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Beasts and Reapers

Full Plate Harness
A downloadable game

Hello again, Kay here; it's been a week since the previous Devlog and teen days since i posted the game, Full Plate Harness received a lot more attention than I expected, but it also got some feedback and complains, and well, im compromised to make my game be the best it can be.

For this week, I had very little content planned to work on, as I wanted to have a bit of rest, and now I have to talk about what was added and fixed.

On Saturday I posted an update to the FPH rulebook, 0.7.6, which included:


Reapers: added Sickles and Scythes to the game, as well as gave them their own set of maneuvers; reapers got 3 unique maneuvers:

  • Reaper's parry: a special parry-riposte mixed maneuver
  • Harvest: a sweep AOE attack
  • Sever: an additive maneuver to reliably cause bleed


Additional maneuvers: some of the already existing weapons got new maneuvers added to their repertoire, mainly:

  • Posta sagittaria: a sword-throwing maneuver
  • Impaling riposte: a special thrusting sword riposte that grants extra damage and mobility
  • Zwerch: a straight sword maneuver to facilitate subsequent strikes against the head
  • Triple-shot: an AOE maneuver for bows to strike multiple enemies at once


General fixes: made a lot of minor fixes trough the whole rulebook, mainly:

  • Fixed a translation error from my native language where I accidentally confused the words "decenas" and "decimales" at the moment of writing, so the game had some mention of "decimals" where it should have said "tens"
  • Adjusted experience cost of maneuvers for thrusting swords, one-handed swords, two-handed swords, straight swords, ranged, throw and archery
  • Deleted a misplaced mention of blunt damage on the sweeping cleave maneuver for great swords
  • Some redundant explanations on the action use cost of maneuvers got deleted
  • Made clarifications on how areas of effect interact with larger creatures
  • Gave flails two-handed damage values
  • Fixed a mistake on the wording of defensive martial art's effect upon subsequent purchases


Today I posted the first update to the bestiary, version 0.2 which added:

Beasts: the wolf and bear were added to give you an idea of how fights with non-humanoid opponents  can be

  • The wolf focuses on using its pack's numbers for grappling and throwing its prey to the ground before mauling it
  • The bear is a more straightforward large beast that can constantly replenish its resolve to shrug off strikes, so teamwork is needed to strike it down


About what follows for Full Plate Harness:

This following week I want to make fixes to ranged weapons and the skill list.

It is already mentioned in the Development Notes at the start of the rulebook that I want to mix the skill for crossbows and marksmanship in one and that I want to separate the persuade skill into 2, speech and negotiation.

This would require a lot of smaller fixes throughout the whole rulebook and some changes to the character creation rules and the character sheet.

I also must replace the ranged weapon ranges, as the current ones are placeholders that aren't representative of the real intentions, generally being too large or too short.

I also want to fix the wording on some parts of character creation, mainly the assignation of the stat and skill array, to make it easier to understand rather than a messy clutter of numbers.

And I need to make the character sheet form fillable.

I hope I can get all those fixes done for the next week, and if I get some spare time, I might also add some new maneuvers, especially as some already existing weapon types have no exclusive maneuvers, like flails and bludgeons.

If you got all the way down here, then I have to thank you for paying attention to my devlog and ill come back next week to update you again on the progress of Full Plate Harness

Files

  • Full Plate Harness 0.7.6.pdf 2 MB
    Feb 11, 2023
  • FPH Bestiary 0.2.pdf 603 kB
    Feb 14, 2023
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