Overview
Redemption is an rpg focusing on strategic gameplay. The combat system is heavily customized and emphasizes tactical decisions. You will have to manage your two party members and find synergies between them to succeed.
Story Synopsis
A band of thieves calling themselves the Blades of Judgment have recently begun raiding the cities of Illyrica. The high chancellor of Illyrica seems to do nothing about them however and has disappeared from public view. The senators, seeing their land ravaged by thieves, have little choice but to attempt to mobilize forces to combat them.
Playable Characters
Aeryl is a student at the Renallo Academy. She is caught up in the political struggle during an archeological expedition to the Dol’kai ruins. She wields powerful magic in combat.
Leon is a lieutenant of a local garrison. He is dispatched the Dol’kai ruins to investigate recent activity by the infamous Blades of Judgment. He uses martial weapons in combat.
Combat System
The combat system is a modified version of the default battle system. It is designed to allow for more strategic encounters than normally possible. The key to success in combat is to carefully choose a skill setup for each of your characters and learn to use them effectively. All encounters (except for the introductory ones) will require some thought and strategy.
Stats
1 Ferocity improves all damage by 0.5%
1 Precision provides 1% armor penetration
1 Subtlety improves critical hit chance by 0.5% and evasion by 0.25%.
1 Discipline increases health by 4 and energy by 1.
Skills and linked stats
Most skills are “linked†to one of the four stats. The linked stat increases the effectiveness (usually damage or healing) of that skill in addition to its normal effects.
Energy regeneration
You gain energy at the end of each turn equal to your Aura stat.
Armor
Armor reduces all damage, both magical and physical. Armor reduction is non-linear; for every additional 100 armor you gain, you take half damage.
Skill Cooldowns
Some skills have a cooldown. After using a skill with a cooldown, you will be unable to use it again until a certain number of turns have passed.
Equipment Customization
Equipment does a lot more than boost power and armor. Accessory items boost a variety of stats and physic and psyche charms have unique effects. Some examples include:
Brutality (physic): Critical hits do 3x damage instead of 2x.
Clarity (physic): Negative conditions expire twice as fast.
Convection (psyche): Increases energy regeneration by 5.
Meditation (psyche): Doubles energy regeneration while defending.
Skillsets
Each of your characters can choose from 4 different weapon types. Each one corresponds to one of the four character stats. The skills available to your character depend on the weapon equipped. Most of your skills will be linked to the same stat as your weapon (but not all!)
Each skill set tends to focus on a different combat style.
Scripted Encounters
All monster encounters are pre-determined on the map (a la Chrono Trigger). Once you defeat them they are gone forever. The game is divided into chapters however, so you will likely not be spending much time in old locations.
1 Ferocity improves all damage by 0.5%
1 Precision provides 1% armor penetration
1 Subtlety improves critical hit chance by 0.5% and evasion by 0.25%.
1 Discipline increases health by 4 and energy by 1.
Skills and linked stats
Most skills are “linked†to one of the four stats. The linked stat increases the effectiveness (usually damage or healing) of that skill in addition to its normal effects.
Energy regeneration
You gain energy at the end of each turn equal to your Aura stat.
Armor
Armor reduces all damage, both magical and physical. Armor reduction is non-linear; for every additional 100 armor you gain, you take half damage.
Skill Cooldowns
Some skills have a cooldown. After using a skill with a cooldown, you will be unable to use it again until a certain number of turns have passed.
Equipment Customization
Equipment does a lot more than boost power and armor. Accessory items boost a variety of stats and physic and psyche charms have unique effects. Some examples include:
Brutality (physic): Critical hits do 3x damage instead of 2x.
Clarity (physic): Negative conditions expire twice as fast.
Convection (psyche): Increases energy regeneration by 5.
Meditation (psyche): Doubles energy regeneration while defending.
Skillsets
Each of your characters can choose from 4 different weapon types. Each one corresponds to one of the four character stats. The skills available to your character depend on the weapon equipped. Most of your skills will be linked to the same stat as your weapon (but not all!)
Each skill set tends to focus on a different combat style.
Scripted Encounters
All monster encounters are pre-determined on the map (a la Chrono Trigger). Once you defeat them they are gone forever. The game is divided into chapters however, so you will likely not be spending much time in old locations.
Screenshots
Please note that character sprites and faces are placeholders.
Forested Path
Encountering some enemies
Academy Interior
Custom Menu System
Item Menu
Equipment Menu
Skill Menu
Status Menu
Notes
For those who saw this project earlier, the hard drive on my old computer stopped working and the data was lost, however I did have backup that was several days old. As such I lost the previous menu system, but I am already working a new one. Screenshots of the main menu, item and status screens show the current version. The new skill menu will likely be very different from the one shown.
The game is still early in production so all information is subject to change.
There are no battle screenshots available now since I haven't changed the appearance of the system yet. All changes to it thus far are to the battle formula.
Suggestions, comments and questions are welcome. You may be as harsh as you like, just let me know what you think can be improved