Wednesday, 3 December 2014
Massive Chalice EP14 - New Trees and New Choices
We get to see the new alchemist skill tree this episode and I really like the choices it offers because now they are far from easy to make. I mean Dart of the Falcon is great for making alchemists more effective at longer ranges, but maybe I want to make them a more effective team medic with thrown ultralixors? Similarly I love acid and have used it a lot in these combats, but I am pretty sure sometimes I would rather the flexibility of the second item over the 6 extra points of damage on the enemy turn, even from glancing blows.
What I am even more excited by is the implementation, the skill tree reshuffle was only for future heroes, it did not affect existing heroes at all, which implies that hero skill trees, both the current skills selected and the overall structure is stored with the hero information. This opens the way for a mod or new game plus option along the lines of Training Roulette from XCOM Enemy Within which was a mode I really enjoyed.
So just randomising the skill trees and allowing non-class skills that still make some sense to show up would be pretty interesting, but combining it with parents and standards could make it even more complicated but also even interesting. Imagine becoming really attached to an alchemist household specifically because that family all are able to learn charge, or a hunter household that know how to apply acid to their bolts.
I am really hoping that modding is supported by the final version of this game.