when compared. It'll be up to player preference at that point! Thanks to everyone for the continued support!
[ 2020-01-18 00:47:11 CET ] [ Original post ]
🎮 Full Controller 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
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.- 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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