Text Wall incoming:
Spoiler
Do not be fooled by the fairly standard, if complex, gameplay - this game has a lot of decisions that significantly affect the outcome of the game. From character customization to dialogue trees,
every decision matters.
Thanks to Yanfly's Class Change Core, each character has access to at least four classes out of a great many. Which classes are available to which characters determines their specialties. You may take up to two classes at once: a main class for stats, skillset, equipment proficiencies, and up to a single perk; and a subclass exclusively for skillset expansion.
Abilities are separated into four categories:
- Active abilities are the attacks and spells you will be using in combat, and always require a turn to use.
- Passive abilities are perks that always apply to your characters.
- Reaction abilities are perks that situationally apply to your characters. The most common condition, or trigger, is low HP.
- Guard abilities are abilities that replace the character's Guard command. These are risky to learn, as they may or may not retain the Guard's damage mitigation aspect.
To learn a new ability in a given class, you must have the required amount of Class Points, or CP, in that class to spend on that ability. Expect to be grinding for CP a lot in this game, as you're not guaranteed to get enough CP per battle to learn much worthwhile in any reasonable time span.
Battles take place in an alternate screen. Many players are already intimately familiar with this battle layout. Yanfly's Active Time Battle System provides a clear indication of how fast the battles would go in real time, while still giving the player the time he or she needs to make strategic desicions.
Your party members are key to your protagonist's survival. As such, I've implemented Yanfly's Party System and Actor Party Switch plugins. While the protagonist can't switch out mid-fight, everyone else can. Feel free to use this feature to create advantages for yourself. You'll need every bit of it.
Thanks to Yanfly's Row Formation plugin, there are two rows in combat. In the front line you have full range of attacking, but are also very vulnerable to melee-range attacks from your enemies. In the back line, you can't use anything melee-range at all, but you also can't be targeted by your enemies' melee-range attacks. You can switch between these rows without consuming your turn, but once you've switched rows, you can't switch back until you've
actually used your turn.
Speaking of turns, you will also have Casting Time to worry about, since this is Yanfly's ATB I'm using. For the most part, your physical attacks will only have one tick of CT. Your magic isn't so lucky, as even the fast spells can be outpaced by a basic physical attack.
Thanks to Yanfly's Damage Core and Armor Scaling plugins, the defensive stats will not matter as much in the early game. Expect that to gradually change over the course of the gameplay. As an additional point, the LUK stat now affects accuracy, evasion, and critical hits, rather than status infliction - go nuts with that.
While the battle system is fairly standard, experience is given out to everyone regardless of whether they're alive or dead. To compensate, you won't gain EXP from anything except boss battles. To compensate for
that, everything except most bosses gives out CP.
Beyond that, the game has a great many references to Final Fantasy, Etrian Odyssey, and others. Most of these are obvious, but a few are more obscure. See what all you can find!