Sorry for two posts so close together, but I was really happy with how the effects of the Forge UI turned out and wanted to share!

How it works:
- You have 3 levels you can upgrade your weapon’s damage and hit chance, for a total of +3 damage/+15 hit chance.
- Weapons don’t break in this game, so upgrading will cost a lot more.
- A weapon can have between 0-2 refinement slots.
- Refinements add an ability to the weapon, 1 of which can be an “active” ability, at the cost of additional weight.
- You can freely swap refinements between weapons. (I didn’t want to punish people for experimenting)
Weight will work a lot differently as it is influenced by your endurance stat, which can level like any other stat. So later in the game you’ll have more weight to do a full loadout, but you’ll progressively want to be carrying more and more throughout the game. You cannot equip past your max weight.
Curious to know people’s thoughts on this system. It’ll be the main way besides class choice that players will have control over how a unit feels. You can have up to 3 weapons, with the only real restriction being weight. The first refinement shown in the gif is pretty simple: “Sharpened: During the first 5 rounds of combat, this weapon deals +3 damage.”
If you have any cool ideas for refinements I’m all ears! I’ve been brainstorming a couple the past couple of days, but don’t have many set up yet.














