Hello everyone!
The last bit of work of 2022 saw the rest of the foundational pieces get ironed out, and I am now looking to finish the new prologue by end of January, and chapter 2 by the end of February. Once these two are done, I will release a third version of the build, with three chapters, and start going heads down focusing on content, and getting the game to the finish line. Hoping to be able to crank out a chapter a month.
In awesome news, we got ranged weapons to work, and that means bows are now in the game!

Changelog
- Bows now in the game! This opens the door for ranged warfare that will be introduced in chapter 2. Last weapon type complete. :)
- New weapon types: training weapons. Will give 50% more weapon EXP. These are what will be used in the first 2 chapters.
- Personal abilities complete for the starting 4 characters. Marcus (Reckless: +3 damage when initiating combat, Slyker (Calming Presence: +10 hit to allies with 2 tiles), Illyana (Aptitude: +50% wep exp gain), Arland (Guardian:
- New Statuses: Staggered (Unit cannot dodge, block, or counter-attack) and Breached (Shield will not regen, unit's defense reduced by 3).
- Shield Bash is now an active ability of the iron shield. It causes Stagger instead of stun. Many veterans of the genre were pointing out how powerful stun was, so stagger is a slightly less powerful version.
- Soldier's lose shield bash, but gain "kick" from the fighter. Fighter's now have a "punch" ability, which causes the unit to turn to face them, allowing your other unit's easier flanks, as well as acting as a more accurate finisher.
- Each weapon type now has it's own passive. Two handed weapons get the passives from their one handed versions, as well as an extra one (AoE attacks for spear and greatsword, inflicting breach for the battle axe).
- New Icons for all abilities, wanting to make the art style uniform.
Future
:
- New prologue as many have mentioned how there's too much exposition early on. Looking to cut down on the initial writing until people have had a chance to get to know the characters a bit more through combat.
- Chapter 2.
- Reworked tutorial for the new UI flow.
- Rework the turn system a bit so each unit only gets one move a "turn", but will still be based on their END stat.
- Tooltips! Will save me from having to do lengthy tutorials as you will just be able to hover over abilities/statuses to see what they do!
Hope you all had a good holiday season and your new years are off to a great start! I can't wait to see how much progress we can make this year, and hopefully position ourselves for a next year release! Thank you all for your feedback and support. <3
Best,
Eldin T.
