I should probably explain the class system [and also some other stuff I got done this past month]False Skies has a bit of an complex class system, but not in the way that a lot of other games go about theirs. There's no skill points or trees to worry about. Instead... well, let's just go through what's involved:
You start out by picking from one of eight [well, four before a certain point] classes. Each class has their own stat growths, equipment proficiencies, special/free attack, and skills to learn, but with a few
obnoxious exceptions, a character in one class will have the same skills and roughly the same gained stats as any other character in that class.
Upon reaching a certain level threshold, a character can change classes into a class of a higher tier, with no restrictions on what class in that tier you choose. You can turn a more ATK-oriented class into a SKL-based or support class, and if you want to go that route I won't be stopping you.
The trick here is that all your prior stats and skills come along with you upon that change. In some cases, sure, that's irrelevant - a skill that's outmatched by stuff you learn later on isn't necessarily useful. But for utility skills, or skills that scale well, the ability to keep them around is very useful indeed.
You can class change up to three times, up to a total of four classes dabbled in through the game. Some of the higher-tier ones give highly situational and/or abusable skills to play with.
[For reference, each class gets a two-letter abbreviation. The classes this guy has are the follows:
SM: Samurai [gains Stances, which attack an enemy for elemental/physical damage, then sets the player's stats to certain percentages of their base values, ignoring any prior stat changes.]
LI: Light Infantry [The classic 'HP is a resource' class, which gets cheaper or more powerful skills that have the drawback of dealing recoil or taking off a percentage of their max HP... as well as a skill that deals damage based on HP lost].
GE: Generalist [a special class reserved for the first character you make; they get a mish-mash of skills, and the ability to equip anything with no changes to their stated stats boosts.]
But, of course, it's not quite as simple as changing classes as soon as you hit the required level.
There's a few Tier 2 classes available to choose from once the option to class change becomes available, but you'll have to find the class data for most yourself. Some are easier to find than others, and some are pretty well-hidden indeed, but don't let that discourage you from looking around the place for them.
__________________________
Anyway, that other stuff:
I finally swapped out the intro I was using for the demos for a less placeholdery one. It'll probably need a bit of tweaking, but it gives some context to the game and that's good enough for me right now.
The boss of those gardens I showed in the last update is a mirror match, of sorts. The specific ones that appear are set and stay the same after your first encounter with them, but don't go in with a single party member and expect only a single enemy in return: there's always going to be four enemies to deal with, and the enemy party will fill out in the event of a smaller player party or classes that'd result in repeats for the enemy team.
The mines dungeon has a very large funicular to shuttle you between the various floors. There's not *too* much to it, just that it's neat.
__________________________
I still need to get the events for the mines dungeon done, as well as a good chunk of other smaller things done, but everything's still progressing nicely. Next time I'll probably talk about the last dungeon before the point of no return.