FR EN DE ES IT PT
As previously mentioned in community letter #4, the Osamodas class redesign will be here in September. The biggest change resulting from this redesign is that you’ll now have the option of merging with your summons, but that’s far from being the only improvement!

We decided to go through with the Osamodas redesign for several reasons:
 
  • Summons were only of limited use in group situations. They didn’t survive long enough to be useful.
  • The Osamodas’ offensive panel was very weak, in particular for Earth and Water (1 spell each).
  • The Boost-spell-based offensive panel was very repetitive.
  • The summons’ artificial intelligence sometimes made their actions unpredictable.
As such, we’ve tried to improve on all these points, while adding some new concepts to the Osamodas’ repertoire without distorting the playstyle of the class which continues to rely primarily on summons, spells that use these summons and support spells.

More predictable summons

Therefore, the main change is the separation of summons into three families, each of which has 2 summons.
 
  • Gobballs are represented by the Gobball and Black Gobball.
    • The Gobball hasn’t changed very much. It still applies the Gravity state every other turn and tries to block its enemies.
    • The Black Gobball behaves the same way but it removes Dodge.
  • Tofus are represented by the Black Tofu and Podgy Tofu.
    • The Black Tofu operates in the same way as the “classic” Tofu, but it deducts Lock and gains Agility with each attack.
    • The Podgy Tofu pushes away enemies.
  • The Wyrmlings are represented by the Red Wyrmling and the Black Wyrmling.
    • The Red Wyrmling now removes one turn of enchantment with each attack and no longer has the “Terrifying Cry” spell.
    • The Black Wyrmling heals allies near targeted enemies.

This means that the Boar, Prespic, Crackler and Bwork Magus can now no longer be summoned and are replaced by 3 new summons (some of which take over their role). In doing so, we wanted to better represent the role of the summons, depending on their family. Gobballs are tougher, but less mobile. Tofus are very mobile, but not so tough. Wyrmlings attack from a distance and in a line.
 
The army is complete!
Now each summons only has one spell, although this doesn’t remove any of their abilities (for example, the Gobball still applies the Gravity state, the Wyrmling removes enchantments). We were hoping, in this way, that it will be easier to anticipate their actions by limiting the number of different actions that be carried out during the same game turn.

Additionally, each summons family is linked to an elemental path and has synergies with this path. And, amongst other things, these synergies offer the option of merging with a summons!

Fusion

In practice, this means selecting a summons with the new “Animal Link” spell. It is then killed and the Osamodas takes on the form of the targeted summons (obviously, this only works with Tofus, Gobballs and Wyrmlings).

This new form doesn’t just give bonuses to the Osamodas, but to all their summons too. Here are the details:
 
  • Tofu: gains Mobility, linked to the Air element
    • All Tofus gain a part of the caster’s Agility and Air damages.
    • Both the caster and their summons gain MP.
    • Additionally, the caster gains Dodge but loses Vitality.
  • Gobball: Resistance gains, linked to the Earth element
    • All Gobballs gain part of the caster’s Strength, Earth damages and Neutral damages.
    • Both the caster and their summons reduce damages suffered.
    • The caster gains more Lock but loses 1 MP.
  • Wyrmling: Heal and AP bonus, linked to the Fire element
    • All Wyrmlings gain a part of the caster’s Intelligence, Fire damages and Heals.
    • Both the caster and their summons gain AP.
    • Furthermore, the caster gains a heal bonus but loses Power.

There are no restrictions to an Osamodas merging with a summons, except that it must be killed and they can, at any time, break the fusion by casting the spell on themselves.
This new skill gives the Osamodas the option of transferring some of their characteristics to certain summons, which should make non-vitality based Osamodas builds more viable. But this can also give their summons an AP, MP or Vitality boost depending on the situation.

New ways of interacting with their summons

Speaking of improvements, we have reviewed the spells that give allies a boost to integrate them into the Osamodas’s different elementary paths. These spells now inflict damages if they are cast on an enemy, whereas they improve certain characteristics if they are cast on an ally.

We have, however, only kept AP, MP and Vitality improvements. Damage improvements are now passed on via fusion, so they are more effective and potentially apply to more summons, but they require the Osamodas to invest characteristics points to inflict more damages.

And, with regards to Toad, that reduced a set amount of damages suffered, this is an armor and protection mechanism that doesn’t really correspond with the role of Osamodas, who is not supposed to be a protector (as may be the case for a Feca). As a result, we didn’t want to reintegrate this spell, but, on the other hand, we improved the summons’ Vitality across the board and added certain spells that partially compensate for this loss.

The Osamodas can use these spells to interact directly with their summons.
 
  • One of them, and probably the most important one, is the “Symbiosa” spell which can be used to take control of a summons for 1 turn. It can be cast on any allied summons, and, at the start of its turn, you will play in its place. You can then move it wherever you want it to go and use whichever spells you like! What’s more, if the spell is cast on a Gobball, a Wyrmling or a Tofu, they gain an additional spell while this spell is active:
    • The Gobball can attract a target.
    • The Tofu can change places with an ally.
    • The Wyrmling can heal an ally.

This means that, from time to time, you can completely control a summons’s actions to produce specific effects that it would not be possible to delegate risk-free to an artificial intelligence (in particular with regards to attraction or changing places).
 
  • In addition to this spell, the Osamodas now has the option of making a summons under their control invulnerable for 1 turn, but the latter will die at the start of their next game turn. Used in combination with a Locker Gobball, for example, this can be used to block an opponent for 1 extra turn.
  • The Osamodas has the option of considerably (but temporarily) improving the summons’s AP, MP, Vitality and damages. This turns it into a kind of super-summons, simply by casting a single spell. This will, however, be a costly spell to cast and it has a high recasting time.
  • They also have 3 spells that they can use to sacrifice a summons:
    • One switches place with the summons (that is then killed), dealing Air damages around the caster, as well as around the target. This therefore allows them to escape from dangerous situations for the cost of one summons and a few AP.
    • Another heals in the area around the sacrificed summons.
    • And the last one allows them to recover part of the AP cost of the targeted summons.

The Osamodas can use these spells to get the best out of the summons in as many situations as possible. And, in the event that they cannot or are no longer able to help, there is always the option of using them as a resource to generate heals, AP or to move around.

Richer elementary paths

Finally, we have reworked the elementary paths to make them richer and have replaced Water by Air so that the 3 paths correspond with the 3 summons families.
Here’s a quick recap:
 
  • The Air path is linked to Tofus, this is the path that concerns mobility and Dodge.
    • For one of the spells, the more Tofus there are on the map, the more damages will be inflicted.
  • The Earth path is linked to Gobballs. This path concerns Vitality and Lock.
    • This is the path the includes the “Crackler Punch”, which has been modified to reduce the enemies’ power in its area of affect.
  • The Fire path is linked to the Wyrmlings. This path is heals-based.
    • It notably includes a spell that generates heals each time a Wyrmling attacks the target.

These modifications mean a lot of changes you need to familiarize yourself with and new ways of playing for you to discover. But we have the feeling that they were necessary to bring the class up to the same level as the others in terms of richness, diversity and efficiency.

A Magical Orb will be sent to all accounts with an Osamodas character that is above level 50 and was created before this Devblog article was published.
Category: Game design