Quantcast
The Iron Oath [Turn Based Tactical RPG] - Page 2 - RPGWatch Forums
|
Your donations keep RPGWatch running!
RPGWatch Forums » Games » Indie RPG » The Iron Oath [Turn Based Tactical RPG]

Default Campaign Updates 11, 12, 13

August 31st, 2017, 01:32
We're now 95% funded, and have a couple more updates to share with you

Update 11: Character Progression Part 2

Update 12: The Animation Process

Update 13: Character Customization & Gear
Eight days to go and we’re nearly 95% funded! Our community continues to be amazing and we are so grateful for all of your support! As soon as we hit our goal, we’ll be unveiling the 3rd stretch goal, but for now…let’s talk about character customization. We’ve already discussed a few aspects of customization such as ability skill trees and the mentor system, and now we’re going to dig into a few more

Probably the most basic way to customize your characters is by renaming them, which you can do at any time in the overworld. There are a few rare exceptions to this however: some recruits may be part of a noble House, or their backstory may require their name to be locked for continuity sake.

Gear is the most impactful form of customization. It can be purchased from city vendors or traveling merchants; looted from chests, corpses or enemies; or given as a reward for completing a mission. Each character possesses 6 equipment slots for you to fill out. Some gear will be unique to a specific class, while others may be shared across multiple.


  • Armor: We’ve consolidated all the typical armor pieces into a single armor slot. All armor types are sorted into 3 categories: Light, Medium and Heavy with each class in the game being restricted to a single category. (eg. Pyrolancer can only use Medium)
  • Main Hand: Categories for the main hand slot include swords, axes, polearms, lances, staffs, wands, daggers, bows. There are also some unique main hand items such as the Lute for the Troubadour class. Like armor, classes are restricted to certain categories.
  • Off Hand/Accessory: The off hand(or accessory) slot can be a weapon, shield or another unique item type depending on the class you are outfitting. The Paladin uses a shield, while the Nightstalker uses a quiver.
  • Amulet: Amulets are free of class restrictions, and you may equip them onto any character you wish.
  • Ring: Like amulets, rings also do not have any class restrictions.
  • Artifact: Artifacts can offer unique enhancements for classes, and as such are restricted to a specific class.

Our focus is going to be on less, but more more meaningful drops. We want it to feel good when you find a piece of gear, as opposed to stockpiling a bunch of junk to sell off to a merchant. The loot itself will be very much Diablo-like, with a few different tiers of rarity, and multiple special properties that make every drop unique. The highest rarity is Legendary, and these items will be hand-crafted, possessing unique properties that no other piece of gear can have.



The last thing to mention is that for now, we are not planning on having any level restrictions on gear. Any new recruit could use that shiny Legendary item you just found(provided there are no class restrictions), and we feel this will help minimize the negative effect of character deaths. And as an added bonus, you won’t need to save sets of inferior gear for your recruits.

There are a few other customization options for characters that we would like to add, but we cannot yet guarantee they will make it into the game at launch without hitting the necessary stretch goals:
  • Skins: As mentioned in a previous update, we’re so close to unlocking 8 Social Goals which will give every class one alternate skin. However, we would really like to add a lot more!
  • Races: Our world contains multiple races of people, but for now each class will be locked to a specific race. If we get to add multiple races for every class, we will also be introducing unique racial traits on top of that.
  • Hairstyles(or Helmets): We’d like to be able to add a choice of hairstyles and helmets(when applicable) for every class to further differentiate them.
  • Gender: This is the most difficult one, as it is essentially doubling the art workload for the classes we plan to offer.

As stated, the above options will all be stretch goals as they will require us to hire even more artists. Hopefully we can hit them, but regardless we’ll still try do as much as we can before(and after) launch.

Fan Art Contest

We’ve only received a few entries so far for our Fan Art Contest, and so we’ve decided to extend the deadline until Wednesday September 6th at 12am EST.

It’s open to everyone and we’re giving away prizes to the top 5 entries. For more information, read this update.

Community Forum

One of our backers, Sinistar, asked if he could start up a community forum for fans to engage in discussions about The Iron Oath. Since we haven’t set anything up yet we thought it was a good idea! You can find the forum HERE and we encourage you all to sign-up. Chris and I will try our best to drop by as often as possible, but most of our attention will still go towards the private Discord server.

Social Goals

I’ve updated the Social Goals graphic, and we’re so close to unlocking alternate skins for every class! Head to the Social Goals section on the campaign page and find out what you can do to help!

Thank you for reading, and once again thank you for your support! We hope you’re all ready for the stretch goals
sennin is offline

sennin

sennin's Avatar
Watcher

#21

Join Date: Jun 2017
Location: Canada
Posts: 27
Mentioned: 0 Post(s)
+1:

Default 

August 31st, 2017, 12:50
Is the equipment (like armor) visible on the characters when playing missions and such?
--
Exitus acta probat.
wiretripped is online now

wiretripped

wiretripped's Avatar
Machiavellian
Original Sin 1 & 2 Donor

#22

Join Date: Oct 2006
Location: Leuven, BE
Posts: 1,849
Mentioned: 1 Post(s)

Default 

August 31st, 2017, 22:52
Originally Posted by wiretripped View Post
Is the equipment (like armor) visible on the characters when playing missions and such?
Unfortunately no, that's one of the drawbacks of pixel art, it would be very difficult and time consuming to do that. However, each class will have a special alternate appearance for when they have legendary armor equipped. Other than that we'll just be having alternate(and hopefully multiple) skins per class.
sennin is offline

sennin

sennin's Avatar
Watcher

#23

Join Date: Jun 2017
Location: Canada
Posts: 27
Mentioned: 0 Post(s)

Default 

September 1st, 2017, 22:10
Big thanks to all of you who backed our project, we've just reached 100% funding! Time to look at some stretch goals


Update #14
Spoiler – View Update
sennin is offline

sennin

sennin's Avatar
Watcher

#24

Join Date: Jun 2017
Location: Canada
Posts: 27
Mentioned: 0 Post(s)

Default 

September 7th, 2017, 22:38
Hey guys! We're into our final 24 hours now and are closing in on our $85K stretch goal for character customization & races. Thanks for all your support so far and if you haven't checked out the campaign yet you can do so here:

https://www.kickstarter.com/projects…d-tactical-rpg
sennin is offline

sennin

sennin's Avatar
Watcher

#25

Join Date: Jun 2017
Location: Canada
Posts: 27
Mentioned: 0 Post(s)
RPGWatch Forums » Games » Indie RPG » The Iron Oath [Turn Based Tactical RPG]
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 13:24.
Powered by vBulletin® Version 3.8.10
Copyright ©2000 - 2017, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2017 DragonByte Technologies Ltd.
Copyright by RPGWatch