Since the last progress re-cap in last month there has been continued development on the pre-alpha version of the core game-mechanics and the additional systems that is planned to go in before we finish our first full Alpha version.
Here is some of the recent highlights from our most recent pre-alpha patch notes:
Skill progression
Since last months update were we finalized the skills available to all Operators the work has been focused on finishing the Skill Progression framework. In the tradition of classic RPGs the system is D100 based and offer a dynamic way to raise skills depending on how much it is used, no-matter if the action itself succeeded or failed. The exact possible progression-points and progression-points cost per level may still be adjusted during testing, but initial evaluation of progression-pace have been promising.
Selected Operator Order UI
After clicking on an Operator or its profile in the team-overview an action bar is shown, showing health, currently used action points and orders available. This is the UI used to control the actions of an operator, be it direct specific attacks, interact or investigate the environment, or plan out the movement to undertake. See the new 4K screenshots below or on the store page for an example of the UI with the new high-resolution icons.
A.I. Improvements
Support for Ranged Attacks used by A.I. controlled Units are now added. In addition several improvements has been made to CloseCombat Attacks, to more rapidly engage moving targets and handle situations where a lot of units are ganging up on a single opponent.
Path from pre-Alpha To Alpha
As we are now finishing the implementation and integration of all the major frameworks it is time to enter the Alpha phase of the development process. This stage will focus on evaluating all the systems working together, find bugs and determine if there is need for additional distinct features.
This stage is also dedicated to building out the content side of the game, that means implementing the plans for the dungeon levels, building out the existing levels and populate them with Monsters and Puzzles. As we build out the levels, and play-test them in end-to-end testing, there will be need to rebalance Monsters, Weapons, Skills - but we expect the majority of the final balancing to be done when all content is done and we enter Beta phase.


(4K screenshots)
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