December 28th, 2016
As our only completely unique race, Raknar have a special place in the hearts of the Forged Chaos team. Though we have a specific niche we want them to fill, they have grown beyond simple plug-and-play PvP monsters. We have given them strengths and weaknesses, and opportunities to grow, develop, and even specialize. We’ve added caves to our design to give them an environment to shine, and even given them the ability to create hives to call home.
As 2016 comes to a close, yet more changes come to our giant arachnids. Some of these changes bring a greater depth to them, while others were made in the name of reaching our Early Access goals as quickly as possible.
The biggest change has been the redesign of the spiderlings, and many of the other changes work around it. Originally the design was that raknar could lay an egg in the corpse of their victims. They could then consume the spiderlings that hatch from the eggs to increase their stats. We have the models for the spiderlings, but the work required to animate them all, provide them with basic AI for pathfinding and combat, along with permanence and other issues; well, it was just more work than we were ready to allocate to them.
We aren’t removing spiderlings from the design, let me reassure you of that. Instead, we hope to make them part of the plans for the future raknar hives. We haven’t eliminated evolution either. Raknar will still be able to evolve their abilities and appearance, but instead of tying it to random chance for spiderling color, we’re following the same model for humans and dragons. Raknar will improve their abilities through performing the action! As they improve an ability, it will reflect in their appearance.
Raknar can improve their health, their armor, their sprinting time, their damage output, and eventually their web reserves. Most of the improvements also come with visual changes to the rakar. Damage output is improved by dealing damage to other creatures. As certain thresholds are met, the raknar evolve and their strikers begin to grow sharp serrations. The length of time a raknar can sprint depends on two things, their stamina quantity and the cost of sprinting. The more time a raknar spends sprinting, the less stamina they need to spend to sprint. However, running the raknar into unconsciousness will negatively impact them, locking up their improvement for a short time.
Raknar improve their health by increasing their size. Raknar must maintain high food levels to consume enough nutrients to grow. As they grow, their physical forms increase in size and with that, their HP increases as well. Allowing the raknar to go hungry for too long can reset the progress, requiring even more food to reach the next evolution stage. Armor is improved by eating the corpses of fallen raknar with the same chitin strength or better. Eating softer raknar will only help to keep the raknar full and will not do anything to aid in the evolution of its armor. As a raknar’s chitin becomes stronger, heavy armored plates begin to grow on their legs and abdomen, giving a visual cue to the character’s defense strength.
We haven’t yet finalized how the raknar will improve their webbing and exactly how it will benefit them, but it is on the drawing board at this point.
We’ve kept the ability for raknar to lay eggs, but instead of hatching out spiderlings, the eggs act as respawn points. The eggs can be destroyed by anyone who finds them, just as dragon nests and human bedrolls can, and egg creation is on a long timer. So careful consideration should be made to their placement to keep from respawning in a random location far from familiar territory.
We are currently tossing around many different ideas for the raknar hives. Though hives will not be ready for the initial early access launch, they will be part of the final game and we want them to add another dimension to our monstrous creations. Share your thoughts on these changes and other raknar related topics at http://www.trialsofascension.com/forum/threads/design-discussion-raknar-changes.6014/.