Beasts and Reapers


Hello again, Kay here; it's been a week since the previous Devlog and teen days since i posted the game, Full Plate Harness received a lot more attention than I expected, but it also got some feedback and complains, and well, im compromised to make my game be the best it can be.

For this week, I had very little content planned to work on, as I wanted to have a bit of rest, and now I have to talk about what was added and fixed.

On Saturday I posted an update to the FPH rulebook, 0.7.6, which included:


Reapers: added Sickles and Scythes to the game, as well as gave them their own set of maneuvers; reapers got 3 unique maneuvers:

  • Reaper's parry: a special parry-riposte mixed maneuver
  • Harvest: a sweep AOE attack
  • Sever: an additive maneuver to reliably cause bleed


Additional maneuvers: some of the already existing weapons got new maneuvers added to their repertoire, mainly:

  • Posta sagittaria: a sword-throwing maneuver
  • Impaling riposte: a special thrusting sword riposte that grants extra damage and mobility
  • Zwerch: a straight sword maneuver to facilitate subsequent strikes against the head
  • Triple-shot: an AOE maneuver for bows to strike multiple enemies at once


General fixes: made a lot of minor fixes trough the whole rulebook, mainly:

  • Fixed a translation error from my native language where I accidentally confused the words "decenas" and "decimales" at the moment of writing, so the game had some mention of "decimals" where it should have said "tens"
  • Adjusted experience cost of maneuvers for thrusting swords, one-handed swords, two-handed swords, straight swords, ranged, throw and archery
  • Deleted a misplaced mention of blunt damage on the sweeping cleave maneuver for great swords
  • Some redundant explanations on the action use cost of maneuvers got deleted
  • Made clarifications on how areas of effect interact with larger creatures
  • Gave flails two-handed damage values
  • Fixed a mistake on the wording of defensive martial art's effect upon subsequent purchases


Today I posted the first update to the bestiary, version 0.2 which added:

Beasts: the wolf and bear were added to give you an idea of how fights with non-humanoid opponents  can be

  • The wolf focuses on using its pack's numbers for grappling and throwing its prey to the ground before mauling it
  • The bear is a more straightforward large beast that can constantly replenish its resolve to shrug off strikes, so teamwork is needed to strike it down


About what follows for Full Plate Harness:

This following week I want to make fixes to ranged weapons and the skill list.

It is already mentioned in the Development Notes at the start of the rulebook that I want to mix the skill for crossbows and marksmanship in one and that I want to separate the persuade skill into 2, speech and negotiation.

This would require a lot of smaller fixes throughout the whole rulebook and some changes to the character creation rules and the character sheet.

I also must replace the ranged weapon ranges, as the current ones are placeholders that aren't representative of the real intentions, generally being too large or too short.

I also want to fix the wording on some parts of character creation, mainly the assignation of the stat and skill array, to make it easier to understand rather than a messy clutter of numbers.

And I need to make the character sheet form fillable.

I hope I can get all those fixes done for the next week, and if I get some spare time, I might also add some new maneuvers, especially as some already existing weapon types have no exclusive maneuvers, like flails and bludgeons.

If you got all the way down here, then I have to thank you for paying attention to my devlog and ill come back next week to update you again on the progress of Full Plate Harness

Files

Full Plate Harness 0.7.6.pdf 2 MB
Feb 11, 2023
FPH Bestiary 0.2.pdf 603 kB
Feb 14, 2023

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