Update on the Game's current state!


Hi everyone, Raven here! I have been quite quiet lately, but that doesn't mean I've stopped developing the game! On the contrary, I've been so consumed by the development that I've barely had the thought to give an update, because I was so gung-ho trying to finish the game.

The 1.0 version of the game, which will have various, various updates, is currently about 70% finished. I'm taking a small break, because the development process has stagnated with my diminishing mental health and stress, but the game is definitely coming. There's always next week, always next month.

So, here's a little teaser for the additions and changes I've made in the process.

  • Archetypes: Combat (Formerly Martial) and Magic Paths have had their Boons modified into Combat Styles and Magic Disciplines, which work similarly to Skills. Basically, I've segmented Feats off into smaller packets of choices, and I've added so much more of them. There's a massive amount of new synergies between Feats and Boons, which makes them hopefully more exciting to pick!
  • Difficulties: After getting negative feedback on the way the dynamic difficulty works in the game, I've decided to regress to a static difficulty system, where there are 5-point increments of difficulty for things. This increases player power in the game significantly, but things like HP limitations still give reasonable limits to player power in comparison to other heroic games. Instead of making the Lorewarden decide difficulties on a whim though, the Difficulties are tied to a new structure known as Adventure Map.
  • Adventure Map: I've created a new structure of gameplay, called Adventure Map, which is kind of like an evolution of pointcrawl gameplay, and is supposed to help especially newer players into a more sandboxy sort of gameplay. This is kind of the intent with Pathwarden in general, and later for other -Warden games, where players need to make choices and use their time wisely. Adventure Map also includes guidance and the difficulties for different aspects of the game, namely social interaction, traversal and combat.
  • Character Creation: Character creation has been overhauled, with a new chapter that goes through the entire process instead of spending 70 pages to tell you what your movement speed is.
  • Equipment Changes: Some equipment has been rebalanced, more exactly, weapons have had their minimum damage increased to d6, as also there is a change to armors, making their Resistance values static. This is to make the strength of armor a little more noticeable, and less tied to your level.
  • Strikes: Strikes gain two little changes: Critical Successes no longer double the damage, but rather they just add +1 damage die and +1 potency, because doubling the damage is completely bonkers in a low-scaling game like this. Additionally, Strikes are now more cleanly differentiated to Melee, Ranged and Magic strikes, each targeting a different Defense (Fortitude, Perception and Willpower, respectively). This is to give each tool more distinct uses, and to deepen the intended "weapon triangle" or Melee < Magic < Ranged.

My break shouldn't be long (maybe like a week or two)! I'm not good at staying down, but I'm just using this time to regain my juices. I hope to see you in 1.0 release!

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As a playtester, I'm a fan of this update! Hope your break goes well, take care of yourself!