VELDENA Devlog #4: Even More Plugins, Custom Plugins, and Introduction to New Skill Checks and Talents
November 7, 2025





ChoiceHelpFix plugin by DreamX, edited by Caethyril and LargeChoiceHime plugin by Hime
Another thing that I added are backgrounds that the player can choose. Each background grants something like a bonus.
Upon writing this though, I do not yet know what (keep on reading below, I figured out what I wanted the backgrounds to do).
Chooseable Backgrounds:
- Shut-In Scholar
- Ranch Apprentice
- Medic Assistant
- Street Merchant
- Hauler
- Martial Artist Apprentice
- Pickpocketer
- Scam Artist
- Military Upbringing
- Blacksmith Apprentice
November 11, 2025
Because of the introduction of new attributes to check for skill checks, I was very unsatisfied with the default status screen.
I already have experience in modifying existing plugins to fit my needs, but actually creating one is harder than I thought.

The CustomsAttribute plugin shows a new "Characteristics" screen and menu where default stats and the newly introduced Attributes and Knowledge are able to view here.


This same plugin also does the math to set the variable for the Attributes.
How it calculates Attributes:
- Strength = [player's atk / 10] (rounded down) + bonus STR points
- Agility = [player's speed / 10] (rounded down) + bonus AGI points
- Fellowship = [player's wisdom / 10] (rounded down) + bonus FEL points
- Medicare = [player's defense + player's m.defense] / 20 (rounded down) + bonus MED points
I renamed the default stat Agility to Speed and Luck to Wisdom.
For this game, Bonus Attribute points are earned via Talents. I may decide to have items and equiptment cause such points as well.
We also have Knowledges which consists of Arcane (lorewise, Arcane will just be the study of Mana), Agriculture, Animals, Commerce, Machines, Religion, and History.
Attributes and Knowledge will have a crucial role in the game. There will be events that requires a Difficulty Check (DC) to achieve a different or preferable outcome.
There will also be locked or hidden choices that can only be unlocked if the player has enough Points in a specific Attribute or Knowledge. Alternatively the Player can beat the Difficulty Check (DC) automatically if he has the Talent for it.
November 23, 2025






Here I introduced the Talent System. Basically every 4th, 8th. 12th. 16th, 20th level, the player gains 1 TalentPoint and 1 ClassSpecificTalentPoint.
Talent Points can be used to gain a general talent (all classes can gain). While Class Specific Talent Points can be used to gain talents that is only available on a specific class.
There is a special exemption of this rule however, every 1st level will gain the player 2 TalentPoints and 1 ClassSpecificTalentPoint.
In case for those who are not aware, I plan to have the player and NPC's be able to Class up once they reach the max lvl of 20.
I plan to have them be able to Class up at least 3x. And have separate system for the player's Mystic Abilities (which will basically what differentiates the plater with everyone else).
November 29, 2025
Near the end of the month, I've just been creating new and remaking existing dialogue, as well as creating the new skills and states that I have thought of for the Talents.
Novermber 30 , 2026
The Tactical System plugin by arleq1n sadly does not have a AoE function. Decided to move on from the plugin and found this in the steam page.

There is already an officer tactical battle system 😑. FFS. Anyway. I'm gonna spend the whole day replacing the logic of my events to better fit this new tactical battle system.
Final Words
It is unlikely that I will be able to complete the prologue/demo of this game within the year. My target will be before the end of March next year in 2026.
Also the new characteristics and knowledge attributes was inspired by the Warhammer 40k: Rogue Trader game.
Copyright ©2025 by Marshall Vulta

Comments ()