So during this slice of game play we can see hexes on the upper elevations, is it possible to actually get up there and if so does height factor into combat as pluses in minuses in any way?
Or is it just a graphic/mapping error and if so are there other environments?
Looking forward to this one, can never have enough turn based rpgs.
In this particular map the "upper elevations" you see are just cave walls, can't get up there.
BUT generally, yes, we do have elevation (our map editor allows us to freely adjust elevation levels) and you can potentially have scenarios such as orcish bowmen standing on a cliff above you, shooting down, or you being on a hill and having enemies assault you from down below, which allows for more interesting visual and spatial level design than just having a flat plane.
Combat bonuses for high ground aren't implemented as of now, but we're toying with the idea. The OGL 3.5 ruleset has no rules for height advantage, but we're adding some house rules to the system for additional tactical depth, and this is one thing we might add.
JarlFrank can we expect the game to have Teleport? I loved a Teleport in some Might&Magic games. Choose a place to teleport too and then use Teleport spell to go back to those spots.
I also played some NWN2 persistent worlds that had ability to teleport back to specific locations of your choosing.
Also any chance you guys try to simulate flying in some way? Like if used outside gives you a status effect of being immune to melee weapons and low range spells but you also cannot use melee and low range spells?
Teleport is in a spell for the caster and allies that are directly in adjacent hexes. It can be used as a spell in combat, like in P&P D&D, to teleport yourself out of danger or behind an enemy or to a more favourable position, etc. Grab your fighter by the arm and teleport the two of you right behind the enemy caster! Fun stuff like that, teleport spell as a method of tactical movement within combat encounters.
We might also implement the spell that lets two living beings switch places, so you could cast it on your fighter and the enemy caster and boom, caster's in the midst of your party ready to get his face beaten up, and your fighter's in their back, doing some flanking. This spell would, of course, give the enemy a saving throw to resist it, but if you use it on your own dudes it always works (since they let it happen willingly).
There's also a greater teleport spell for the world map, but in only works for world map hexes the player has already been to.
Flying isn't in, at least not for the player. We have flying creatures but implementing flight as a spell for the player with its own mechanics would be too much work to implement properly.