Act 2 Progress


So, Act 2 is shaping up to be a rather large update. I've one the oft recommended strategy of upending basically all aspects of the stat system, so the game needs severe re-balancing.

Firstly, the main combat stats are now unique combo stats, so instead of Attack you use Strength, and strength is Attack + half of your defense. There are seven of these stats now, and they are used instead of the base stats in all damage calculations, barring an outlier or so. The full list is:

  • Strength (Physical Attack)
  • Arcane (Magical Attack)
  • Constitution (Physical Defense)
  • Resilience (Magical Defense)
  • Dexterity (Affect Hit/Crit rate mostly)
  • Deftness (Evasion Rate)
  • Faith (Healing... and crit denial... and fixed damage reduction... and-)

Along with the new stats there is also Skill Sets and Academies. Ever wanted your mages to fight physically? Want your violently atheistic protagonist to use a skill called "Act of God"? Realized that your mage doesn't know the best magic skill because she's not a wind user and you are incapable of not min-maxing? Academies answer these questions. In certain locations in the world you can find Academies of varying schools of skills, at these schools you can buy Tutors that teach one unit one move or Talismans which can be equipped to teach a set of moves, this  costs a large sum of money but you can always just rob a monster or two. It should be noted that each party member has a list of Skill Sets that they learn no matter what, so make sure you check there as to avoid wasting money on a Tutor that will be redundant quickly.

Otherwise I've been cleaning up the story some, I have some odd ideas for things to add. I've definitely grown more experimental in this Act so far, so look forward to a completely different game at this point. Oh, and weapons work differently again, that's... something.

Get Alexios and the Blades of the Sky

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