Directional melee combat is basically a niche within a niche when it comes to combat systems in games. For better or worse, it’s kind of our thing. And fortunately it feels like the right choice of Bellwright. We believe it adds to the sense of immersion and is a unique element that stands out in our genre. However, we aren’t surprised that it’s somewhat of a divisive issue and even a dealbreaker for a sizable chunk of people who have played Bellwright. First and foremost, we know that the game does a poor job of explaining the mechanics to you, so in this devblog I want to do a couple things. I’m going to try to demystify combat a little. I’ll touch on the basics and try to explain some of the mechanics that aren’t straight forward, like how damage is calculated or how army commands work. And then I’ll talk a bit about our plans for improving both individual and group combat. We’re aware and agree with the even more numerous complaints about things like combat AI, lackluster group combat, combat feeling clunky or slow, etc.
Combat
Let’s get into it. Bellwright uses a directional melee combat system with four attack and block directions, similar to the Mount and Blade series. Placing your cursor in one of the four areas of the screen and pressing LMB (or whatever you have bound to Attack) initiates an attack from that direction. Likewise, holding RMB in a direction blocks incoming attacks from enemies. There are two blocking modes - fluid (default) and non-fluid, which can be toggled in game settings. Non-fluid blocking requires you to press RMB each time you want to block, while fluid blocking allows you to hold RMB and drag it around to intercept incoming attacks from whichever direction they are coming. If you are using fluid blocking and hold RMB and LMB at the same time, it will lock your block in place, so that you can orient your camera in different directions and move around without your block position changing.
Holding LMB charges up your attack which increases the damage. Many factors go into the amount of damage you do on a given swing, including the armor and weapon values, the relationship between the type of armor you’re fighting and the weapon type you’re using, the length of your hold, and where in the arch of the swing you make contact. Hitting early or late in your swing will result in reduced damage.
You can feint by canceling your current attack using RMB and initiating another attack from a different direction. However, if you wait until too far into your swing, you won’t be able to cancel it. This is helpful when you have initiated a swing into a direction that you see an enemy is already blocking. You can feint to try to make them miss their next block.
Lastly, we have a riposte mechanic (commonly referred to as a “chamber” in this genre). To do this, you must attack in the direction from which you are receiving an attack. If you time it correctly, you can both block an incoming attack and initiate your own attack. It can be especially helpful when fighting outnumbered, to regain the initiative when you are under heavy pressure.
There are numerous other mechanics that exist out there, many of which we’re excited to try (and maybe even have prototypes for 👀) However, we’re interested to know what you want to see. Keep leaving your feedback, it’s invaluable to us. We’re currently working on enabling the ability for the player to engage in practice fights, with both your villagers and other players in co-op. We understand that mastery of the mechanics is something that can be fun and rewarding, but not when you have to spend 10 minutes running back to pick up your stuff after you die or when you die immediately after starting a fight. In addition, we’re working on improving the Training Groups which will extend the practice fight mechanic and allow your NPCs to passively train their skills.
Commanding
Right now, when commanding companions in battle, you have a few options on how to control them. They can be targeted to a location (Move) or they can be told to follow you (Follow). In combat, they can be toggled between two modes, Charge and Hold Position.
Charge will tell the companions to attack enemies that aggro them, ignoring their move order. Hold Position tells companions to move to their ordered position and defend that position, ignoring enemies along the way.
So, in order to retreat or reposition your troops, some valid combinations might be to toggle them onto Hold Position and order them to follow or to move to a position away from the threat.
After combat, you can target a loot bag and your companions will find any lootables within a certain range.
Group combat improvements are going to be one of our major focus areas as we continue stabilizing the game. One of our major goals for the game is to have siege warfare and that can’t be built on the foundation that exists right now. We know that our armies must be much smarter, the player must have much better control over what they’re doing, and group fighting logic needs to be much better. We’ll definitely be exploring things like formations and a more expanded and intuitive commanding menu.
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BE CAREFUL, SPOILERS AHEAD [expand type=details] Tired of fighting? Have a rest!.. We’d love to say, but it’s doubtful you can get rest even in death with all those undead roaming around. But hey, fighting is not the main focus of the mission!
So, what’s this all about? Well, the princess is still with you and she has a brilliant idea how to make undead leave you alive and alone. By building. For some reason they don’t like buildings of a specific construction. And you better finish it early!
And maybe it’ll stop that annoying creature from talking to you ever again. [/expand] That’s it for today, but more is to come!
1. Fixed the issue where the machine gun cat's mouse click wasn't working. 2. Updated the skill icon at the top of the screen: - Modified it so that when weapon unlock conditions are met, lamps now appear in the weapon and support skill slots. 3. Added a new feature where chicks randomly come out of boxes: - Chicks will lift enemies into the air for 8 seconds. 4. Fixed the issue where the game over occurred when only two enemies remained.
Upcoming Changes:
1. Frame rate drop issue: - There's a problem where the frame rate drops significantly when there are a lot of souls and gems from enemies. I'll fix this soon.
2. Transparency adjustment feature for effects: - Planning to add a feature to adjust the transparency of effects to enhance visibility. - Thanks to PuddlePirate for the suggestion.
3. Adding item Inventory: - Currently working on adding inventory to obtain items and equip them by parts.
If you encounter any issues or have feedback after the update, please feel free to leave a message on the forums. Your feedback is always welcome.
The most critical feedback we received was about the controls and camera. In the new version, we've added an auto-follow feature for the camera. Please try it out and leave your feedback. You can turn it off in the settings if you don't like it.
Thank you all for trying our prologue, and please wishlist the full game if you enjoyed it!
New Content:
- Added magnet trinket, (+25% pickup range)
Improvements and Quality of Life:
- Camera - Added camera auto follow, this logic can be turned off in the settings. - Movement - Improved the preservation of momentum when transitioning between driving and turning in place.
- UI - Improved the description of the Luck attribute on crewmembers. - Add more shortcut keys for keyboard and mouse control - Increased the cursor size - Added material cost in the Upgrade Panel
Bug Fixes
- Fixed minor bugs in the tutorial levels - When interacting with the Gacha Altar, the prompt to purchase another will reappear after picking up the Gacha Ball, and you will no longer need to exit the interaction circle and re-enter to trigger the prompt. - When your Ark has hit the Crew limit and you increase the Crew limit while inside an interaction circle related to rescuing crewmembers, you will no longer need to exit the interaction circle and re-enter to trigger the rescue process.
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