So if I may ask, which kinds of weapons and armors will be available?
Clerics and paladins get their powers from worshipping their gods completely, if the setting has evil gods (like Daria) then there can be evil clerics and evil paladins.
I like it. It’s traditional too. The problem is that you are a solo adventurer, so you never get a meat shield. So taking away all wizard armor in a game like this is problematic. I think I better let them have their light armor.
Of COURSE you can worship evil gods! Noct and Shadi must be served.
Expansion/prestige classes haven’t been coded. I’ll add them slowly over time. My first goal is to get the core four working smoothly. Thieves get several special goodies, in addition to the regular skills (sneak, devices, etc.). And access to the guild too.
Look back at the first page in this thread for MANY details. I edit it constantly.
One-handed or two-handed, melee or ranged, bash/pierce/slash combinations. This allows tons of options alone. I have coded all of the main ones (dagger, short sword, long sword, staff, stick, rocks, bow, crosssbow, mace, hands…)
I’ve also made the first magic weapons. These artifacts randomly choose a weapon type and randomly choose a magical enchantment. Obviously, you don’t get access to one of these until later.
Correct. Curse and Desecrate Weapon spells have already been made. Although I allow good clerics to cast these spells too (and their positive counterparts.). Future classes may require evil gods.
I did a play through and found about a dozen bugs, but the good news is that I got to the end of Chapter 1 and nothing crashed.
I see a few things that it’s lacking as well.
The four classes progress to level 3 and chapter one is done. This was what I wanted accomplished before a demo. So, it’s getting close. I just need to kill these bugs and add one or two things that were missing, and then test it again. Getting close to showing you all something.
Wow, you’ve really gone into maximum overdrive with this game, huh?
we are talking about Lucid-san my friend…I can’t wait to see this Game completed
May I suggest differentiating the “type” of magic available to the armor wearing wizard - call it “weapon and shield” magic, where the wizard has an animated sword and shield fighting ability and have any beneficial magic tied to wearing the armor - such as a type of healing that needs “iron” rings from the armor or somesuch component to complete.
It would be thinking out of the box but quite easy to structure limiting and enabling mechanics without being all over the place.
I thought you said we’d be getting companions, or is it just like in the massive battle scenes in TLH 2 and 3 where they just add abilities and bonuses. I know you said they’d play a role in giving stronghold bonuses but is that it?
That’s what I currently have implemented. Wizards may wear heavy armor, the trouble comes when they try to cast a spell. And you can’t change armor in the middle of a battle (but you are allowed to change weapons and shields.).
I’ve coded it for each spell, so in the future I might allow a battle mage (or something similar) to be able to cast certain spells while still in heavy armor. Lots of options.
I haven’t decided how companions will play into things yet.
I still like strongholds and they can join you, for sure. I also like quests where they will show up at locations where you are.
One thing I know for sure is that companions won’t have anywhere near the amount of individuality in a battle that the MC has, which means that they won’t be able to fight independently or act as a meat shield.
I’m pretty sure that they’ll be there, but I’m still ironing out the kinks.
I’m not supposed to be! But, when I get an idea in my head, I like to put it into action.
So, my “dozen” bugs were more like “two dozen.” It will be a little bit before the demo comes, but it’s edging ever closer.
What’s a Grey Warden?
From Dragon Age.
a series with more than 20 characters

Thanks for the link. Fascinating!
Oh my I just noticed that we have the option to play a halfling #Baggins
Speaking of the races will there be certain perks for picking that race? For example, the mounts available to them. (Really hoping halfling players can have a one of those hounds mentioned in LH2)
Halfling Dark Knight riding Hellhound… Dun Dun Dun!!!
The one thing that I’ve been kinda looking out for in the Hero of Daria is a Spell blade or something like a Hex Blade.
Hey @Lucid how will the choosing of perks go?
When we level up and, lets say, choose from three perks presented to us like this:
Perk A
Perk B
Perk C
And if we choose Perk A, does that mean at the next level up we will have to choose between
Perk B
Perk C and
Perk D.
What I mean with this is, is choosing a perk more of a „fake“ choice as in, we need to choose nearly all of the presented perks, just at a later level?
Or is it, more or less, like this:
Perk A
Perk B
Perk C
Level up
Perk D
Perk E
Perk F

What’s a Grey Warden?
I like the concept of them a lot. I may include something like it, but I’d make my own. But, that’s much later.

Speaking of the races will there be certain perks for picking that race?
For sure. Halflings won’t be riding full-sized horses and half-orcs won’t be riding on dogs. And there will be special mounts from classes, quests, and other things.

The one thing that I’ve been kinda looking out for in the Hero of Daria is a Spell blade or something like a Hex Blade.
Maybe, but MUCH later. That would be a higher level prestige class or item. But yes, many options available.

how will the choosing of perks go?
With 31 perks in the game already, and the fact that you only get to choose 1 every time you level up, it will be an agonizing choice.
A few upgrade, but many are one-offs.
A little further:
- So, I revamped my wizard spells. The balance is going to be VERY tricky. I’m designing a whole system, after all.
I also recoded a bit again. I keep doing this as I go to make things more and more efficient.
- I fixed those two dozens bugs and improvements.
- I added a new NPC store with a quest line to unlock them. I needed a place to sell some potions (although only 2 are currently coded) so that a person can save up and prepare for the bigger battles.
I want to playtest a little more, but if all goes well, the demo should be closer than ever now.
Will we be able to see what each perk does before choosing them? And from how many can we choose from when we level up?

Will we be able to see what each perk does before choosing? And from how many can we choose from when we level up?
Would like to know this too!