Eyes in the dark, and a new skills screen
- Skill icons, painted. Every skill has a proper glyph:
- Attack: crossed swords. Strength: a clenched fist. Defence: a heater shield. Vitality: a heart with a pulse.
- Stamina: a swept wing. Archery: a drawn bow. Shooting: a musket's flash. Magic: an orb in a rune circle. Fishing: a fish on the hook.
- Medallions that show your rank. The glyph sits on a field of the skill's colour, in a frame for your rank in it:
- Novice iron, Apprentice bronze, Adept silver;
- Veteran gold with four points, Expert gold set with gems;
- Master radiant gold, eight gems, a halo that breathes and a light turning round the rim.
- Extras: a ring round the field fills toward the next level, and the level sits on a plaque beneath. Small badges (XP drops, character select) drop the ornaments and enlarge the glyph.
- The skills panel (K), rebuilt:
- Grouping: skills sit in groups (Combat, Ranged & Arcane, The Wilds).
- Header: a total-level medallion ringed with your share of the 450 there are, your deepest depth, and the skill closest to a new rank ("Stamina becomes Apprentice at level 10: 1,644 XP to go").
- Each card shows:
- the medallion and a rank pill;
- a notched XP bar, your XP and how much is still to go;
- what the skill gives you now, and in a smaller line what the next level gives;
- the six ranks as diamonds, with the next one named.
- Hover a card to see how the skill is trained.
- The XP tracker has the medallion, its ring filling as you earn and flashing on a level-up, with the new notched bar.
- The level-up banner:
- a spark burst as it lands, then the medallion popping in and flashing;
- LEVEL UP over it, and the skill and level under it in big letters;
- on every tenth level the new rank and its new frame;
- what the skill gives you now.
- Elsewhere: the character select, the main menu's character plate and the run results show the new medallions with their rank frames. The run results also ring each one with its progress.
- Screenshots: gives the panel, XP drops, a level-up, a new rank, and every medallion at every rank.
- Every enemy has glowing eyes, so each can be picked out in the dark:
- Skeletons: pale blue, deep in the sockets. The Bone Archer green, the Pyre Skeleton orange, the Hexbone violet, the Skeleton Knight red under its helm, the Ghoul sickly yellow, the Wraith cold white.
- Zombies: red.
- Goblins: orange.
- Wendigos: white points, icy blue in a Pale Wendigo, red in an Elder.
- Drakes: amber slits on the sides of the head, burning orange in the elders.
- Guardians and the Bone Warden: each in its own colour.
- Spiders and Mimics keep their own.
- How they work:
- Placement: the eyes are worked out from each model's own head, pushed onto the face (sunk into a skull's sockets) and riding on the head joint, so they follow every turn of it.
- Glow: they are unshaded and brighter than white, so they bloom.
- At range: past about 7 m each eye grows with distance, holding its size on screen (up to 4×), so a pair of eyes reads from across a dark room.
- Tells: they flare as an enemy winds up an attack (more for an unblockable one), and go out when it dies.
- Goblins glow green: their hides now glow in the dark, and their own eyes burn orange, with a glow over each so they still read far off. The Cutthroat (it was blood red) and the Brute are green now too: darker and olive.
- Cost: one small mesh per enemy, shared by every enemy of a look, and hidden past 70 m.
- Screenshots: gives a dark lineup of every enemy and a close-up of each head (env
EYES_ONLY,EYES_AMBIENT,EYES_SIDE).
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.