Thanks for the feedback!
Great point. I’ve just uploaded a new version that clears up the wording on certain arcanes, specifically whether they only apply to elemental spell cards
Thanks a lot for the feedback!
Monster card elements have been updated to be colour coded and I've adjusted lighter cards/overlay opaqueness to make light text more readable.
Several other changes have been made in the latest version based on additional feedback such as spell card's power now also being represented by elemental icons.
Agreed. New update pushed where if you have any weapons or armour equipped, you'll be attacked by guards, even when resting.
Added the ability to use 1-9 keys for dialog/action menus and holding shift when bumping into any object/person will now automatically bring up the action menu without needing to click on it/them.
I've got lots of ideas for the magic system i'm excited to implement. The words used to cast each spell (and it's modifiers) changes per save game to keep that sense of discovery.
Thanks for the fantastic feedback and trying it out!
Maps will have the same layout and units but their stats and gear in boxes/inventories will reset. Main driver for this was faster load times but it also makes inventory management more important. It also results in higher risk hunts when you're holding a lot of shards which keeps things interesting. I have been thinking about the ability to buy a house in a village that will keep your stored items saved but that needs some more thought
Fix pushed to avoid backpacks getting into that state in the first place and also added a note in the tooltip to highlight it's right click to open as that was missing.
To fix any existing broken backpacks, load into a map, drop the backpack on the ground and then loot the tile to pick it back up and it should now work again as intended.
Great to hear you found it quite fun so far, a lot more to come!
Just pushed an update.
You can't restrain but you can damage their head or torso when downed so it takes them longer to recover. Go too far and kill them and it will have knock on consequences for that faction for the rest of the game. As part of this, I fixed the issue with uninteractable dead bodies.
Made some tweaks in dialog and what they say out loud to highlight that each faction won't work with each other to escape as they hate each other that much. You have to pick a side.
To balance this out, there are now 2 members of each faction as prisoners and I've increased their stats so you have a better chance of escaping with them.