Full notes
Full Irsen update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- Gameplay
Irsen changes
Steam post image Hello everyone.
Today I would like to talk about the character origin system that will be added in the next version, 0.48. In IRSEN, the character does not have a class or any fixed development tree. The character’s current attributes depend on the genes being used and the gene chains assembled on the Gene Map. However, for every new run, I added a basic role. It serves as the starting point from which the character begins to develop.
What Is an Origin.
A character’s origin primarily determines their starting gene chains. I have currently created six origin sets:
Regenerator - combat recovery
Bastion - defense through psionic shields
Toxicant - poison effects
Ravager - physical damage
Hemophage - bleeding and healing through damage dealt
Neuropath - psionic abilities
Each origin has several gene chains already assembled on the Gene Map at the beginning of the run. Each character also starts with one unlocked skill property that supports their initial playstyle. For example, if the player selects the Ravager, the Gene Map immediately contains chains that unlock Battle Focus and Onslaught. One of the starting genes also has the Heavy Strike property, which modifies Onslaught.
However, origins differ not only through their starting genes. Each one has a set of positive and negative traits that affect the playstyle throughout the entire run.
These traits may change the number of open or locked inventory slots, the number of attempts available for extracting genes after combat, the amount of charge added to the Processing Station for progression to the next floor, the chance of receiving a negative perk during gene synthesis, or the success chance of gene extraction after combat.
Classes and Origins.
When introducing origins, I wanted them to work differently from traditional character classes. In most RPGs, a class is selected at the beginning or defined during progression. It limits the available abilities and the character’s development direction, and usually cannot be changed. Origins also affect the character’s starting abilities and properties. However, in IRSEN, all of these are determined by genes, which can be rearranged and assembled into new chains immediately after the first battle. At any moment, the character can gain any skill or property, including those used by other origins at the beginning of the run.
A Regenerator may eventually begin healing through damage dealt, while a Neuropath may switch to physical damage as the run progresses. The initial direction is defined at the start, but the origin’s traits and its influence on non-combat systems remain active until the end of the run. In the demo version, two out of six origins are available: Bastion and Neuropath.
Bastion.
Bastion begins with gene chains that unlock Crushing Strike and Protective Field. It also receives the starting property Fortifying Strike, which grants an additional Fortify effect based on the damage dealt by Crushing Strike. The starting genes provide Health and Stamina, strengthen Fortify, and increase defense against physical and psionic attacks.
Bastion’s traits include additional open inventory slots, allowing the player to carry more genes, but fewer biospecimen slots, a reduced chance of receiving a negative perk during gene fusion, and weaker Processing Station charge gain.
By the end of the run, Bastion is expected to accumulate fewer negative perks and focus more actively on collecting and developing stronger genes. However, because of the reduced effectiveness of biospecimen use, the character may accumulate more mutations.
Neuropath.
Neuropath begins with gene chains that unlock Ice Wave and Neural Suppression. It also receives the starting property Cerebral Drain, which allows the character to heal from the damage dealt by Neural Suppression. The starting genes provide Stamina, improve direct healing, and increase Psionic Power.
Neuropath’s traits include reduced inventory capacity, but a higher chance of successfully extracting genes from enemies, as well as a reduced chance of receiving negative perks. This character will also receive Defective genes from enemies less often.
By the end of the run, Neuropath is expected to obtain more genes, and those genes will generally have more advanced alleles. However, because of the reduced inventory capacity, the player will need to consume genes more often or perform gene fusion more actively.
In future devblogs, I will also cover the remaining origins. However, I expect to continue adjusting them based on the results of the demo version. I may add more differences between origins or introduce an additional starting perk for each one, giving them a stronger influence on the character’s combat style.
Source
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