Skill System
The current skill system is very lacking due to classes not being meaningful and poorly implemented and due to the choices in the class skill tree not being meaningful.
To make for a more engaging experience with the skill system we will implement the following changes:
- Every few levels skills a few skills will be picked by the character from a semi-randomized pool, keeping in mind the skill type.
- Skills will be distributed to types such as attacking skills, sword skills, passives etc.
- Skills will not be class locked.
- Skill books will be removed.
These changes will achieve the following requirements:
- [V] players are able to adjust their skill tree to given circumstances.
- [V] Replayability of the game is highly increased.
- [V] Players are given meaningful choices.
- [V] Vast amount of potential builds.
- [V] Every character is unique.
Additional tracked descendants
The native child list retains the existing skill-system tasks. These deeper follow-ups are also recorded on their respective parents and children:
-
#8 — skill-choice menu
- #10 (closed) — skill icons and hover descriptions; also a native child of #7.
-
#42 — classless skill use by a Beginner
- idanc/mapplestrudel-client#1 — end-to-end client skill support.
This GitLab version rejects nested task parents; the deeper relationships above are explicit tracking links rather than native parent-child edges.