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What does morale do in this game, and other questions

A topic by FroBodine created 26 days ago Views: 101 Replies: 6
Viewing posts 1 to 5
(Edited 1 time)

1.  I didn't see it explained anywhere in the first town.  And, I don't see a stat for it on my character's stat windows. 

What does morale do in this game, please?  And, where is the stat for it?

2.  What are the three empty boxes in the character stat card, to the right of the two boxes that show the character's two classes.  These three boxes are empty, and there is no tooltip when I hover over them.  

3.  How do you move items to your hotbar, for quick access?  For example, I'd like to move the healing bandages or the lantern to my hotbar.  Is there even a hotbar, or is it just for the skills you purchase?  Is there any way to assign items to a hotbar to use them with a keypress, rather than having to go into inventory every time?

4.  How can I reduce the frequency of the autosaves.  I play the game for five minutes, and I already have three autosaves.  What triggers autosaves, please?  How can I change the frequency, please?  I am CONSTANTLY deleting many autosaves.

Thanks!  The game is lots of fun, but I'm still trying to wrap my head around all the game mechanics and stuff.


Hey, thanks for playing! I can give you some info on these.

  1. Each level of morale (ranging from super unhappy, unhappy, normal, happy, and very happy) grants a bonus (or penalty if bad morale) of +2 Attack and +1 Defense. So someone who has had their morale raised twice has +4 Attack and +2 Defense.
  2. Those are empty passive slots. You'll figure them out once you start playing around with passives.
  3. I'm afraid there is no item quickslotting. Those slots are all for abilities.
  4. The game creates up to 3 autosaves, never any more than that. If you let it do its thing it'll only create 3 slots worth of clutter, which is hopefully not too much. : )

Let me know if you have any other questions!

Thanks Rad!  So, where can I see the morale level, please, so I know if my dudes are happy or unhappy. 

Thank you!

Morale will show up as an icon over your unit's heads when their morale is anything other than neutral.

It only ever changes if an ability specifically modifies it, like that one warrior passive that gives you a morale buff at the start of combat. It's not something that you need to actively manage.

Thank you, Muspel!

(Edited 1 time)

Since this is a thread with 'other questions' I guess I'll just ask my question here instead of starting an entirely new topic for it.

How does the passive trait Critical Recovery work for enemies who have it? Is it just a random proc chance once they get hit below the health percentage threshold or am I missing something? I've been doing a Ruin difficulty run of the game and every enemy Sage seems to have it (as well as some monsters). These healers are inevitably the last to die in a fight because even if I hit them with something that does ~20 damage in a single hit they usually just bounce back to more than they had before I hit them (depending on their max health) and the effect seems to be able to trigger multiple times per round. Generally, it seems to come down to getting in 2 'lucky' hits in a row where the passive doesn't activate to finally finish them off.

Developer (Edited 1 time)

The intended behavior is that Critical Recovery procs 100% of the time if the hit leaves them in critical condition (25% HP). Originally, there was no way to prevent that. The intended counter was to only use high-damage attacks to finish them.

However, given that small, separate hits are extremely common in Alvora due to weapon augments, in v1.03 I've patched it so that Critical passives only fire if the target is not disabled/stunned/asleep/etc.

In the future, if I can figure out a good way to implement it code-wise I'd also like to make it so that Critical passives can only activate 1x per attack.