So first thing's first- you might notice the blog looks a little different. I gave it a few quality-of-life tweaks. Forum Fantasy is linked at the top now, and if you so desire and love me that much, there's an option to the right to get an email notification every time I make a post. Sure beats having to check habitually to see if I've made any updates worth seeing.
Aside from that, I've still been fine-tuning a few more things in Grave Story before I move back on to making quests, towns, and other ways to ruin your life. One of which is Stamina.
Basically, how it works- it starts at full, like every other vital resource (HP and MP.) It drains as you use physical skills, but unlike HP or MP, it will recharge over time, much like Stamina in Dark Souls or another game that uses it. It will recover a certain amount every turn, which is based on the character. For example, Xiralv will recover 5 Stamina (SP) per turn, whereas Lilith will only recover 3 SP a turn. Stamina recovery will have the potential to be increased through equipment and such. Because of this, I had to alter the Wet status effect a little bit to have a larger impact on Stamina recovery; it will reduce SP recovery by 1.5 points per stack and decrease Lightning resistance by 10%, stacking up to 10 times. This means with enough stacks, it will begin draining your Stamina each turn as opposed to restoring it.
Speaking of elemental status effects, since those were recently added, I decided it'd be a good idea to incorporate them into Xiralv's Enchanter class. Each elemental infusion is now accompanied by its status effect counterpart, meaning the Fire Weapon enchantment will now let you set enemies on fire. The same is true for the defensive enchantments- resistance to the status effects are also increased. With that implemented, I feel that it gives his Enchanter class a very unique edge that other classes simply don't have, which is what I've been aiming for with each class. I also added a new enchantment known as Enchant Flesh, which will give an ally an extra action during a turn. This will likely take a fair amount of tweaking to balance, but I'll figure something out.
Last thing is relatively minor; if you remember my previous post, I discussed how weapons and the different damage types would function differently. This deals primarily with the damage types- Slashing, Crushing, and Piercing. Slashing and Crushing are both unique in that they have a status effect accompanying them, albeit with a low proc chance. Piercing had nothing unique, really, just more speed and accuracy. After discussing it with Gemsteam a little bit, it did help me out with one thing- the effectiveness of piercing attacks. The thing is, historically speaking, stabbing an opponent is far more devastating than a cut or a concussive blow for one reason- potential organ damage. The likelihood of dealing severe damage is significantly higher than that of a cut, which while it can be severe, is less likely to be deep enough to cause internal damage. As such, we came to the conclusion that it'd be a good idea to make Piercing weapons effective against the living (and any undead that have need of specific organs, such as vampires.) This will give Piercing weapons that unique edge that I wanted them to have, while maintaining the weakness that they're much less effective against things that have no flesh, such as skeletal undead or constructs (golems).
Anyway, that's about it for now. I should be working on the next few areas soon enough.