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Update Alpha 0.5 "Fallback!"

Hello everyone!,

We are proud to present Alpha 0.50!

This patch focused mainly on the new combat mechanic known as “Morale”. That’s right everyone now has a new meter known as morale and it’s going to play an important role in combat.

Morale is based from 0-100, however each combatant have a different number for max morale such as 70, 80, or 90. Meaning they will be tested in combat. Throughout the game, events will arise in battle known as “Morale Checks”, these morale checks will take the current user’s morale and roll an invisible virtual 100-sided dice (RNG). If the number is lower than the user’s current morale, the user will pass his morale check, if he rolled over, that means he has failed and that could be bad news unless it’s the enemy.

What are morale checks for?

The main purpose of morale checks are to determine if the combatant will flee from battle or not. This is a 2-way street, so you can also use it to your advantage to route the enemies.

Morale checks to determine if a combatant flees are always conducted when the attacker uses an ability that would bring the defender below 30% health or if the defender was already below 30% (Which means evades can cause morale checks)

There are other things morale checks are used for as well, but I’ll let you find in the game. At the moment I have descriptions for abilities that use morale checks.

Things that can cause the combatant or it’s party to lose morale:

- Attacks done by Monstrous Creatures
- Fleeing the battle
- Dying
- Failing a Morale Check
- Special abilities that cause loss of morale

Exceptions to Morale Checks:

Party Leaders will never flee the battle, but instead “waver” if they fail their morale checks
Combatants with the “Fearless” Status will never fail a morale check
Stunned combatants are unable to flee the battle

We’ve also added some new tactics and commands to help accommodate the new system, don’t worry we’ll have a lot more coming.

Followers will now maintain Tactical Abilities, these abilities revolve around movement and strategy.

Arcanist does not have tactical abilities, but instead Command Abilities, these abilities revolve around assisting your party members.

Keep in mind this is just the basis for the morale system. We want to bring a lot more complex features to the table to help make a successful and fun system. We will be rolling out more ways to regenerate morale as will as attack others morale.

Other changes:

Made several changes to combat ability formulas and stats.
Added new turn order menu in battle
Added a temporary fix to camera issues from loading games and tutorials. We will have a more stable fix in the future, but for now these will work in the meantime.
Proper enemies will now be able to counter and block attacks
Increased base hit chance from 70% to 80%

To do List:

We didn’t really have a chance to go through the bug and suggestion list this time since we pushed for 0.50 really fast, so we can address some of the game-breaking bugs some people have been experiencing.

Final Thought:

So I’ve neglected a lot of stuff around the house and been on a top ramen diet. So tomorrow, I got a ton of real life errands I gotta run, so I’ll be gone for most of the day tomorrow, so if there is an emergency bug that needs to be hotfix, I won’t be on call, but I’ll be around in the evening.

Now, I’d like to go through the bug list and start rolling out some hotfixes for the next few patches.

Thank you,

Stoneworks Games