Sensuki said:
Awesome news guys, glad to hear everything is running along smoothly (y)
I would like to know more about the structure of class level advancement. I recall asking in an interview with Josh I did last year whether the advancement system would be homogeneous like 4E or staggered like 2E/3E/3.5E etc, it would be cool to see an example of that.
Some other stuff I'm interested in would be the quest/experience system, whether the armor system was changed again or not and combat animations, whether there will be frontswing/backswing animations, if they are cancellable by microing and how ranged weapon animations are being handled (aim, fire, reload etc)
The advancement system is not as homogeneous as 4E, but classes do gain a class-specific ability (passive, modal, or active-use) every level.
We're implementing the quest system right now. We're going to use a visual flowchart for our quest implementation which should help with seeing the potential complications of branching or skipping objectives. The armor system hasn't changed since the last revision a while back. The system currently uses a single DT for a suit of armor with additional modifiers applied for things it is better or worse at. E.g. ordinary mail has 12 DT but it is 40% worse against crushing attacks. We're still implementing some aspects of the reloading system. Aim and fire are part of the same animation. Reloading is separate and moving interrupts it. Reloading a bow is relatively fast. Reloading a crossbow or arbalest is more time-consuming, and reloading a firearm is the most time-consuming (though not as long as it would be in real life). Most attack animations will probably not have early cancels, but we will probably have them for longer events like casting spells or special attacks.