I'm very excited to see the prospects of custom abilities/classes. I also love the elemental kingdoms trope and am curious to see how yours plays out. Curious, how would you manage elemental magic that isn't "damage typed" in the engine- TT supports fire, light, dark, cold, mental and 3 physicals. Would you repurpose blunt and piecing into new magic types?
Excellent question Kletian999. Currently the modding engine will let me give any element name to a skill, but if it doesn't exist, like "Lightning", then it won't have any effect on a character's resistances, damage, etc. If Craig does have in mind implementing the ability to add custom elements that actually work, or he already has and I haven't noticed, then that is the route I will take.
However, if not, then I probably will not end up using/repurposing TT damage types, but instead implementing some sort of generic element cycle that will apply to every character. Think of Pokemon, and how Fire type attacks are always super effective against Grass type Pokemon. This system will still give the player the ability to plan their strategy around who can resist certain enemy attacks better and who can damage the enemy more, which I like a lot about the TT play style.