Jun 19, 2013

197

  • Few fixes I made during my vacation, didn’t document them and forget . =)
  • GoodSir finished road sprites.
  • Fixed creature limits. Game was leveling creatures up to location danger level and, for example, you could meet overpowered 20lvl. rat. So, I have added leveling limits, so creature can’t get more then named level ups. Also, it wasn’t enough, because I made them a bit wide ranged. For example, rat has 5 level ups limit, so rat could be 6 lvl at maximum, such creature would be ridiculously powerful for puny rat. So, I fixed level ups to 1-2 (rarely 3) for nearly all creatures. Also, I’ll fix leveling algorithms, so it would stop producing demigods.
  • Material differently affects final item. Now basic materials use default (100%) item statistics, all better materials would be upgrades for default stats. It wouldn’t change game greatly by itself, but would allow me balance it easier.
  • The same is for quality. Bad quality is 50% of default item stats (previously 30%) , Cheap 90% (previously 50%).  Also, quality affects accuracy from -12% Bad to +12% Artifact.
  • New combat algorithm implementing Accuracy and Dodge. Combats would be faster, balance, more interesting and understandable. Combat mechanics were really puzzling, now you can understand what is going on.
  • Changed names of creatures main stats. Names now closer to meaning.
    Strength => Might;
    Dexterity => Reflexes;
    Intellect => Mind;
    Just Endurance remains unchanged.
  • Cut dozen of weapon types. They vary because of material and quality, lot of look-alike item types were useless and puzzling. I made it for armour beforehand.

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