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Freedom planet 2 devlog
Freedom planet 2 devlog







freedom planet 2 devlog

freedom planet 2 devlog

#Freedom planet 2 devlog upgrade#

The gameplay loop is based around fight → upgrade characters/weapons/base facilities → fight. Gameplay in Vigilantes is focused on combat. Stat points will be rewarded less frequently than in Vigilantes, but more perk points will be provided, to allow players more freedom to adopt the perks in each character’s unique set, and to choose from general perks. Once a certain number of skill points have been earned, the character will level up. Like Vigilantes, skill points are gained through use, though completing objectives will also provide skill points. This, in turn, allows for the creation of offensive, support and defensive casters. The resource used for activated abilities will be resolve points (RP) which are generated every turn, based on the character’s resolve stat. These perks provide passive bonuses and high impact activated abilities, to further differentiate how each character plays. Instead of having one unique perk per character, the intention is that each ally will have one or more sets of unique perks. The addition of an evasion stat along with light and heavy armour will create options for light (evasion) and heavy (tank), ranged and close combat builds. Social, trade and other skills can allow combat to be avoided, but for the most part, they will create advantages to make combat easier. In Prometheus Wept, characters will require some combat proficiency, but there will be scope for viable, less combat-focused characters. Skill points are gained from using skills, and after a certain number of skill gains, the character levels up, granting perk, stat or skill points. There are also a very large number of perks and each ally has a unique perk, which only they can own. Different weapon types, especially ranged weapons, affect how the character is most efficiently utilised. So broadly, the choice is a ranged or melee character, or some combination thereof. Given Vigilantes’ focus on combat, characters which focused heavily on non combat skills weren’t really viable. The intention is to have less weapons than Vigilantes, but to make them more different from one another, and possible to craft at multiple quality levels, to provide a greater collection of viable weapons throughout the game.An increased skill level in mechanics allows better weapon components to be crafted, and grants bonuses to crafted items.Prometheus Wept has buffs in the form of combat stimulants with colourful street names like Reaper, Armadillo, Stallion and Rook.The type of raw material used will affect damage mitigation, but heavier armour also reduces the chance of evading attacks. There will be two basic suits of armour (light/heavy) and likely two unique, crafted, high level armours.Firearms are created from a frame, barrel and grip, which affect damage, range, accuracy and capacity.Component quality and the type of metal used in the blade determine chance-to-hit, damage, critical chance, chance to cause bleeding etc.

freedom planet 2 devlog

  • A knife is composed of a grip and blade.
  • Raw materials can be found and harvested (metals, cloth, fuel, plastic, and chemicals) and weapon components, the unassembled parts of weapons, can be crafted or found at multiple quality levels.

    freedom planet 2 devlog

    There are two crafting skills: Mechanics (armour, weapons and equipment) and Chemistry (explosives, healing items and buffs). Prometheus Wept will offer a more intricate crafting system. Weapons are mostly linear upgrades with variations in damage, accuracy and AP cost, so higher tier weapons of the same type are usually more effective. Most weapons can’t be crafted from scratch, but can be upgraded. Vigilantes’ crafting system allows for the creation of upgradable armour, medical supplies, explosives and a fairly large selection of equipment.









    Freedom planet 2 devlog