The next major ORK 3 update, titled Absolute State
, will be coming in September (or later). Since this is a bit longer than the usual release cycle, I'd like to give you all a bit of a preview of what to expect.
This update will be all about changes to ORK's status system
- or rather extending it with new functionality. So, all you could do before, you'll still be able to do, but a lot more.
I'll update this thread with new information on the changes bit by bit. Let me know when there's something you need for the status system as well :)Status Effects
Multiple features of status effects are combined to a single status changes
setting, similar to abilities/items.
I.e. end effect changes, end effect action, status value changes and schematics can now be set up to be used like the status value changes/schematics where before - e.g. using them per turn, on time basis, per action, etc.
Additionally, they can be bound to conditions and durations (independent of the actual time/turn duration of the effect), e.g. you can have a poison effect reduce HP every second after the effect has been applied for 3 turns but not longer than 20 seconds.
But wait, there's more!
The status changes can also switch user/target and depend on user/target being allies or enemies (also similar to status changes of abilities/items).
E.g. you can cast the effect on all combatants in battle, buffing your allies and giving the effect's caster (user) a status effect stack for each time an enemy uses an attack.
There'll also be more options for using a status change on Remove
, being able to separate between duration-based removal and others (e.g. on attack, on battle end, etc.).
Using actions via the status changes sets the action as the next action
of the combatant (as the end actions did before), i.e. the combatant will use the action the next time it is asked to select an action. I've also plans for integrating battle AI here to be more flexible for e.g. berserk effects using other actions than the base attack.Update:
There are also additional new status change types available - e.g. changing variables, action bar or move range (just like abilities/items can). Also, the status value changes have been split into 3 different setups for regular change, blocking change and absorbing.
Additionally, the effect can take a snapshot of the user when it's applied, i.e. keep using the current status of the user for the rest of the effect's calculations (effectively creates a copy of the user combatant).Raycast Targeting
Raycast targeting is now an extensible system and comes with 3 different target selection types built-in.Position
is the current mode where you raycast a position in the scene.Game Object
is a new mode where you find game objects in the scene (e.g. by name or tag) and they're available as targets (example video
mode projects square or hex grid positions around the user as available targets (example video
Enemy detection can now also use conditions, e.g. based on level or status conditions, like a blind enemy not being able to see the player (example video
Also, move AI conditions are now an extensible system and have new condition types available - game state, variables, quest, quest tasks and quest types.
E.g. you can now have some enemies only hunt the player during a certain quest or have different detection ranges based on game states (e.g. lower detection at night).Random Status Bonuses
Random status bonuses get a major rework - the currently separate status value, attack modifier and defence modifier random bonuses (modifiers only for equipment) are combined into a single, extensible setup.
Additionally, they now support the same features as regular status bonuses, i.e. they can give status value percent bonuses, status value change modifier bonuses, attack/defence modifier factor bonuses and even chance bonuses (e.g. hit chance, crit chance). You can even add a random bonus random bonus, i.e. have a random bonus give it's own sub random bonuses to create a complex bonus system (e.g. give one random bonus out of a set of 3, and each of the 3 has it's own multiple random bonuses set up).
As said above, previously all random bonuses where only available for equipment, while classes and combatants had only random status value bonuses. Now, the full random bonus feature is available in equipment, classes, combatants, status effects and passive abilities. The bonuses are created whenever an instance of them is created, e.g. when initializing a combatant, learning a passive ability or applying a status effect to a combatant.Status Bonuses
Status bonuses have also been reworked to combine chance/factor bonuses, status value bonuses and attack/defence modifier bonuses into a single, extensible setup. Also, the bonus setup for status values and attack/defence modifiers has been split into individual, dedicated types, e.g. status value, status value percent, status value change modifiers, etc.