Updates include:
-Fixed Defend value from characters' sheet.
-Stamina from all source is doubled.
-Defend initial cost removed, now cost 1 Stamina per 10 damage blocked instead.
-Evasion passively cost 5 Stamina per attack dodged.
-Damage scaling of STR and AGI is halved.
-Base critical multiplier reduced to 1.5x
-Offensive abilities toned down in some way.
-Added Move to Combat Action.
-Added Combat Map Rules.
-Added Exploration Mechanic.
According to the system, here are each character's base stats. Without considering bonuses from abilities.
Each level grant 4 stats points. Only 2 points may be assigned to the same attribute each level. Level is gained by completing various objectives to be discovered in Mystville.
Players are estimated to gain 10 levels through the game.
Any action during combat cost Stamina Points. Immediately afterward, Fatigue decay will deduce 10% of action cost from the maximum Stamina. Fatigue decay cap at a minimum value of 30%.
Combat is turn-based. At the start of any turn players submit their actions, then it is processed depending on the AGI of all fighters involved (unless a set of actions have been decided beforehand, in which the lowest AGI in the queue is used). Player may pick from available actions or skills up until their Action Points is spent, or until their Stamina Point runs out. In-combat regeneration takes effect at the end of a turn, before the start of the next turn.
Note: In-combat coordination are mostly unavailable, barring some shouting. In-character planning prior to entering battles is higly recommended.
-Ranged attack up to X range (need input). Cannot attack if a tile inbetween contains an obstacle.
-Melee attack may reach up to adjacent tile.
-Moving once cost 1AP, up to 3 tiles away. However, moving from a tile adjacent to an enemy to another tile adjacent to the same enemy negates the remaining movement.
-Each tile can have up to 2 units of the same side. One of them may only use melee attack toward units outside the tiles, but also prevent the other from being targeted.
-If the last unit of one side attempt to flee a tile, all enemy in that tile gain 1 free melee attack at it. Evasion and Defend may still be used.
-Dularach cannot share tile with any ally.
-Any number of player may form an exploration group. Larger groups will attract more enemies during combat, while some dangerous creatures may prefer targetting smaller group. Pick your risk with care.
-The Unknown Forest has a Map that uses a hex grid. Each Tile represents a location in the forest, and is adjacent to six neighboring Tiles/locations (except Tiles on the outer edges). Each Tile may be unique and has its own layout, inhabitants, perculiarities, etc.
-Tiles start out as unexplored, with the exception of the first Tile the players start on (the village itself). When a player or player group begins exploring an unexplored Tile, new events may occur, ranging from simple encounters like hostile groups and treasure, to complex sequences involving new characters and quests. When a Tile is fully explored, it becomes connected to the rest of the Tiles that have been explored.
-Exploring a tile take on average 1 day (1 turn). Every night the players rest, recovering 20 points or 20% of Fatigue decay - whichever higher. The players may move further into the forest or return to the village, the latter fully restoring Fatigue overnight. However, if a night attack happens, the recovery is reduced to 50 points or 50% of Fatigue decay.
-Explored tiles are mostly uneventful to travel through, but there is always chance of random encounter. For every adjacent unexplored tiles, the chance of encountering enemies increases. Planning the path to traverse is essential for safety.
Enemies' status will be mostly hidden. Available information are its health condition and estimated threat level. Do note that some enemies may obsfucate these information to some degree.
-Perfect health
-Slightly wounded/damaged
-Moderately wounded/damaged
-Heavily wounded/damaged
-Near death
and
-Low threat (A player could probably fight off many of them at once)
-Medium threat (A player could probably fight off several at once)
-High threat (A player might have trouble fighting one or two)
-Grave danger (A player is quite unlikely to defeat one)
-You will die. Seriously. (A player will most likely die barring some inexplicable RNG blessing.)