Working on 1.2!
Working on 1.2! Coming... soon! Before 2024 probably!
What's going to be in the next update?
- Rebalance to the monsters and power! Turns out they get too strong too fast lol and I think I can do a better job explaining how to distribute and increase power.
- Rebalance to durability and nutrition/material systems! Durability is going to require a basically no bookkeeping, figured out an alternative based on that wacky game Dwarf Fortress. Nutrition and material are going to get a rework, still figuring out exactly what to do there.
- Fixing typos! Haha, yeah I'll fix the issues.
- More spells! After the one game I got to do irl I realized half the spell schools are missing combat related spells, so I designed more! Also will clear up the rules on targeting and dodging effects.
I also want to either rework the tutorial or add a different module. The original game was to feature a like, 9 tier dungeon. I did design the maps for about half of it so maybe I'll do that one! I don't know maybe more art too!
Here's the notes on spells that will be added!
*Lunar
Anti Gravity - Slow movement,
Arcing Moonlight - Moonlight greatsword attack, light damage
Eclipse - Light deals double to light and dark deals double to dark, non light dark characters are damaged normally by those effects
Light Beam - Draw line for moon power and damage
Revealing Glow - Easier to hit in total area
Touch of Silverlight - Target regens or takes light damage, stat
*Soul
Expidited Reanimation - Expend soul as target is slain, they reanimate as undead for time equal to Will
Grave Touch - Expend soul, target becomes frozen
Spirit Life - Expend souls, regenerate total AP at EOT
Touch Soul - Expend Soul, Damage from target bypasses TD
Unlife Essence - Expend souls, you cannot lose HP until start of next turn
*Sundered
Ash Storm - Obscures, after time it starts burning in area
Bleak Aura - Extend range of self 1 space and deal damage continous
Consuming Dusk - Change required color of reagents to black, generic stays the same, time section
Descent in the Ranks - Target becomes frenzied, when it damages other char becomes frenzied
Malignant Bomb - Fire damage and poison area
Sludge - Dark damage and slow target's move and attack
*Void
Arcane Rounds - Replace the reload action of a crossbow or gun when casting, magic damage with scaling
Exertion Pod - Spend X AP, create an ally in space that has 2 quick slots and access to your abilities, circle
Quicksilver Holster - Add another quickslot, uses silver material, max 1/2 int equal to char
Stasis - Temporary stop target, cannot damage or be damaged, remains physically there
Summon Doppleganger - Mimic Ally, circle
*Dragon Blood
After Image - While spell lasts, you may pay 1 AP and copy attacks made
Astral Library - Disappear for turns, Get a scroll or access to a piety effect until end of time section
Create Spell Gem - Item stored with spells
Create Labyrinth - Makes attached walls
Create Object - Expend material and create object up to 10 ranks higher
Weapon Metamorphosis - Change weapon type, continuous
*Elemental
Burn Sigils - Stop circle from being used until next turn
Exposure - Trigger secondary elemental effect on 100 damage while spell lasts
Icicle Ball - Damage and explode around target
Kiln - Cirle, inflict burn, double damage machines, some metal boosting
Snow Storm - Increase stealth skill, cold damage over time
*Blood
Blood Circle - Boost magic that uses circle, stat based
Clot - While spell lasts take half physical damage
Energy Shift - Change stance without cost, must be in stance already
Paint Terrain - Create terrain effect
Skill Boost - Use a d100 on the next skill roll, 2 rolls choose either
Files
Get Ruin's Curse
Ruin's Curse
A tactical rpg for the darkest of hearts seeking purification
Status | Released |
Category | Physical game |
Author | anythingarax |
Genre | Role Playing, Simulation, Strategy |
Tags | Art Book, Dark Fantasy, Math, Multiplayer, Skeletons, Tactical RPG, Turn-Based Combat |
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