This is a big one! (That's what she said. Sorry, not sorry.) A new development update, with a screenshot over at
https://www.patreon.com/posts/42523826
I've been building the combat framework, and the essentials are in and functioning. And now I can share the secret I was holding back earlier (at least until I made sure I could get it in and working properly): unlike the Twine version of the game, battles in the new version of Empire of Corruption are three versus three. You're getting a party!
I spent a ton of time hashing out ways to make battles more fun and involving, and kept coming back to the idea of group engagements. You'll have access to a steadily growing roster of companions to take with you on adventures, and a pool of companion experience that you can use to level them up alongside you.
As companions grow, each will eventually unlock a pair of special abilities unique to that character. Some might make them stronger against particular kinds of opponents, or adept at getting you out of tough situations. For example, Seni can boost your morale and banish fear effects. Valoris can perform a dance to (cough) distract the enemy party, while Keltra's Pack Alpha power has her jump in front of you, boosting her offense and your defense.
(For the newbie quest, you'll be rolling with a pair of clockwork ratters that Jellica needs to have field-tested. They have broken brains, bad attitudes, and as Jellica puts it: "High-power thrusting drills designed for maximum impact." They just
look like dildos. Yes, she built them herself.)
Your companions automatically make a melee attack each round (though they choose their own targets), so you can use support/defensive powers and still damage the enemy team. Your goal is to take out the enemy leader: if they fall, their two supporters will flee. That said, supporters often come with powerful abilities and it might be in your interest to burn them down first and quickly.
By way of example, one of the early ideas in my new design concept was a summoner who can appear with any two out of four possible elemental spirits in tow. Fire elementals that can unleash heavy damage-over-time effects, water elementals that can heal the enemy team, and so on -- and your strategy might radically change based on the enemy party's composition. In theory, this should keep fights fresh and varied even if you adventure in the same area for a while.
Combat is currently in and functional, to the extent that you can battle a random enemy party from start to finish using basic melee, and I've squashed every bug in sight. I still need to code special weapon attacks and implement/test status effects, but the hardest work is done. Next up on the to-do list is the post-combat wrap-up, from treasure tables to victory/defeat sex scenes.
This is a good time to update you on the development schedule. Originally I was going to wait until I had all the original chapter one content implemented. However, since building the basic framework has been such a huge job and I want to get this game into your hands quicker, I'm splitting that into two parts. The first alpha release will feature the introductory quest: you'll be able to make a character, explore town, and experience an adventure with combat from start to finish. The second alpha release will include the rest of chapter one, including Seni's full recruitment quest, and meeting Valoris and Juniper, plus some new surprises.
(Besides letting you play sooner, your feedback will be a ton of help with the inevitable game-balance tweaking and making sure everything is, you know, fun. Fun is important.) From there we'll launch into a considerably expanded chapter two. All the foundations are falling into place!