Devlog# 4: Big Progress on Equipment, Arena Systems, and Combat Depth!


It’s been a busy week for Chains on Sand! I’ve been knocking out systems fast — and this devlog is here to highlight all the cool stuff I’ve added or overhauled:

Combat Enhancements: New Stances and Maneuvers

  • Implemented Combat Stances:

    • Offensive: +1 Damage, -2 to Active Defense

    • Defensive: -2 Damage, +1 to Active Defense

    • Neutral: No modifiers

  • Stance changes now cost 1 attack and influence which maneuvers you can use.

  • Move and Attack maneuver added: full movement + 1 attack at -4 to hit (costs 1 SP).

  • Removed placeholder actions like Shield Bash and Aimed Attack

  • Stances determine which maneuves can be taken..

Consumables & Potions

  • Added support for combat consumables, including potions with buffs that last until the end of the battle.

  • New effects include temporary bonuses to HP, Passive Defense, and Stats.

  • You can equip and use potions in battle — full UI/UX pass coming later.

Item Drop & Pickup System in the Arena

  • Weapons can now drop on the ground when thrown, disarmed, or lost due to crippling.

  • Items persist on the map and can be picked up by characters with at least one free hand.

  • Fully working system with visual icons and item recovery mechanics.

Armor & Equipment Expansion

  • Added many new armor sets, each with 5 quality tiers (Crude to Masterwork).

  • Armors now support multi-slot coverage (e.g. hauberks cover torso, vitals, groin).

Rarity and Loot Progression for NPCs

  • Introduced item rarity categories:

    • Common, Uncommon, Rare, Very Rare, Legendary, Unique

  • Enemies now roll rarity chances when buying gear

  • Prevents early-game enemies from abusing cheap but powerful gear like Crude Plate.

Upcoming Systems (Next Steps)

I'm currently planning to tackle:

  • Post-fight crowd reactions and player mercy decisions

  • Retiring and saving legendary player characters

  • Special named enemies with unique loot and appearances

  • Full implementation of the enemy AI combat behavior system

Thanks for following the development!
If you want to support the project or give feedback, feel free to message me or follow the itch.io page.

Chains will clatter.
Blood will spill.
Glory awaits.

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