AI, Party Control and Abilities
Ready for an update? :D
This time we'll be taking a look at team control as well as the game's ability system. At the end there'll be a link to vote on what we should cover next, so don't forget to click it!
Controlling your agents
In Witchmarsh the recommended party size is four, and characters not under the player's control are handled by intelligent friendly AI. Jump between your team by using the number keys, and move them around with A, S and D.
Note: We're still looking into the possibility of controller support, console ports and local co-op. We'll let you know if we reach any conclusions.
In combat, the friendly AI attacks nearby and hostile enemies automatically. Allies can be told to focus on specific targets with a few clicks of the radial command menu. Please note that we're still tinkering with the menu's design, so it has been hidden in the above demonstration.
Group commands are also in the pipeline, with orders such as all-out defense, and retreat to safety.
As investigators level up they acquire a number of Ability and Attribute Points. These can be spent in five different categories, and your choice will directly influence how each character plays.
Frozen Ground (above) requires 12 Ability Points in Water, and 15 Attribute Points in Craft before it can be unlocked. As its governed by Spirit and Craft, investigators of these attributes will learn the ability earlier than others.
Spend Ability Points in...
- Force (Combat/Earth/Telekinesis)
Spend Attribute Points in...
Exception: The Technician does not learn abilities: instead she creates a variety of useful and potentially eye-removing gadgets using science.
Here's another one. It requires points in Might and Fire, so it's perfect for a Brawler or Spellcaster hybrid build.
We're aiming for a total of 50 abilities, with more being added at the following stretch goal amounts: £90k - 60. £130k - 70. 175k - 80. It's important to note that this isn't a case of us cramming in content for the sake of the stretch goals. The Witchmarsh Spellbook was designed with 70-80 abilities in mind, but they take a great deal of time to design, code and balance.
We hope you've enjoyed the update. You can decide what we'll cover next via this poll - take a moment and vote, won't you?
The Witchmarsh Team