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Started by Den, 2020-Jan-31 21:00
Quote from: break on 2021-Aug-25 08:34Oh and I have played the hack a bit. Seems that the starting area enemies are a bit stronger ?
Quote[[Meat drop from bosses]]Another idea just came up. What if world bosses dropped meat? Mutants may learn one of the boss's skill, and monsters may get strong DS upgrade. (Perhaps another DS B meat? From Apollo or Minion.) Actually this only works safely for bosses who don't use weapons and armors, namely Ashura, Venus, Minion, and Apollo. (Unless I filter out weapons before granting to Mutants. Actually, does that sound neat, for Mutants to pick up items this way?)
Quote[[Human bonus]]Then how to make Humans stand out? I could grant bonuses for certain weapon types, like Robots with guns. (But this requires more space in the code, which is already very crowded.) Specifically bonus to melee weapons (cf. ranged weapons for Robots). Either better hit chance or more damage or both. For daggers, bonus chance for extra hits.
Quote[[Monster starters]]Are you satisfied with the starter monsters? Originally Slime, Baby-D, Imp. Now in v 6.0alpha, Snapper (Tortoise) and Imp (Fiend). Where Snapper is physical bruiser and imp magical damage and ailment. Should they be replaced?I'm thinking of changing it up. In addition that one class B and one class C, would hint or foreshadow as the same family of monsters that are also excellent choices in the end game. With the following criteria to balance both starters:(1) Magical support. Has Cure and damaging spell.(2) Physical bruiser. Has strong single attack and self-defense.#1 is very apparently a mini-Sprite (call it "Pixie"). class C. Gets Gust, Cure, O-Float.#2 would then be class B. Several candidates families:- Woodman - "Golem" - Strike, Blow Up- WereRat - "Kitsune" - Strike, Recover- Rhino - "Armodilo" - Strike, Defend- Zombie - "Corpse" - Bash, PoiSkinI'd probably replace Snapper & Imp with ... Pixie & Kitsune. Great survival in the now-harsher First World.Does this change sound good?
Quote[[Monster difficulty]]Difficulty is proportionate in this game. Players want their own monsters to be stronger. But that means enemies also get stronger. Since they are one and the same.So the spike of difficulty in the First World is a natural consequence of boosting early monsters for your own party's usage.Another line of thinking is whether early monsters should get attacks that target group, sweep, or all enemies. On one hand it will benefit your own monsters to kill easier and faster when enemies arrive in hordes. On the other hand, enemy monsters could also kill your party faster, too, as they deal damage to multiple party members simultaneously.Although as you hinted, we could raise the monsters' prowess as above, meanwhile reduce the sizes of enemy groups per encounter. Theoretically aggregate power of enemy encounters remains the same, but individual monsters (that is for your party) get relatively higher value. Since the difference in army size between your party versus the enemies narrows. (Because it can seem unfair, if like ten enemies get to go first before one of your party member does.)
Quote[[Magi reimagined]]Do magi need to be reviewed and enhanced?- Additional utilities? along the lines of Warning, Surprise, Recover ...- More elements? This would dilute the existing elemental Magi ...- Unless one magi holds two different elements. so 4 magi covers all 8 elements ... (because not enough room in database for new items?)- Remember magi enhances elemental spell damage and defense against that element, and grants ailment immunity associated with that element- possible pairings by theme. Preferably rename them with single words, preceded by Magi icon -- here denoted by parentheses ():((in-game hex code matches))= ()Soil = Bio/Qua = 0x11= ()Torrent = Sto/Wea = 0x22= ()Stasis = Ice/Pet = 0x44= ()Temper = Fir/Psy = 0x88((ailment immunity))= ()Inferno = Fir/Sto = weak, blnd = reduces stats= ()Death = Pet/Wea = petr, stun = instant death= ()Paralyz = Ice/Psy = froz, slep = can't move= ()Soil = Bio/Qua = pois, conf = other((element opposition))= ()Heat = Fir/Ice = hot/cold= ()Gravity = Sto/Qua = air/ground= ()Force = Wea/Psy = physical/mental= ()Matter = Pet/Bio = stone/lifeWhich group do you prefer? Opposite elements is most intuitive. Ailment immunity is easier to use defensively. Hex code is easier to code, and somewhat "random".
Quote[[Targeting Icons]]Should make new icons to denote the targeting type, that would aid players' decisions:= single = dot= sweep = arrows left-right= group = arrows up-down= all = arrows 4-directions
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