I decided to write a little rundown on the subject ‘Why Chronicles of Vaeltaja is worth a try’, because the game has improved a lot since the early access release and it has a lot more going on than many might even realize. There have been some doubts along the way because the art style is not like in the other blobbers, it is build with RPG Maker and it’s coming from someone no one has ever heard before.
Well, perhaps this will change your mind. Though I must warn that this is going to be a long one and if you don't have the patience to read it, you probably couldn't stomach all the npc dialog in the game either. Anyway, let’s start with the basics.
Character Classes
After the next update there will be 11 character classes to choose from: Guide (main character), Warrior, Hunter, Shadow, Mage, Priest, Witch, Knight, Witch Hunter, Conjurer and Guardian.
So there’s a nice variety of melee, caster and ranged characters. But that’s not all: Mage, Priest and Conjurer have secondary classes to choose from. Mage can become Warlock or Wizard, Priest has Healer and Saint, and finally Conjurer can choose from Summoner and Necromancer. There’s also the option to improve both secondary classes for one character, so Mage can become something in between Warlock and Wizard.
Each of the classes have their own battle skills and spells to use in combat. Some classes also have skills that can be used when interacting with the game world. For example Hunter can disarm traps and Shadow can pick locks. The main character’s Guide class can do both, but it’s also the only class with skills such as 'stealing', ‘speech’ and ‘nature speech’, which can be helpful in solving quests and finding secrets.
The player can hire all the companions, but there can only be six in the active party. This grants an opportunity to try out different party combinations while progressing in the game without the need to start a new game. While most of the hireable classes have male and female versions, there are classes that only let one of them to be hired. These classes include Hunter and Shadow. Some classes have only male version, such as Knight, Witch Hunter and Guardian. Witch has only a female version. From the other classes (except Guide of course) both versions can be hired and this will allow the player to have two Mages in the party: one can become Warlock and the other Wizard or they both can be Warlocks or Wizards or something in between. The choice is yours.
Stat and Skill System
Stat and skill systems are rather traditional with most common stats, such as Strength, Stamina, Intelligence, and skills, such as weapon & armor skills, lock picking, speech and so on. But the thing with stats is that there needs to be some sort of balance. Sure, the player can put all the stat points to strength for a warrior, but it will only lead to a character that has a bad defense, acts last in combat and has only a few ‘energy’ points for battle skills. And those battle skills will be needed.
Examples of how stats affect:
- Strength naturally improves melee damage and some battle skills.
- Stamina improves defense and affects the amount of hit points.
- Agility improves ranged damage, but also gives a little boost to defense and melee damage, also affects some battle skills.
- A good Perception helps to find secrets, such as buttons hidden in paintings or extra loot in some places, but it also affects ranged damage and some battle skills.
- A good Charisma helps to get some npcs to talk about certain topics (‘speech’ may be needed to keep the conversation flowing) and Conjurer with a strong Charisma have stronger summons.
- Intelligence improves magic damage (also defense against magical attacks) and affects the amount of energy points that are needed to use battle skills or spells.
And there are too many battle skills and spells to describe. Some are more straight forward (damage dealing attacks, elemental spells, healing spells), while others apply different buffs and status effects.
Combat System, Damage Types and Status Effects
Combat is important part of most RPGs and Chronicles of Vaeltaja is no exception. The game has a turn-based combat system with combat rows for the party. Melee enemies (with some exceptions) don’t reach the backrow with their hits and therefore they don’t even try, but flying enemies do and there are also ranged enemies, so casters have to be wary too. Same goes with the party: Warriors are useless in the backrow, but a Hunter with bow or crossbow on the other hand can be very effective. Though there are two melee classes that are effective from the backrow too: Witch Hunter and Guardian. This is because their weapons (whip and polearms) have a better reach.
There are different damage types to bring some tactical depth: for example ‘ranged’ damage is more effective against the backrow than the first row, because arrows get more momentum if the target is a little bit further away. There are also other damage types, some of them are more effective against certain enemies than the others, and some of them can give certain advantages when combined to status effects.
There are approximately 30 different states or status effects. Many of them are basic stuff, such as ‘stunned’, 'crippled' or ‘bleeding’, but some of them don’t act exactly like in some other games. For example if a character gets stunned, he can still act, but with great penalties to attack, defense and other things ('unconscious' is a separate state). There are also some more exotic status effects, such as ‘hypothermia’ and ‘oiled’. Try to cast a fire spell to an enemy that’s oiled, even better if the fire spell is strong enough to cause ‘burning’ status effect (just don’t cast a water spell after that because it will remove the burning). Or perhaps a lightning spell to an enemy that is soaked with water.
Lots of Equipment, Tools and Items
There are lots of weapon types: daggers, swords, axes, maces, whips, polearms (combat staves, spears and halberts), staves, bows and crossbows. Basic melee weapons, such as swords and axes, are effective from the front row, but useless in the backrow. Bows and crossbows can be used from both rows and same goes to melee weapons with better reach (whips and polearms).
There are four armor types: robes, light armor (leather), medium armor (chain) and heavy armor (plate). But there are also accessories, such as gloves, cloaks, necklaces and rings with different qualities (stat boosts or protection against certain states or damage types for example).
Equipment can be bought or stolen from the shops or found in the game world (there are LOTS of secret areas and treasures to be found).
Tools are items that can be used for certain things and some of them can be assigned to ‘quick bar’. Most basic tools are torches and lanterns, shovel and pickaxe. Torches will burn out, but lanterns are reliable, and they can be assigned to the ‘quick bar’, so you can turn them on/off with a press of a button. Some lanterns even have special qualities, such as hit point or energy point regeneration and some can even banish ghosts, but they are not cheap or easy to come by.
So, why use torches if lanterns are better? It all comes down to one question: How do YOU want to play the game? You don't NEED to use the lanterns, just like you don't need to use a gaslight or candle while trying to read in bed at night in real life. There is no right or wrong way to play, just an easier and harder ways. If you don't want camping gear to revive fallen party members while resting after battle, just buy the basic camping gear instead of premium one. I want to offer choices, not tell which ones to choose.
Shovel and pickaxe are used automatically, when standing on a digging spot or activating an ore deposit.
But there are more uniques tools also, such as the Eye of an Oracle. Basically it works like lanterns, but not only does it light the surroundings, it will also make hidden secrets, such as invisible levers or floor plates and, certain enemies, such as ghosts, visible. (Ghosts can engage combat even when they are invisible.) But the Eye of an Oracle also consumes the main character’s energy points, so it’s not wise to use it as an only source of light.
I’ve also added an optional Automap that can be assigned to the ‘quick bar’ and used in the dungeons. If you don’t want automap, just refuse from it when talking to the Royal Cartographer.
Overworld and Dungeons
At the moment there are following overworld areas (and most of them are split in smaller areas):
- Twin Falls, the center of the kingdom is split into following areas: Castle Town, Castle Fields, Cemetery Forest Area, Riverside North and South, Forest Area North and South, Beach and Witch Grove
- The Great Forest is split in Northern and Southern parts and Forest Grove
- Pramea has the town of Prame, Shore, Jungle and Smuggler’s Cove
- Marsh of the Condemned
- Lake Road
Each of the areas have their own secrets to find (chests, digging spots, ore deposits, dead bodies), some of them have npcs to talk to and side-quests to tackle. There’s lots of npc dialog without profanity to flesh out the game world. Yes, I think mature themes can be handled without unnecessary cursing.
And then there are over 10 dungeons filled with puzzles, enemies and secrets. Some of the dungeons are optional, while most main dungeons must be completed so the story can progress. But there are choices too: should you take your chances against the necromancer in the Halls of Onkalo just to gain entrance to the Wizard’s Tower or should you try to find some other way in? Do you really need to kill the Leecher Queen if you can also talk to her?
And some of those choices can affect the main character’s reputation.
Overworld has a day/night cycle, so torches and lanterns are needed when roaming the areas by night. Castle Town will close it’s gate for the night, same with shops. Streets get quiet when the night arrives, different enemy mobs appear in certain areas and so on.
Graphics and HUD (or the lack of it)
I know that the graphic style doesn’t please everyone and that’s fine. Graphics will improve (the game looks already quite different compared to the early access release version), but I won’t change the art style. I know there are beautiful pixel art blobbers, such as Mystic Lands or the Darkness Below, but I never wanted to pursue the same ‘adult’ art style. I want Chronicles of Vaeltaja to have a look that separates it from other blobbers. Sure, I like the more serious art style too, but with this game I want to create something else, something almost fairytale like. I simply didn't see any sense trying to copy some other game's style (of course I could have thought all those players who basically want to play the same game over and over with different story or setting) or wanted to go and buy someone else's assets. Sure, I'm still using some premade assets, but they are mostly placeholders and I'm planning to replace them eventually.
It’s also true that I’m not a graphic artist, never have been and probably never will be, and I have no previous experience making pixel art. But I’m learning all the time and therefore there will be improvements. The last update improved textures in Twin Falls and Lake Road and the next update will improve the Great Forest’s textures.
Unfortunately, while screenshots can be helpful, they really don’t do justice to this game – there’s a lot more atmosphere than they can ever show.
Why no HUD? Well, I’m an enthusiast 3D Vision user and I love pixel games in stereoscopic 3d, but unfortunately there’s not that many of them, especially deep rpgs. HUD would only distract the experience and I’ve grown to appreciate this approach. I’ve gotten some feedback that others have done so too.
If the graphics and/or the lack of HUD keep you away from the game, that’s too bad, because then you are missing a quite deep roleplaying game that is created with love and passion. I may draw inspiration from different sources (such as Wizardry and Zelda), but those sources shouldn’t be judged if you haven’t even tried the game: it doesn’t mean that I’m creating some Wizardry-Ultima-Zelda hybrid abomination. Some games might have inspiring atmosphere, others might have inspiring mechanics, while some (like many modern games) are so bad that they inspire to make something much better.
I know there are players and even developers who don't want to change the genre fundamentals, so this might not be a game for them. I, on the other hand, don't want to restrict my creativity with some unwritten rules of the past - I want to make a game that I want to play myself and I have to admit that so far I've been enjoying quite a lot.
Last, but not least
The game doesn’t hold your hand. It doesn’t explain every single mechanic or tell how and when to do things. Instead it gives you the freedom to find and learn things on your own pace. It also doesn’t interrupt and bore you with cutscenes. Personally I hate cutscenes (especially cinematic) and I never bother to watch any cinematic game trailers either, not that there’s really that interesting game trailers these days to begin with, if you ask me. But that’s just me, the older I get the more interested I am to play with my Amiga or dos pc instead of modern games.
And that dislike I feel for modern games is the very main inspiration source when developing Chronicles of Vaeltaja.
Thanks for reading and special thanks to those who have supported this project so far!
Edit: In the end my opinions are irrelevant.