Mechanics Mondays #3

We have begun the latter half of the campaign!
You’ve cleared stretch goals, seen great new art, more music, and cool collaborations.
But we aren’t finished yet! With only over 10 days left and your help we’ll see how far we can go together!

Campaign Updates

Stretch Goals

Over the weekend you’ve managed to complete a stretch goal for each title.
Now we are really getting into some interesting goals.
We hope we can get to that next combo goal as well!

Player’s Notes(CLEARED!)

We will implement a mode where you can check the things you’ve encountered during your adventure.
Each record will be different for each player, so it will become a great memorial for your personal adventure.

Vehicle Racing Time Attack(130,000,000 yen)/[Approx. $906,000]

We will implement a mini-game where players can use the in-game car or airship to race on the World Map to compete for the fastest times on a course.
By beating certain times, you get a reward. And by getting higher rankings, you get special rewards as well.

Additional Languages 1(132,500,000 yen)/[Approx $926,000]

We will add support for languages beyond the initial English and Japanese support so that players from other countries can enjoy the game.
This time, we’re adding Chinese and Korean support.

HINT:Belongs in a Museum (????yen)

Until we find out what it is, guess what the upgrade will be.

Community Game

Unfortunately, you missed your Twitter and Youtube goals last week so those will remain for this week.
Some backers choose one game or the other but ideally we’d all come together and work to defeat these monsters as one JRPG loving community!
Remember there are combo rewards for getting as many points as possible so it benefits both communities to work towards clear as many goals as possible!

OK…We’re starting to fight boss level monsters now.
That means higher HP, which means you’ll need to clear more goals.
You’ve done a great job so far, but this will take everything you’ve got as a collective community.
Oh no…we forgot to save! (The golden rule of JRPGs!!) So no resets!
We only have this one shot to defeat these monsters!

MERCH FAQ

Foreword

Fitting two projects into one campaign presents a wide variety of challenges.
Separating the financials, providing enough margin for what are often low-lot production costs versus needing some margin to be able to put into the game development and trying to provide as many options as possible.
We know it’s confusing and are trying to course correct where we can, but some things are out of our hands and we ask for your patience.

Content Updates

Thanks to all of your generous support, we’ve managed to achieve many stretch goals.
We’re now well on our way to being able to implement many systems we were unsure of at the beginning of the campaign.
You have our deepest thanks.
During last Mechanics Monday, we explained the basic systems behind the battles of Armed Fantasia.
Now we’re going to go into some new information that will give battles more depth.

The Three Skill Types You Gain From Equipping An ARM

The Three Skill Types You Gain From Equipping An ARM

When a character equips an ARM, they gain access to the following types of skills.

  1. Command Skills – Active skills that the player can select during battle.
  2. Reaction Skills – Passive skills that automatically activate under specific circumstances.
  3. Support Skills – Passive skills that increase a character’s stats and make them more powerful.

The Role Change System

Each character can use one of the six ARM types.
Each type sets a character into a Role, which ups their stats and changes what types of skills they can use.
For example:

Gun ARMs put characters in a Role that takes actions quickly and can attack multiple enemies.

Spear ARMs put characters in a Role that boasts high attack, high defense, and the ability to take lots of physical damage.

Staff ARMs put characters in a Role that allows them to attack enemies with elemental magic.

Being able to change Roles by switching the ARM a character has equipped is the Role Change System.
By changing the type of ARM a character has equipped, you have them gain the abilities of that Role and completely change the way they fight in battles.

If you’re having trouble defeating a particularly difficult foe, you can change Roles based on their characteristics or the skills your characters have to beat them with ease.
You can also just have fun adventuring by having characters use whichever ARM you’d like them to.

When you start out, characters can only equip the ARM type they’re used to using.
But when you reach Level 30, you can give them another ARM type to choose from.
Then, every 10 levels you can add another ARM type to that character’s arsenal.
What order you have them gain new ARM types is up to you.

As characters gain levels, they’ll be able to use more ARM types.
And we’re about to introduce another system called Cross-Linking that will give you even more strategic options in battle.
Each player will be able to strengthen their characters however they want to, leading to completely different experiences.
We hope that will make it fun to see the choices that other players make during their playthroughs.

Cross-Linking

Only three characters can participate in battle at once.
So once you get 4 or more characters you’ll have the front row (the ones who actively participate in battle) and back row (who provide support but don’t show up on the battlefield).
You can partner up one character from the front row and one from the back row.
This is called a Cross-Link.

These are the three effects that Cross-Linking will have.

1. Swapping from Front Row to Back Row

You can switch places with your Cross-Link partner when selecting commands during battle.
Characters in the back row recover HP every turn.
So if a character is Cross-Linked and in danger, simply swap them to the back row and give them a chance to recover.

2. Reaction Skill Activation

Supporters in the back row can act with their partners in the front row using Reaction Skills.
Reaction Skills activate based on the requirements of each skill, allowing partners in the back row to do follow-up attacks.
These follow-up attacks can be combined with Order Chains.
So if you play your cards right, you can wind up doing tons of extra damage to your foes!

3. Sharing Support Skills

Cross-Linked partners shared their Support Skills with one another.
For example, if someone in the back row has an “Attack Up” Support Skill, their front row partner will gain the effects of that skill.

So if you’re using the Role Change system to have both partners use the same ARM type, what happens when they share their Support Skills?
Well, that “Attack Up” skill would be added twice for an even bigger attack boost!
So you can see with Cross Links, even the Role of your back row partner is important.
So that’ll make the ARMs you select during Role Changes even more enchanting and fun!

Field Test Video

We just got another in-development video from Nishimura-san at bee tribe.
This one features a new location, a forest that Alicia is searching through.
We’ve also got some enemies on the field.

Just like last time, the terrain and actions are all part of a test environment, and swaying objects on characters and shaders aren’t included.
The lighting is also temporary, but will be different from the previously released video.
Please enjoy.

※Work in progress. Final content may change.

That’s it for this Mechanics Monday, but you won’t believe the huuuuge character reveals coming on Wednesday!
No stops on this train!
See you then!