We could add a tooltips here and there, so people would know about our elemental chain.
Sounds good. We may expand this chain post release if we'll decide to add more elements, like space/time.
Also majority of buffs should relate to light, and debuffs to darkness, so damage is not so important.
Tooltips may get faster soon and there are new suggestions on RenPy forums on how to improve the performance even now (I am not gonna go there yet cause it involves recoding and I am going to do that post Alpha anyway.) For explanation of elements, I would prefer an NPC instead of a tooltip. Fight vs Dark vs Light creatures/fighters will be like a slaughter
![Smiley :)](https://www.pinkpetal.org/Smileys/DarkB/smiley.gif)
Whoever get the first blow (highest agility), would have a considerable advantage.
I'm still not sure what to do about poison though.
Forget complex skills for now, poison is fairly useless because most fights end fairly quickly. Also we've done more than enough for the BE for the Alpha release. I want to try and add Critical Hit, make sure Elements run smoothly, add attack skillz and rig items to enable correct skills in the BE and be done with it. The only thing past that and before the Alpha = Adding new spells.
Post Alpha:
- Complex skills (Revive, Charm, Heal, Slow, Haste, Stop, Confuse etc.)
- Rows
- Range
- Dungeon style
- Better AI
- More alignments
- More animation capabilities
- Items in combat
- Complex battle scenarios (Multi stage, conditioned etc)
- More I guess.
If we go to deep into it now, we'll never get anything released, not mentioning that complex systems are very hard to design for and maintain. Unless development team increases in size, we might have to give some of that up in favor of systems like slave-training, events, storyline, quests and gameplay.
All and all, you can call the BE boring all you want, it's still better than SM, OW and WM... and more than acceptable for events/quests where combat is applicable.