Skill System Overhaul
Dear friends,
We are hard at work on the next version of Knightly Passions, which will be released in March (of 2023). We’re planning to completely rework the game’s skill system. We’d like to invite you to discuss these changes with us, because these mechanics are still in the idea stage, and perhaps you will have ideas that are much better than ours.
Now, we've decided that rather than reinvent the wheel, we’ll follow the already-proven patterns that exist in most RPG games. We’re currently envisioning something like this:
- Skill 1: Sword damage increased by 3%. This skill can be leveled up 5 times, with the hunter’s sword attack rising by 3% each time. All of the following skills can likewise be leveled up multiple times, boosting the relevant stats each time. We’ll indicate numerically how many times skills can be leveled up like this: [1/5] means that in this case, the skill can be invested in 5 times.
- Skill 2: Chance of inflicting a critical hit increased by 2%. [1/5]
- Skill 3: Chance of inflicting a counterstrike with a sword increased by 2%. [1/3]
- Skill 4: Item drop chance increased by 10%. [1/3]
- Skill 5: Eloquence +20%. Only affects dialogue. [1/5]
- And so on.
You can come up with many skills, which will be displayed beautifully in little boxes on screen. What are your ideas, friends? Do you have any suggestions for unique skills that you yourselves would personally use?
Get Knightly Passions [1.21 version] 18+
Knightly Passions [1.21 version] 18+
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Comments
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from my experience playing the game what you've proposed is a valid next step as the skills, and therefore the combat, has never been the greatest.
personally the stat I would always put everything into was the charisma one as it effected what I believed to be the main premise of the game: dialogue and character interaction. so it would be nice if it stayed in one form or another.
personally I believe the combat system could use some tweaks on top of the skills rework. like the amulet giving you an extra stamina compared to a card that gives only one.
but I'm getting off topic a bit, from what I read with your rework idea you're moving away from three general skills/stats to multiple skills that increase there own thing. while reading both your and other's ideas I've decided to give my idea.
Skill #1: this should be something that boosts your sword attack by 3-5% per level and at max maybe it will decrease the stam cost of attacking by 25-50%
Skill #2: this needs to be a way to help us take hits, you could increase the players health by 2-6% per level and give the player an extra 1-3 stam at max or give an extra 2-4% block power and at max decrease the stam cost of blocking by 25-50%
Skill #3: would most likely be much like the charisma stat is now in giving us new diolauge options, lower item prices and maybe at max allow us to get a higher selling price.
Skill #4: would increase item drop chance by 5-10% and at max give us a % chance to gain an extra item.
Skill #5: increasing crit chance by 1-5% per level and adding a %chance to gain a bonus attack at max maybe?
the player could chose how to invest in those five at the start an then you could make it so that the player has to seek out the other skills they want from learning them from other characters, these characters requiring you to do some quest to gain the requirement to unlock them.
no joke I just had a better one come to me in a dream.
what about having five "Skills" and a choice to unlock "techniques" to expand upon how we learn how to heal ourselves in combat? (I took liberties on the old names of the skills however the second part, the "techniques", is where the biggest change is.)
(Skill #1) Hunter's flexibility: putting points into this skill gives you a better chance to hit even the slipperiest of foes and increases the amount of moves you can make before getting hit. (Hit/crit chance and stam increase)
(Skill #2) Combat Training: putting points into this skill raises the amount of damage your body can withstand and strengthens the base damage of your attacks. (Hp and attack)
(Skill #3) Charisma: putting points into this skill raises your eloquence, giving you better deals in the market and helping you talk your way through many situations. (speak better to characters and better market prices.)
(Skill #4) Survivalist: putting points into this skill allows you bonus loot and helps you block blows better. (basically Hunter's instinct just sounds different.)
(Skill #5)
now the fun part. I'm thinking we can have up to 3-5 "techniques" that we unlock through quest rewards (again, like the healing) and further upgrade through though the character we got it from. (though maybe if you unlock one you can't pick another like picking swords over archery and vice versa.) here are a few example ideas I had, have fun!
Combat Medic (couldn't think of a better name): as the technique gets upgraded I'm thinking that maybe the bandage card we can use in battle in previous versions (I've only played the free to this point as I don't have the money spare). it starts as a simple patch me up, revitalizing us some of our health and stopping bleed and over three to five levels it heals a little more.
Bow Specialist: the technique focuses on the bow, increasing it's single target damage and sometimes interrupting attacks..
Sword Specialist: the technique focuses on the sword, dealing heavier blows and wider swings for more damage to multiple enemies and often leaving them with bleed.
Monster fighter: the technique focuses on adding extra damage in non-human combat encounters (just something I added for fun, I really don't expect this to make it at least).
Con artist: (this one's mostly to add a fun minigame to add another way to make money.) after winning against the drunk so many times in a cup game he eventually bargains the cups themselves! now you may set up the game in the market to rack in the coins. (a speed betting game, the faster you press the arrow keys that appear the faster you shuffle the cups and less likely they guess which one the prize is in. However if you shuffle it too fast then less people will try their luck.)
Personally I think the identity of sword and bow should be separated and differentiated, as of right now there's literally no reason to use sword since the bow deals +1 damage and is exactly the same
You could maybe make it so sword builds are better when breaking armor, or inflict bleeding DoT effect, while bow could be better against naked health or inflict poison. Another idea could be to make sword better against multiple enemies (by allowing cleaving/multi target) while bow excels against single enemies (by increasing crit chance and damage)
Then you can work around the skills to better reflect these changes. For example, a skill that for each point rises sword damage against armor by 10%, up to 3 or 5 points. Or a skill that for each point increases bow chance to inflict cripple status effect on enemy by 5% per point up to 5, reducing their damage dealt by 25% when crippled.
Dont also forget to include a skill to increase survivability, like a 5% extra armor per point when shielding up, or a 3% extra health on total
In my experience with this game, since damage doesn't increase very much overall it's not worth to go for offensive strats, so building defense is always my go-to. Saves money spent on potions or sleeping and reduces time lost on meaningless deaths.
Another skill that would be highly appreciated is increasing maximum stamina. It feels very awkward to do three actions per turn and always waste the extra point, and even if you equip the amulet with the card for one extra point, it's not worth at all. It basically allows you to do one extra action for a total of 4, but only if it's the healing action, and meanwhile it's a card slot that's being occupied and reducing your options. With battle systems like these, you want as much card cycling as possible, and decks with few powerful cards instead of a lot of rubble to skim through. But the game doesn't let you optimize since stamina is stagnant and you barely get to call it "deck building" when you only gain 2 extra cards in the whole game. Since the second issue could be solved with further content additions along the story, that leaves the issue with stamina, and I believe this new skill system could do as a means to allow a little extra push towards satisfying combat without completely breaking the game.
Fishing skill too?