Development update #4

Development Update #4: Weapons and Armor Dear followers, During the last couple of months I have successfully implemented a dismemberment system, giving a new edge to most ranged weapons and a brand new stat for melee weapons to take advantage of this new feature. Additionally, I gave further thought to exploration and added a map system with a special twist; the party will be able to find maps showing different paths and puzzle them together. The maps will grant different information, like smuggling's routes, old layouts of the city or specific information about the outskirts. Having refined combat exploration, I decided to continue on working on the game's content, specifically gear for the party members. Several armors have been added, with different stats allowing for different kind of gameplay for each character. Each character will have access to 4 different armors, which are obtainable during exploration. New weapons, including exotic variants have also been added. Since adding extra combat animations for the characters is something I wish to avoid due to time costs, I've focused on adding weapons that can be used with the current animations. Maelvar, who is a polearm specialist, will now be able to use a zweihander and a dueling shield, which more or less fit with his current attacking animations. Nevertheless, the zweihander has the ability to dismember enemies, while the dueling shield will feature unique defensive properties. Bersic has received a bladed lantern shield for a more offensive variant, and Avath has now access to short swords. I will keep working on exotic weapons based on historical evidence such as combine weapons made out of different kind of bladed weapons combined with pistols, while also working on fantasy variants of my own design inspired by such work. While most of the focus has gone to the gear itself, some of it has also been dedicated to design the way the player obtains the gear. In the story, most of the items were owned by now deceased people. Scavenging the gear will present a dilemma for each character and will most likely have a moral consequence, depending on the owner and the circumstances of their demise. Each item will have a specific dialogue window with more information about the context and the psychological implications of scavenging every item for both the character and the party. For the next updates I intend to work on adding new monsters for which I already made the models and keep on polishing content for the game. Thank you for your time, - Undergod Dev