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Progress Report

Minor Fixes

Just some minor adjustments and various stability bugfixes.

v0.6 (12-31-2014)
  • Changed the Mettle feat requirement to Toughness + Steadfast Determination
  • Changed Weapon Finesse requirement to 13 DEX
  • Changed Zen Archery requirement to 13 WIS
  • Changed Combat Insight requirement to 13 INT + Combat Expertise
  • Added Martial Weapon Proficiency to Clerics and Rogues
  • Added a missing font for players using a version of Windows older than Windows 7
  • The Toughness HP bonus now applies retroactively
  • Fixed a bug that prevented Natural Leader and Aura of Courage from applying to party members you didn't have when you learned the ability
  • Fixed a crash when casting Fear spells
  • Fixed a crash when casting healing spells in Easy Combat mode
  • Fixed a crash when inflicting Shaken on a creature who is already Shaken. Doing this will now correctly make them Panicked.
  • Fixed crashes when running away from certain scripted fights
  • Fixed crashes on some PCs caused by trying to draw invalid UTF-8 characters

Progress Report

I put on my robe and wizard hat

v0.5 (12-27-2014)
Pretty big update this time! Making some large changes to how items work in preparation for the crafting system.

  • Added missing sound effects for Sleet Storm and Ice Storm
  • Adjusted range of potions and scrolls so they match spell ranges properly
  • Fixed a bug in how the engine determines whether a unit is flanked. Sneak Attacks should be easier to get now.
  • Attack previews will now tell you whether the attack would be a sneak attack, and include sneak attack damage in the total damage shown
  • Some wildshape forms will now increase the character's size
  • When opening the equipment and status menus during battle, they will now initially show the character whose turn it is, rather than the leader of the party
  • Fixed various voice cues that did not play properly when triggered
  • Can no longer Smite or Charge with ranged weapons
  • Changed the color of damage text pop-ups based on the elemental type of the damage
  • Adjusted number of attacks made when under multiple effects that increase number of attacks per round (i.e. Haste, Rapid Shot, Double Shot, etc.)
  • Added new weapon type: Rapier


Rebalanced the Weight mechanic:
  • Simplified the carrying weight formula. Max carrying capacity is now 5 lb. per point of Strength. So a 10STR character can carry 50 lb., 20STR => 100 lb, etc.
  • A character has a light load when at less than 50% of their max capacity
  • A character has a medium load when at 50% ~ 75% of their max capacity
  • A character has a heavy load when at more than 75% of their max capacity
  • No penalty for light load
  • 2/3 movement speed at medium load. Half run, withdraw and charge distance.
  • 1/2 movement speed at heavy load. Can't run, withdraw, charge or flee from battles.
  • Characters cannot wear equipment that would put them above their max capacity
  • Adjusted item weights. Heavy armor and large weapons should be harder to wear and require a substantial investment in Strength now.


Added new item type: Tools
  • Tools occupy the same equipment slot as Ammo
  • The provide a variety of bonuses, usually geared towards skills, like Concentration, Sabotage and Perform. They're primarily meant for characters that will not use their ammo slot for ranged attacks.


Added new item type: Wands
  • Wands function like spell scrolls, but they can be used multiple times.
  • Each use consumes a charge. A wand can contain up to 50 charges of a spell.
  • Like scrolls, they require the Use Magic Device skill to use if your class cannot normally learn the spell contained in the wand.


Added Item Properties
  • Unique weapons and armor can now be found in the game, with a variety of properties.
  • Each property has a "star" value, from 0 to 5. A single piece of equipment can hold up to "10 star"-worth of properties.


Weapon Properties:
  • ( - ) Trip: Attempting to Trip with this weapon will not trigger an Attack of Opportunity. Your Trip range is extended to the weapon's attack range.
  • ( - ) Joust: 2x damage when charging
  • ( - ) Finesse: The weapon can be used with the "Weapon Finesse" feat
  • ( - ) Requires Arrows: Some ranged weapons can't be fired without arrows equipped in your Ammo slot.
  • ( - ) Requires Bolts: Some ranged weapons can't be fired without crossbow bolts equipped in your Ammo slot.
  • (★) Keen: 2x critical hit rate
  • (★) Maiming: +1x to critical hit damage multiplier (2x damage on crit => 3x damage on crit, etc.)
  • (★) Smiting: +1 Smite/day, +2 Attack & Damage on Smites
  • (★) Defending: Instead of increasing Attack and Damage, the weapon's enhancement bonus increases Armor Class.
  • (★) Deflecting: Make a DC20 reflex save when targeted by a physical ranged attack. If you succeed, the attack misses.
  • (★) Valorous: 2x damage when charging
  • (★) Berserker: +2 enhancement bonus in Rage
  • (★) Fury: +(1 - 8) damage in Rage
  • (★) Deadly Precision: +(1 - 6) damage on Sneak Attack
  • (★) Illusion Bane: Attacks ignore miss chance from illusion spells and mirror images, allows targeting hidden/invisible units and has a chance to dispel illusion effects (such as Blur and Ghostly Visage) on hit
  • (★) Harmonizing: +6 Perform skill, +CHA modifier to duration of Bard songs used by this character
  • (★) Harmony: +2 Attack when flanking
  • (★) Magebane: +2 enhancement bonus and +(2 - 12) damage vs. mages
  • (★) Silent Strike: Silence on hit (DC15 Will save to avoid)
  • (★) Sweeping: +4 to Trip checks. Trip weapons only.
  • (★) Crushing: +50% base damage, but 2x Weight and all weapon damage becomes bludgeoning
  • (★) Ornate: +6 Rhetoric and Intimidate skills.
  • (★) Silent Moves: +5 Stealth skill
  • (★) Hunting: Doubles damage bonus against a Ranger's favored enemy.
  • (★) Flaming: +(1 - 6) fire damage
  • (★) Frost: +(1 - 6) ice damage
  • (★) Shock: +(1 - 6) electric damage
  • (★) Corrosive: +(1 - 6) acid damage
  • (★) Screaming: +(1 - 6) sonic damage
  • (★) Consumptive: +(1 - 6) negative energy damage
  • (★) Sacred: +(2 - 12) damage to undead
  • (★) Ghost Touch: Ignores miss chance on incorporeal creatures.
  • (★★) Ghost Strike: Ignores miss chance on incorporeal creatures. Also allows Sneak Attacks and Critical Hits on incorporeal creatures.
  • (★★) Seeking: Ignores all concealment (ranged weapons only)
  • (★★) Explosive: On hit, +(2 - 8) fire damage to all units in 1 tile radius (DC15 reflex save for half)
  • (★★) Vampiric: +(1 - 6) damage, heals user for amount of extra damage done. Only works on living creatures.
  • (★★) Collision: +5 damage
  • (★★) Eager: +5 initiative
  • (★★) Blurstrike: First attack each round treats opponent as flatfooted
  • (★★) Fierce: Your body armor's DEX bonus to Armor Class is removed. Your weapon damage goes up by that amount.
  • (★★) Grasping: +2 to Trip and Disarm checks. Disarm doesn't provoke Attacks of Opportunity. (melee weapons only)
  • (★★) Skillful: The weapon can be used without its required proficiency feat. Your base Attack Bonus improves to 3/4 your level if it's lower. (melee weapons only)
  • (★★) Composite: Adds STR bonus to damage. (bows only)
  • (★★★) Smoking: +20% concealment
  • (★★★) Banishing: On hit, summoned creatures make a DC24 Will save or die.
  • (★★★) Shadow Striking: Ignores all damage reduction. (melee weapons only)
  • (★★★) Wrathful Healing: Recovers HP equal to 1/2 damage done (melee weapons only)
  • (★★★) Knockback: Attempts to Bull Rush targets on hit, with a +8 STR bonus. (ranged weapons only)
  • (★★★★) Brilliant: Ignores target's armor and shield AC, but the weapon can only hit living targets.


Armor Properties:​
  • ( - ) Darkwood: -5% Arcane Spell Failure, -1 Armor Check Penalty, 1/2 Weight. (Shields only)
  • ( - ) Mithral: -10% Arcane Spell Failure, -3 Armor Check Penalty, 1/2 Weight, +2 Max DEX bonus, armor category lowered by 1 (Heavy -> Medium, Medium -> Light). (body armor only)
  • ( - ) Adamantine: Gain damage reduction. Amount gained is +1 point on Light Armor, +2 on Medium Armor or +3 on Heavy Armor. (body armor only)
  • (★) Wizardry I: +10 to max SP.
  • (★) Shadow: +5 Stealth skill.
  • (★) Ghost Ward: Incorporeal creatures can't ignore your Armor Class with melee attacks as they normally would.
  • (★) Wild: When transforming into a Druid's Wildshape form, this piece of armor is not removed and its equipment bonuses are retained.
  • (★★) Herculean: +50 Max Weight capacity.
  • (★★) Fortified: Immune to critical hits.
  • (★★★) Blindsight: All attacks ignore concealment.
  • (★★★) Evasion: Gain the benefits of the Evasion feat.
  • (★★★★) Splitting: Turns every arrow fired into 2 arrows (or every bolt into 2 bolts). (Ammo only)
  • (★★★★★) Freedom of Movement: Gain immunity to all status effects which reduce movement speed, as per the spell. Walk through tiles that hinder movement (such as those covered by a Web spell) at normal speed. Does not affect movement reduction due to wearing heavy equipment.
  • (★ ~ ★★★★★) (Element) Resistance: Adds 10 points of damage resistance to a specific element per star.
  • (★ ~ ★★★★★) +(Attribute): Adds +2 to the given attribute per star (i.e. +2 STR for 1 star, +4 INT for 2 stars, etc.)
  • (★ ~ ★★★) +(Saving Throw): Adds +3 to the given saving throw (Fort / Reflex / Will) per star
  • (★ ~ ★★★★★) Saving Throws +X: Adds +1 to all saving throws per star
  • (★ ~ ★★★★★) AC (Natural) +X: Adds +1 to Armor Class per star. Doesn't stack with any other Natural AC bonus (such as Barkskin).
  • (★ ~ ★★★★★) AC (Armor) +X: Adds +1 to Armor Class per star. (Only on armor that has no AC, such as Robes)
  • (★ ~ ★★★★★) AC (Deflection) +X: Adds +1 to Armor Class per star. Stacks with everything.
  • (★ ~ ★★★★★) Spell Resistance X: +X to spell resistance. Star cost varies based on amount added.


Due to the above item changes, all items found in the demo have been changed, including items in shops. Some enemies have become stronger to keep up with the item changes.

Progress Report

Ghosts & Goblins

Made a few adjustments to incorporeal creatures and concealment. The ghosts in the demo should be a bit more manageable now.

v0.4 (12-23-2014)
  • Improved the game's performance in the Rules and Options menus
  • Increased Inspire Competence's skill bonus from +2 to +5
  • Characters under the effects of 'Magic Weapon', 'Magic Fang', 'Greater Magic Weapon', 'Dragonfire Inspiration' and 'Holy Sword' can now hit incorporeal creatures as if their weapon was magical, even if it normally isn't.
  • Characters will play a sound cue when their weapon is ineffective against a target due to concealment (e.g. using a mundane weapon against an incorporeal creature)
  • True Strike now properly ignores concealment
  • Fixed a bug that caused tooltips to be displayed when they shouldn't in the inventory
  • Fixed a crash when learning Creeping Cold
  • Fixed an issue that prevented paralyzed characters from casting Stilled spells. The spell menu should now more clearly display when spells can and cannot be cast in the character's current condition.
  • Adjusted the character names in the save menu so they never get shrunk down by RM's text drawing

Progress Report

Low Resolution Support

Another update! A bit smaller than the previous one, but has a couple important new features. As usual, check the downloads section to get the new version.

v0.3 (12-21-2014)
  • Added support for 1024x768 monitors. The minimum resolution has been bumped down to 1024x768 and all menus have been adjusted.
  • Text pauses are now ignored when text is skipped. Added an option to permanently toggle instant text display to the options menu.
  • When leveling up, you can now store up to 5 unused skill points, which can be spent on later levels
  • When targeting spells, the game now shows a preview window indicating the spell's success rate, damage and additional effects
  • Added a label tooltip to the level-up spell selection window, so you don't have to click on each spell to see what it is
  • Increasing INT/WIS/CHA through items will now also give a corresponding increase to Spell Points. The amount gained varies with class level and only applies to the main casting stat used by your class (i.e. CHA for Bards, INT for Wizards, etc.)

Progress Report

Monks Tripping On Quarterstaffs, ohmy

Update time!

v0.2 (12-18-2014)
  • Running the game should no longer require MSVCR110.dll
  • Fixed a crash when casting Barkskin
  • Fixed a graphical issue when right-clicking in the save menu
  • Fixed a crash when selecting empty slots in the shop menu
  • Fixed a bug causing the last item to be selected when clicking on an empty slot in the inventory, items, spells & feats menus
  • Fixed a bug causing items to stay selected when moving the mouse over empty inventory slots
  • Fixed a crash when triggering an Attack of Opportunity after failing to Trip an opponent
  • Characters can no longer make Attacks of Opportunity while confused
  • Changed the priority on the confusion AI. Confused characters who are also fascinated or prone will first try to stand up (if prone) or do nothing (if fascinated) before running the 'confused' AI behavior.
  • Characters can no longer move with 0 AP when Slowed
  • If a character's action is interrupted by an Attack of Opporunity and the attack causes them to no longer be able to perform that action, they will no longer attempt to do it anyway.
  • Fixed a couple of typos in the Tutorial
  • Fixed a bug allowing players to select feats they did not have prerequisites for by going back and forth between the spells and feat selection menus
  • Fixed an issue preventing the inventory window from scrolling correctly
  • Fixed a bug that prevented HP gained from CON bonuses from being recovered when resting
  • Fixed a bug that allowed players to use hotkeys and open menus during spell animations.
  • Fixed a crash when attacking with double weapons in combat
  • Fixed a crash when confused opponents attempt to find a random target to attack
  • Fixed a crash when playing with less than a full party after killing wounded adventurers
  • Fixed a bug that occasionally caused the final boss cutscene to not be triggered
  • Thumbnails of autosaves made during map transitions now show the correct image
  • Monks now correctly gain their standard D&D AC Bonus (from Wisdom and from levels)
  • When using a weapon with the 'Trip' property, your Trip range is now the same as the weapon's attack range. When unarmed or using a weapon without the 'Trip' property, your Trip range remains 1 tile.
  • When gaining effects that increase Max HP, current HP will be increased accordingly
  • Spell tooltips now display which school of magic the spell belongs to
  • The spell selection window now displays spell duration (for spells which have a duration)
  • Increased the overall strength of most enemies in the latter half of the demo
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