Medieval Skill Trees 2/3

The fifth, sixth, seventh and eighth medieval skill trees. As ever, click to enlarge:

Top left, archery; top right, armor; bottom left, survival; bottom right, stealth.

KEY:

White @ – Start of the Tree
Red D – Increased damage (increased damage with Short Weapons in the Stealth Tree)
Green A – Increased accuracy (reduced accuracy loss from wearing armor in Armor Tree)
Pale Blue S – Stat Upgrade (Str/Dex/End/Int/Wil)
White ! – Unlock a Special Attack
Blue ‘+’ – Increased range
Brown B – Bow skill in Archery Tree, Blocking skill in Armor Tree
Orange R – Bow reload speed
Grey C – Crossbow skill
Light-grey C – Crossbow reload speed
Grey U – Increased damage to unaware opponents
Light-green S – Reduced stamina loss from wearing armor in Armor Tree, increased stamina in Survival Tree
Red # – Increased armor effectiveness
Pale orange R – Increased running ability
Blue ‘~’ – Increased swimming ability with armor in Armor Tree, increased swimming ability in Survival tree
Grey ^ – Climbing skill
Green club icon – Skill at climbing natural objects
Brown = – Skill at climbing man-made objects
Orange T – Tracking skill
White/Orange/Grey/Blue % = Skill at tracking in snow, desert, night, and in rain
Orange # – Reduced noise of armor
Blue G – Skill with grappling hooks
Cyan N – Unlocks non-lethal attacks
Light-green P – Skill with poisons
Dark-green V – Increased night vision

The last four skill trees – ‘Rule’, ‘Leadership’, ‘Trade’ and a fourth I haven’t yet settled on. Once the remaining trees have been done, I’ll then be moving onto programming each of the appropriate skills in (though naturally it will be mostly the combat skills that made it into 0.2.0), and adding a little key in-game that tells you both what each letter on a given tree means, and tells you what each specific unlock does. Additionally, I’ve changed the unlocked graphics a little:

I think this variant’s much better in that a) it’s even clearer what is/isn’t unlocked, and b) I think it’s rather more aesthetically pleasing. You will still be told what each skill is when you select it, and I don’t think the loss of the letter is going to make anyone forget about skills they’re already unlocked.

Also, as of today, blog entries are back to weekly! 

Medieval Skill Trees 1/3

Yes, I promised every medieval skill tree for this blog entry. Whilst early versions of all have been programmed, some of the non-combat ones I’m not quite happy with, and – given that I need to submit draft of half of my doctorate by the end of this week – I haven’t had QUITE enough spare time to finalize them just yet. However, here are the four close-combat skill trees for the medieval era, as they currently stand. Let me know what you think; the next blog entry will bring rather more description, and the next four medieval trees.

Click to enlarge:

Top left: slashing weapons (swords, katanas, scimitars, etc). Top right: long weapons (naginata, spears, etc). Bottom left: short weapons (knives, daggers, sais, etc). Bottom right: heavy weapons (axes, clubs, maces, etc).

KEY:

White @ – Start of the Tree
Red D – Increased damage
Green A – Increased accuracy
Yellow O – Ability to spot openings in combat
Magenta 1 – Increased One-Handed Skill
Blue 2 – Increased Two-Handed Skill
Pale Blue S – Stat Upgrade (Str/Dex/End/Int/Wil)
White ! – Unlock a Special Attack
Grey P – Increased chance of parrying
Pale Red S – Increased chance of severing limbs
Cyan S – Increased chance of doing a sweeping attack
Brown D – Increased chance of dismounting foes
Cyan D – Increased accuracy when dual-wielding
Grey U – Increased damage against unaware foes
Purple S – Increased chance to stun foes
Brown K – Increased chance to knock foes back

These four skill trees appear on one screen; each era has three screens’ worth of skill trees. I soon intend to implement different shades of grey to show which skill tree you are currently browsing, and some other system to show which skill trees are “active” and which are “dormant” (a game mechanic still in the works). In redoing the trees a little I’ve tried to balance four directions, make sure each is worth going down, and also try to make each of the trees unique in some way (even though these four obviously have the same basic structure). Any thoughts, please leave them in the comments…