Weapon (Rank) Rework
This devlog is long overdue! Hold on to your horses, because this is a technical one.
In the previous updates, I've reworked weapon ranks. I had previously a weapon rank system similar to Fire Emblem (FE). But this system, borrowed from others' code, was janky and it didn't quite fit my vision for The Ashen Order. I also rebalanced swords to give them a stronger distinct identity compared to other weapon types.
Weapon Ranks
I had implemented the weapon ranks system along a "skill" stat (not to be confused with "skills" now re-branded as "passives") which contributed to accuracy as well as other sub stats like critical rate. Traditionally, FE employs the skill stat along a weapon rank symbolizing proficiency with different types. The FE version of the weapon rank allows users to equip more powerful weapons. While I implemented the weapon rank system, I didn't want it to restrict the usage of weapons. Rather, I wanted a more gradual progression where more advanced weapons would have weaker stats that can be offset by strong weapon rank scaling. However, the skill stat was asphyxiating the weapon rank design space. So I merged the skill stat into the weapon ranks. Now the weapon ranks occupy the same role as the skill stat. Hopefully, this allows different units to develop stronger identities in the minimalist class line of the game.
As was already the case, weapon ranks contribute to the blue stats of weapons. However, I want to expand this system where instead of increasing the scaling by 1x, I want certain weapons to increase it by 2x, 3x, ... I just need to figure out a way to display this as I am already dissatisfied with the blue number. Once I figure this out, it will allow weapon ranks to take an even greater role in determining what weapons units can use.
I've also changed the weapon ranks into "weapon stats" and they now level up like other stats. This serves two purposes.
- Streamline the game
- A maximum unit can no longer grind weapon rank, preserving weapon specialization.
The equipped weapon increases the chance of levelling the corresponding weapon stat in addition to the character's growth.
Swords
I have finally re-balanced swords to give them a more distinct identity. In FE, the sword/lance/axe trinity is usually differentiated by ~10 accuracy points and ~1 attack point as well as the weapon triangle where each weapon has a winning and losing match-up. I did not implement a weapon triangle because I wanted favourable and unfavourable match-ups to emerge from the weapon stats themselves. This is something I did partially by granting swords an evasion buff while giving axes and lances bad and good hit rates respectively. However, I still found that the different weapons did occupy distinct identities. I took inspiration from historical accounts on swords in combat I heard in passing. As this is from somewhat distant memory, take the veracity of these accounts with some grain of salt. One is that swords are not very effective against armour which is well designed to counter slashing attacking. The second is that edge alignment for swords is extremely important. I think in Napoleonic era(?), the French remarked of the English heavy cavalry that their slashing swords either landed blows with poor edge alignment or dealt devastating hits. The basic FE SRPG mechanics allows an easy representation of this.
Giving swords high critical rates mimics the edge alignment (critical) and misalignment (non-critical). Swords can then be balanced by giving them low attack power. Against a highly armoured foe, dealing a critical hit (3x damage) is comparatively weaker. For instance, if the sword deals 1 damage, 1x3, an axe only needs to be ~2 attack values higher to grant the same damage more reliably. Conversely, swords become devastating against lightly armoured units. Hopefully, this grants them a more distinct role than the axe and lances in the game.
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The Ashen Order
Status | In development |
Author | decktree |
Genre | Role Playing |
Tags | Singleplayer, Strategy RPG, Tactical RPG |
More posts
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- New Year's UpdateJan 07, 2023
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