Claustrophobia Development Log #7
- Each level the player will receive a number of attribute points which they can assign to the five Base Stats: Strength, Dexterity, Intelligence, Wisdom, and Constitution. These stats have been carefully designed as to have specific needs and uses - the simplest of which is dictating what gear you can wear. Which means…
- Loads more gear types! Specifically, weapons. V1 only ever had support for three weapon types; swords, bows, and staves. These were all tied down to the specific skill tree they belonged to, and really dumbed down any choice you had. Now however, we have support for single handed, two handed, main and off hand weapons, not limited to swords, daggers, maces, crossbows, shields, wands, spears… You name it, we can support it!
- Elements. Yup, that’s a thing too. Another issue with V1’s simplicity was that every attack was physical. No matter whether you were being attacked by a Possessed Armour or you were throwing a fireball at a Squishy, the damage was still physical, and as such, there was no variety in what did more damage to what. Now, as well as Physical Damage, we have Fire, Ice, Earth, Lightning, Venom, and Shadow, all of which have separate attack and resistance values. There’s never been a better time to be a mage.
As well as these larger changes, there have been a number of small improvements, many of which are from V1 feedback I received:
- Items can be picked up by either dragging into an inventory slot, dropped on your character, or by shift + clicking.
- Holding the mouse over an enemy will display a popup element which breaks down exact health numbers, as well as the unit’s level and any specific abilities it may possess.
- The minimap now displays icons for important features such as staircases and altars, rather than coloured dots.