- I've implemented some new constraints on character growth and generation to help enforce specialization, help ensure that units work well within their assigned class, and ensure that stat improvements aren't wasted:
- characters can no longer gain points in a resistance upon level-up if their base resistance of that type is already at or above 80%.
- characters no longer gain reflex points upon level-up if their base reflexes are already at or above 1. (The step from 1 to 2 reflexes is significant, and this allow me to reserve that progression for certain front-line melee classes at significant moments, like upon promotion.)
- reflexes can no longer be randomly selected as a growth for generated characters;
- generated characters can no longer randomly receive growths in resistances against elements they're ordinarily weak to, or which oppose their affinity (i.e. no spirits with growths in mental resistance, no pyrokineticists or red spriggats with growths in cold resistance, etc.);
- generated characters can no longer randomly receive growths in stats that do not benefit them (i.e. mentalists getting accuracy growths, or psy healers;
- randomly selected growths are now weighted toward fewer stats and smaller growth probabilities so that character stats more reliably improve in line with the needs of their class. For the same reason, randomly selected growths can no longer get a probability higher than 2.