Full notes
Full Vampirii update
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What changed
- Balance
Vampirii changes
When I began working on Vampirii, my idea was to recreate the experience of a tabletop game where players sit and let the game master lead the narrative with intriguing descriptions, relying on dice rolls only here and there. Believe it or not, the original idea was that even the combat scenes would be entirely narrated. Of course, this didn't happen, and instead, Vampirii settled on a middle ground. Player feedback and experience, however, suggest that narration, or menu-based encounters, do not suffice.
For this reason, to make the game loop in Vampirii more enjoyable and allow players to experience its unique story with all of its branches, the following changes are underway:
Combat Overhaul: Despite all the work that went into the current system, including the secret battles (which of you has fought other vampires in Oswald?), Vampirii's combat will change from being based on menu choices to an interactive one. You will be able to select which opponent to attack, and at the end of the turn, your opponents will fight and fire back. Human opponents will use their fists, knives, rifles, etc., to hurt your blood pool. They will drop loot dynamically, so there will be no more battle recaps.
As a consequence, the combat perks will be changed. One will improve your fang attack, while another will give you a one-time advantage for each encounter. This will lead to changes in balance, but the goal is to keep the game difficulty roughly the same.
Breaking and Entering Overhaul: Similar to the combat overhaul, the breaking and entering portion of feeding will change from being based on menu choices to an interactive one. Outdoor hunting for game, although already fast and rewarding, will receive the same treatment as combat.
When?: This will be ready by mid-April, probably sooner.
Source
Changelog.gg summarizes and formats this update. How we read updates.
