Posted April 21, 2025 by tabulaforge
It’s been a busy week for Chains on Sand! I’ve been knocking out systems fast — and this devlog is here to highlight all the cool stuff I’ve added or overhauled:
Implemented Combat Stances:
Offensive: +1 Damage, -2 to Active Defense
Defensive: -2 Damage, +1 to Active Defense
Neutral: No modifiers
Stance changes now cost 1 attack and influence which maneuvers you can use.
Move and Attack maneuver added: full movement + 1 attack at -4 to hit (costs 1 SP).
Removed placeholder actions like Shield Bash and Aimed Attack
Stances determine which maneuves can be taken..
Added support for combat consumables, including potions with buffs that last until the end of the battle.
New effects include temporary bonuses to HP, Passive Defense, and Stats.
You can equip and use potions in battle — full UI/UX pass coming later.
Weapons can now drop on the ground when thrown, disarmed, or lost due to crippling.
Items persist on the map and can be picked up by characters with at least one free hand.
Fully working system with visual icons and item recovery mechanics.
Added many new armor sets, each with 5 quality tiers (Crude to Masterwork).
Armors now support multi-slot coverage (e.g. hauberks cover torso, vitals, groin).
Introduced item rarity categories:
Common, Uncommon, Rare, Very Rare, Legendary, Unique
Enemies now roll rarity chances when buying gear
Prevents early-game enemies from abusing cheap but powerful gear like Crude Plate.
I'm currently planning to tackle:
Post-fight crowd reactions and player mercy decisions
Retiring and saving legendary player characters
Special named enemies with unique loot and appearances
Full implementation of the enemy AI combat behavior system
Thanks for following the development!
If you want to support the project or give feedback, feel free to message me or follow the itch.io page.
Chains will clatter.
Blood will spill.
Glory awaits.