Hello there, Companions!

Were back with some fresh news and development updates. We want to share with you some details on the slowly upcoming update. In this post well focus on one particular part of it - the item rework.
The current item design stems from the design of the multiplayer mode - we wanted all the weapons to be equally viable and on equal footings with each other considering the differences in their costs, strengths and weaknesses. Obviously what works well for a multiplayer gameplay doesnt always work quite as well in singleplayer.
The biggest problem here is that the current system doesnt allow for good progression, which is crucial for gameplay to be enjoyable. As it stands now the player can get access to the most powerful items in basically no time. In most RPGs itemization is a really important and fun part of the game, just as we want it to be in Glorious Companions.
Lets go over what changes were currently working on!
New Visuals

First off, were reworking all the item models to better fit the new art direction weve taken up, as you could already see with our new unit textures. A nice bonus that comes with that is that the item icons will finally resemble the actual items look.
Item Qualities

Items will gain a quality stat ranging from Broken to Masterwork, totalling up to 6 quality tiers. Qualities will impact the items stats and value, thus a Broken Dagger will be much weaker than a Masterwork Dagger. And so weaker enemies will mostly use cheaper items, while lord companions will sport expensive sets of equipment.
Vendors will sell items in the range of -1/+1 of the Common (default) quality, so to get your hands on better gear youll have to fight more dangerous opponents. Later on we plan to add special locations on the World Map that will allow you to upgrade your items quality by 1 tier.
Special Effects

The most unique items will possess special effects that will further increase their power. After defeating the Swamp Dungeon you might find a couple of items with the of Poison suffix in your loot. Therell be a variety of different effects, with the way they work depending on the type of the item. So a shield will trigger its effect when the unit successfully blocks an attack, while the armor will trigger by getting hit.
New Items
Not only are we changing how the item system works, were also adding a bunch of completely new items and item types to spice things up.
New weapons

Some categories of weapons didnt offer as many choices as, lets say the blades family. To remedy this, were adding a bunch of new axes, blunts and polearms. Were also adding new firearms and a new bow. Theres also a completely new weapon type that will make its way into the game - the crossbows.
New offhands (left hand slot)
So far weve only had the shields to accompany single-handed weapons and we want to add some cool new choices for non-tank units.
Roth Spheres and
Wands will be a great pick for any unit focused more on their active abilities than conventional fighting. Theyll increase Magic Defense, the Mind attribute or the Resource pool of their wielder.

Then we have the
Ammo Bags which will help those constantly running out of javelins or throwing knives. Of course as the Ammo Bags are slotted under the offhand slot, they will be only available for one-handed ranged weapons (meaning all the Throwing Weapons).
Offhand Knives will be a perfect choice for offensive fighters wielding single-handed melee weapons. They can increase either the chance for a critical attack, the raw damage or even the wielders Parry stat.

And to finish it up we have some miscellaneous items that will be a wise pick up when wandering into dungeons, as they increase the lowered range of sight in those dark battle locations.
Let us know your thoughts in the comments and remember to follow the game for more updates![ 2020-11-16 14:00:09 CET ] [ Original post ]