Re: The Sundered Anvil
Posted: May 3rd, 2026, 4:54 am
Looks great, looking forward to buy and play it!
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Camping works similar to old Might & Magic games: Resting recharges HP/MP but uses 4 rations (I scrapped the food/water aspect of Eschalon), and of course there are conditions that would prevent the party from resting. Failure to rest regularly will impose penalties due to your party being fatigued.Prismatic Maelstrom wrote: May 6th, 2026, 7:50 pm Has the camping mechanic been changed or updated in TSA? In the Eschalon series you can avoid encounters by camping, cancelling and then recamping every four hours.
Correct, as of right now, I am not including Alchemy as it was one of the least used Skills in Eschalon. However, weapon and armor crafting could be possible because of the way the system already internally "crafts" these kinds of items to provide uniquely random/rare loot. My goal is to get the game content finished and then I can consider additional gameplay features, including the possibility to craft custom gear.Prismatic Maelstrom wrote: May 6th, 2026, 7:50 pmWith no alchemy skill visible, does that mean there is no crafting in TSA?
Removed. Ranged fighting is done via Archery which covers both Bows and Crossbows (these do not require separate skills) and Polearms, which can attack and pin enemies a full grid space away from the party.Prismatic Maelstrom wrote: May 6th, 2026, 7:50 pmHas the thrown weapons skill been merged into daggers and polearms or has it been removed?
No, there is no selectable gender, although the portraits will allow you to pick an appearance that has gender-coded characteristics. Since I've moved away from purely humanoid character options, the gender bonuses don't make sense as sexual dimorphism presents differently across non-humanoid species.Prismatic Maelstrom wrote: May 6th, 2026, 7:50 pmTwo screenshots show a name, race, class and level for a character but no gender. Do you still pick your gender at character creation or has that been removed along with the gender bonuses from Eschalon: Book II and III?
Thank you for the great questions!Prismatic Maelstrom wrote: May 7th, 2026, 8:35 am Thank you for answering my questions, it is appreciated.![]()
Horses will not be in the game as a travel option. This kind of engine simply doesn't support that kind of feature. But like Eschalon, quick-travel between unlocked location markers will be possible.Painted Lady wrote: May 7th, 2026, 3:08 pm The title page shows a protagonist on a horse. Will horses be an option for our heroes?
Probably! Most testing right now involves pre-leveled characters within isolated zones. The overall difficulty will be determined when I can actually run a Level 1 party from the start and see how each area/dungeon feels with a naturally developed party, at which point I can add a difficulty setting to the game's options.Painted Lady wrote: May 7th, 2026, 3:08 pm Also, while Eschalon doesn't have a difficulty dial, there are starting options that can make the game more challenging. Will there be any of those with
the new game?
During battle, every party member gets a share of the XP based on how much they contribute. A successful strike = 1 share. A killing blow = 2 shares. Healing another member during battle = 2 shares, etc. At the end of battle, everyone gets their share of the total XP purse.skeever wrote: May 11th, 2026, 12:33 pm I'm really looking forward to it.
Is the experience from battles shared among the party?
It'll probably take longer as the party gets smaller.
Following on this, will character development stay Eschalon style, with no fixed class trees? Will it be the same open character development, allowing us to create a wide variety of PCs?blatherbeard wrote: May 14th, 2026, 12:28 pm or at least will multi classing be something thats actually feasible?
No hard level caps, though you'll likely run out of game content before you achieve a "master of everything" set of skills. Add-on content could extend gameplay if it sells well enough.blatherbeard wrote: May 14th, 2026, 12:28 pm What about level caps? Will it be possible to level one guy and eventually get any skills you want or will it be capped(like temple of elemental evil) so it doesnt really make sense to even bother just having one character?
or at least will multi classing be something thats actually feasible?
thanks!
Correct, no class limitations on skills, but no multi-classing.blatherbeard wrote:Following on this, will character development stay Eschalon style, with no fixed class trees? Will it be the same open character development, allowing us to create a wide variety of PCs?