Today I will introduce you to several innovations that relate not only to the visual part, but also to the basic combat mechanics.
1. Abilities now visually display damage types.
Physical (If the damage type is not displayed) Sub Dom Fire Ice Feat Blood Silver Poison.
Accordingly, opponents also have resistance to these types of damage, which are quite intuitive.
2. The rarity of dropped items is now displayed in their description. I've been looking for a way to display this for a long time, now you'll see. The use of the item may not be obvious, so the "Red-hot poker" item makes the carrier's attack fiery, which can be effective against certain types of opponents, and absolutely useless for others.
3. A more detailed and obvious description of abilities and a formula for calculating effectiveness.
4. When Lola uses spells of different schools of elements and different gods, you will be presented in more detail the difference in description and effects.
In the example on the 4th image, the spell "Whisper of Death" is used. Without using blood powder, she has a 90% chance of imposing the status "Bewitched I" on the enemy, which will reduce the resistance of blood magic by 20%.
When using 100%, it will cast "Bewitched II", which will lower the resistance of blood magic by 30%.
In red brackets it says the power of the effects of using spells. The effect accumulates, but weakens every day. Lola will let you know when she is already at the limit of her powers and you will see the consequences, both in gameplay and sometimes in dialogues.
5. The alchemy system has also been improved. Now, when cooking potions, not only the number of necessary ingredients is displayed, but also the icon of the final product.
P.S. Thank you. I do everything to make it more pleasant, interesting and easier for you to play the game, even on this damn engine.