The last four skill trees – Linguistics, Trade, Rule and Leadership – are works in progress, though Rule in particular is proving tricky because it requires a lot of future extrapolation about the civilization-level/strategy game mechanics. Nevertheless, I think I’m closing in on a solid version…
…and working on two secret feature-bloat projects for 0.2.0…
…but in the mean time, I’m going to post today about the new character creation screen instead. At least, the first of several. Currently, the sequence is:
Create world -> Create history -> Choose civilization (not in 0.2.0) -> Choose character class -> Choose gender and name -> Start game.
So, this is the first time I’ve revealed the special ability for each class. I’ve tried to make them very significant, and very different. I’ve also described at the bottom what each basic skill does. To explain the willpower-fighting idea further: when you run out of stamina, your attacks will get worse, unless you dip into your willpower to continue fighting. The greater your willpower, the longer you can fight at full strength (actually, IMPROVED strength!) without collapsing, BUT the longer you go using it, the greater the ‘collapse’ will be when you run out (which is to say, hugely reduced damage, you might collapse, or be unable to run, etc). Thus, you’ll have to decide when you should fight to the death, back off, retreat, and whether you can realistically kill a foe before you run out of energy. Equally, I think it will make for some exciting last-stands; dipping into willpower improves strength, so you’ll go out with a bang. I have, I’m afraid, already anticipated an exploit – run around a lot to use up your stamina, and then go into battle with the willpower boost – but the willpower boost will only activate when combat has depleted your stamina, not messing around! Generals currently have no special ability because I have yet to figure the blasted thing out.
Next, Exp Mod means the reduction in required exp to gain a skill tree unlock. These are not combat classes, and while non-combat activities will gain you exp, other classes of course have greater access to both. The modifiers might be toned down with playtesting if 40% seems too great; we’ll see. Health/stamina are self-explanatory. Shout with any questions about the stats or the special abilities; as I say, each is designed to support a strongly different style of play, and I think each of the 12 is potentially very unique.