https://www.kickstarter.com/projects/in ... ts/1801716
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One of the defining features of the classic Bard's Tale games was the use of exploration-focused songs and spells. This is a feature that will be returning in The Bard's Tale IV. Songs of Exploration and Adventurer's Tools were discussed in an earlier update, and can be thought of as specific puzzle-solving or traversal tools that you'll use when going through the world. This includes usable items you will collect, such as keys, torches, and more, as well as special bardic songs that you can play. The song you're seeing in the video, The Stone Remembers, allows the party to rebuild certain rune-emblazoned pieces of architecture, opening up new paths and routes.
Part of our expanded CNPC system stretch goal for the game comes in the form of our party chatter system. As you explore the world, your characters will banter among themselves, offering personality-filled insights into the events you are seeing. You can also bet some of these will feed into side content, like hidden treasure or secret rooms and puzzles in the depths of our dungeons.
This is what many of you have been waiting to see. We talked about some of our high level ideas in previous updates, specifically with respect to our grid-based system. Now you are seeing it in action. On the game HUD, you can see your party occupying 2 rows of 4 spaces each. Enemies will line up on the opposite grid with the same number of slots. The exact positioning of enemies, as well as your own party, will determine which attacks can land, and which will swing wild past their mark.
Another system you are seeing in place is opportunity. The blue and yellow gems on the HUD represent your party's and your enemy's opportunity. Opportunity is a shared resource that each side has, and it is granted each turn in combat. Unlike some other games where you will be forced to use action points for each character (or skip their turn), opportunity is a bit like a shared action point pool. The flexibility of this system means that party members can set up multi-hit combos, reposition for multiple attacks, or evade danger more effectively.
One thing that is harder to see in the video is our input queuing system. When you take an action in combat, you can begin ordering another party member before the action has played out. Although we intentionally slowed things down for the video to keep it a bit easier to follow, in practice this keeps the flow of combat moving along faster than a traditional turn-based system.
There's a lot more to talk about here, from the way elements like health, mana, and armor interact with each other, how channeling abilities and focus work, the way that temporary status boons can affect a character's functionality, or how positional tactics can let you set up more devastating damage. These open up a lot of subtle possibilities, but we'll save more of those details for future updates.