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Progress Report

Version 0.1.2e

Took a short break... >.> been playin bitburner and it distracted the hell out of me.

Agility(SPD) now affects hit rolls. This allows higher than 20 on hit rolls, Heavy weapons/armor will lower your agility.

Added a number of weapons and armor.
Starting armor removed, you just start with clothes and your class weapon.

Highly recommend to get the NPC party member in the tavern if you play as Priest or Sage.

Progress Report

Version 0.1.2d

- Changed map transitions to be player touch rather than action button.
- Added a Crystal Ball to the 'home' that takes in slime for 'charges' to heal faster than sleeping in bed. Cheaper than the Inn but Inn is more centralized to Endless Field and Arena.
- Generally lowered prices on everything except items. T2 armor is roughly 1 set of 10 slimes in value, T3 is roughly 2-3 sets of 10 slimes.

just a couple changes based on user feedback.

Progress Report

Battle System hmms

Attack bonuses are planned. This would allow AC over 20, currently if you had 21 AC you would be impossible to hit with physical attacks.

So theoretically an 18 Dexterity modifier is +4,
so a warrior class with:
  • Full-Plate(+8)

  • Leather Gloves(+1)

  • Leather Cap(+1)

  • Tower Shield(+4)

and 18 dex would have AC=5+(14)+4=23 ( 20 is current max hit roll >.> )
A fully kitted warrior with 18 dex is literally impossible to hit with physical attacks, in fact you wouldn't even need 18 dex fully kitted.

hmmm I think the only logical solution at this phase is adding a hit bonus system similar to dnds. I suppose I could set full plate back to 15000 silver tho >.>

Progress Report

Version 0.1.2c

Notes: - Nothing is set in stone this is just adding stuff in for now, if you have suggestions please let me know!

- New Party Member you choose their Class and roll for Attributes! (Inn)
- Skills up to level 10 for all classes (order and effects may change)
- Antidote and Eyedrops for Poison/Blind cures
- T2 class weapons price dropped (50 silver ish)
- T3 class weapons added (100 silver ish)
- Armor prices generally lowered (a lot for top end)
- Several new magic tomes for priest/sage classes
- New holy symbol upgrade for priest
- New robe upgrades for sage

Still working on balancing stuff. The new NPC should greatly aid in the early game grind (like significantly). If slimes and their bonus silver for sets of 10 at the Inn isn't good enough money take the new NPC to the Endless Fields and hope you don't fight a spider early on. Bats are 4 silver per wing, Hornets 6 silver per stinger, Spider are 8 silver per leg but they are pretty tough early on. Hornet and Spider have chance of poison so be careful. Bats can cause blindness!

Progress Report

Version 0.1.2b

- All new Intro Scene: After character creation PRNG will roll a d20 and it will result in 1 of 4 intro scene possibilities. Don't roll a 1.
- Attribute bonuses now happen at levels 4, 8, 12, 16 & 20.
- Player now chooses the attribute bonus for whichever actor on level up(haven't tested with multiple actors yet but should be setup to do it.)
- Fixed Item OK and Skill OK battle log not popping back up. (I think.)
- Luk doesn't affect resistance, now affects critical damage eval. (Marrend thx)
- Added dungeon map, nothing special added for that intro yet.

Intro feels much better now with just the right touch of PRNG being a nuisance. Starting to really figure out the scripting stuff. Oh yeah Level 7 skills are in for each class, still working on level 10 skills.

Slime income was increased cause you'd be level 4 before you even could buy stuff. Need to increase the amount of low level useful weapons/armors/items.

Progress Report

Version 0.1.2

Major rework of the battle log. Maximum 9 lines, smaller font, only half screen, keeps last 3 lines after max is hit. "%s attacks!" and " Hit roll: {num}" now appear on the same line. Battle log will hide when accessing magic and item windows during battle. Evade text much shorter than previous.

Added skills level 4 for all classes, added skills level 7 & 10 for Priest class.

Worrying about implementation of SPD. Should I just make it a modifier to a new initiative system for choosing battler order? Should I make it a modifier to attack roll? Troubling.

LUK will probably be used for game events, rather than any battle calculations but who knows atm.

Progress Report

Version 0.1.1

Hit roll displays now, the console will show detailed battle information. DEF is now dnd style Armor Class and hit rolls only land if you are over the targets AC=(5 + def + defAttrMod)

All new weapons and armors. Next version will be working on more class skills and further refining the battle system.
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