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Post by Variaz on Jun 30, 2010 10:22:36 GMT -5
More features regarding monsters. It will now be possible to have parameters such as extra blows, shots(yes, monsters will be able to get more than one shot per rounds now) and spells, as well as base damages of attacks and spells, to scale with the level of the monster, on a factor that is unique to every monsters. So you could have a monster that starts with a spell that has a base power of 5 at level 1, which is weak(like Bandit Mage). However, you can set it so that every 3 levels, for example, the base power increases by 1. So at level 30, the base power would now be 15(on par with Elemental Lords and depth 30+ casters). Combined with the higher stats and skills, the once weak monster isn't so weak anymore. The actual growth speed is specific to each individual monsters, so some will grow faster than others. Of course, I plan on making this growth affect the playable Monster race as well. This will add some interesting factors in choosing which monster to play. A weak monster might have a quick power growth, meaning that at higher levels, it might not be so weak anymore. Some monsters with more attacks and abilities could have a slower growth to offset this. All in all, this will make a level 100 monster dangerous no matter what it is. No more one-shotting a level 100 Skeleton Warrior, only to be in turn one-shotted by a level 15 Bone Lord... Oh, and the monsters stats assignation has been moved into a new .lua file, so it will be easier to make changes without requiring recompilation.
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Post by drakov on Jul 3, 2010 7:34:47 GMT -5
Grrreat!!! I think this new version will call me back from my Portralis-absence!
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Post by Variaz on Jul 13, 2010 17:24:57 GMT -5
In addition to the monsters stats, the melee, ranged and magic attacks they do will now all be ported into a .lua file, so it will be much easier to customize and debug everything related to monster attacks. Combined with the stats now being entirely lua-generated, there won't be much that won't be doable soft-code regarding monsters.
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Post by Variaz on Jul 27, 2010 8:00:34 GMT -5
Monsters melee and ranged code is now ported to Lua! Spells shouldn't be hard to do at all. And of course, the new damages formulas are now used.
This is a nice step toward the completion of 0.5! After the monsters attacks are done, I'll be able to adapt some abilities of the various classes.
I also have some plans for an alpha release of 0.5 once this is done. Changing all the quests will take some time, changing over 300+ monsters will take even longer, and before I can correctly adapt the level of difficulty, some playtesting will be required first, so we can see how it goes. My plans is to make a "vanilla style" alpha with just a town and dungeon, and use mostly randomly generated monsters. This will give us a good idea of how 0.5 plays out.
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Post by zekk on Jul 29, 2010 8:53:55 GMT -5
Hm. Hope it's done soon, though changing all those monsters sounds like it'll take forever. I want to try it!
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Post by Variaz on Aug 7, 2010 20:02:46 GMT -5
Melee, ranged and magic attacks of monsters on the player have all been converted to lua, and uses the new damages formulas!
For the first alpha, monster vs monster will use the damages formulas, but won't immediately be converted to lua, as testing monster vs player is more important. MvM will come afterwards.
The next step now is to go through the various abilities of various classes, and adapt them to the new system. There's a bit of work here, but at least, this is one significant step in the completion of 0.5!
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Post by shinmajin on Aug 8, 2010 12:36:35 GMT -5
This has me quite excited! If this system is truely easier to customize, I'll be able to...and I could...*drools*
Also, will damage reflection be nerfed? I'm sick of my Hydra being insta-killed because he accidentally bumped into an elite.
Really, it's great having a roguelike developer that communicates so well with the community.
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Post by Variaz on Aug 8, 2010 16:09:28 GMT -5
I plan on nerfing immune and reflecting elites/bosses. These can be too annoying for some characters, especially early on.
I will either remove those abilities from elites/bosses, or make it so that only enemies with a CR higher than 1(and therefore rarer) will be able to receive them as elites/bosses.
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Post by random on Aug 12, 2010 23:19:54 GMT -5
Sounds like stuff to look forward to. BTW, would you be willing to take a few suggestions for the monster class? My first one is making monsters who can fly over trees as non-players able to do so as players (imps, for instance.)
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Post by Variaz on Aug 13, 2010 13:24:12 GMT -5
Sounds like stuff to look forward to. BTW, would you be willing to take a few suggestions for the monster class? My first one is making monsters who can fly over trees as non-players able to do so as players (imps, for instance.) I thought they already did that. If not, then it's definitely something to add.
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Post by shinmajin on Aug 13, 2010 18:28:41 GMT -5
On the topic of the monster class...I think that there should be a flag attached to monster attacks that are actually weapons (dagger, sword, etc. used by humanoid monsters) that disables those attacks for the monster class. If my naga is dual-wielding axes, how is it attacking with a dagger?
On the topic of nagas, they should totally be made into a race of their own.
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Post by Variaz on Aug 13, 2010 20:21:16 GMT -5
The attack says "Dagger", but it can be used with anything when used as a special attack. The monster's natural attacks can be used as combat feat abilities, and since the attack's name could be anything in theory, that's why it doesn't change the name. I certainly won't disable them, Monsters needs these abilities to be powerful melee fighters.
I once had the idea of making Nagas a playable race, though inserting them would mean modify the story accordingly to fit them. Furthermore, the fact that their lower body is snake-like means they couldn't wear boots(or else would lose much flavor), which would bring some balance issues versus other playable races.
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Post by Gando on Aug 14, 2010 2:34:47 GMT -5
Nagas traditionally have 2 extra limbs as arms to make up for the lack of feet. So imagine a quad weapon weilding Naga...Not so weak now right?
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Post by Gando on Aug 14, 2010 2:55:41 GMT -5
Actually I guess I have to retract that as I can't find for the life of me any references to Multilimbed Naga or Nagini. Though their origin in myth is Indian and thus could be mixed with other Indian myths of multilimbed dieties and divine creatures. :/
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Post by random on Aug 14, 2010 13:03:27 GMT -5
Sounds like stuff to look forward to. BTW, would you be willing to take a few suggestions for the monster class? My first one is making monsters who can fly over trees as non-players able to do so as players (imps, for instance.) I thought they already did that. If not, then it's definitely something to add. They don't appear to. I've tried dragons, imps, angels, bats and birds and none of them work. The right "G" and "E" monsters pass through them, though (and walls, where appropriate.) I do seem to recall them behaving properly in a previous version, so maybe it's just an accidental change in the current one?
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