Ultima Ratio Regum is a middle-ground between roguelikes, RPGs and strategy games. It has no fantasy elements and seeks instead to be closer to a realistic history simulator, and a strategy/4x game which just happens to be in ASCII. Combat is rare and deadly - whilst these mechanics are modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them.
Four more of the twelve medieval skill trees - Archery, Stealth, Armor and Survival.
Posted by UltimaRatioRegum on Sep 28th, 2012
Ultima Ratio Regum's medieval era (the first of three, and the only thus far revealed) now has fifth, sixth, seventh and eighth skill trees.
Full version: Media.indiedb.com
White @ – Start of the Tree
Red D – Increased damage (increased damage with Short Weapons in the Stealth Tree)
Green A – Increased accuracy (reduced accuracy loss from wearing armor in Armor Tree)
Pale Blue S – Stat Upgrade (Str/Dex/End/Int/Wil)
White ! – Unlock a Special Attack
Blue ‘+’ – Increased range
Brown B – Bow skill in Archery Tree, Blocking skill in Armor Tree
Orange R – Bow reload speed
Grey C – Crossbow skill
Light-grey C – Crossbow reload speed
Grey U – Increased damage to unaware opponents
Light-green S – Reduced stamina loss from wearing armor in Armor Tree, increased stamina in Survival Tree
Red # – Increased armor effectiveness
Pale orange R – Increased running ability
Blue ‘~’ – Increased swimming ability with armor in Armor Tree, increased swimming ability in Survival tree
Grey ^ – Climbing skill
Green club icon – Skill at climbing natural objects
Brown = – Skill at climbing man-made objects
Orange T – Tracking skill
White/Orange/Grey/Blue % = Skill at tracking in snow, desert, night, and in rain
Orange # – Reduced noise of armor
Blue G – Skill with grappling hooks
Cyan N – Unlocks non-lethal attacks
Light-green P – Skill with poisons
Dark-green V – Increased night vision
Additionally, selected skills now look like this:
I think this variant’s much better in that a) it’s even clearer what is/isn’t unlocked, and b) I think it’s rather more aesthetically pleasing. You will still be told what each skill is when you select it, and I don’t think the loss of the letter is going to make anyone forget about skills they’re already unlocked.
You can read more on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Mondays, Facebook a few times a week, and the Twitter roughly daily. Any thoughts, please leave them in the comments! 0.2.0 is scheduled for release in the next two months, and contains a massive number of fundamental changes to skill trees, character creation, combat, setting (no mythological elements any more) and other things I'll be adding here in the coming weeks...