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Posted: Wed Mar 17, 2004 12:09 am
by Kipi
You are right. Iwas planning something like that you hear rumors that the fool is more clever than you could think. But of course, I could give some clues that fool have some kind of connection to the swords.
It could also be that fool is towns ex bard, who has come grazy for some reason. The possibilities are endless.
I was thinking to make fool very important person in game. "The fool always tells the truth."
Yes, I could make endless list of were-things, but I shall just stay on list I have made. If add something, someone would insist that I add something else and so on...
Posted: Wed Mar 17, 2004 1:08 am
by Kipi
One race I forgot
*Troll -- This must be in game, shall be very good fighter but not very clever
EDIT: I also forgot Minotaur.
Weretigers: got one extra attack per round (due speed)
Wereboar: Well, better attack (you know how dangerous wild boars can be
![Big Grin :D](./images/smilies/)
)
Has anyone any good ideas about subraces for others races? I haven't got any new ideas, not counting what I have said here.
Posted: Wed Mar 17, 2004 4:28 pm
by Robnark
well, there are a few generic ones I have so far
Changelings: gifted with arcane gubbins, but small and weak
Posessed: a number of options, but I'm thinking of fairly ordinary characters that gain power and eventually lose control depending on how much danger they're in. can learn to use powers as they gain levels
and there's a huge amount that can be included at your own discretion - liches, empaths, demi-gods, revenants, channelers, mutants and part-mechanical dudes.
Posted: Wed Mar 24, 2004 4:14 am
by Kipi
Demo
Haven't got much time to write here.
Demo is almost ready, just have to plan some more maps and some more items. Everyone who wants to get it, PM me and I will send it when it's ready.
Posted: Tue May 04, 2004 1:51 pm
by arno_v
Are you making this game on your own? Or do you have some friends to help you, and is it ever going to be ready for release, I see you almost have a demo so your on the way.
Posted: Wed May 05, 2004 12:06 am
by Kipi
Yes, I'm making it all by myself.
I'm planning to release it, but I have no idea when. Demo is still under development, 'cause I haven't had much time (school and hobbies), but when summer comes and school end, I wil have much time to concentrate to the game.
Do you want it when it's ready? I could post the demo if you want.
BTW, I have decided the name: Erendur. Erendur is big city which plays major role in game. So, I thought it only natural to name my game by the city.
Posted: Wed May 05, 2004 8:02 am
by arno_v
Isnt it too much work if you doing it all alone? Or do you make it very small, or do you put much time in it?
Posted: Wed May 05, 2004 9:27 am
by Kipi
Well, I but muvh time on it. For example, I keep my planning pad always with me in school. When I have boring lessons, I just take pad and continue planning game
![Big Grin :D](./images/smilies/)
(not so difficult than it might sound, 'cause I sit almost every lesson in last line)
Althought, as you may have been noticed, I have got some ideas from this forum, so one might say that I haven't made my game alone.
BTW anyone willing to help me with items? If any of you have some kind of idea for item you would like to see, post it to me. I need some information: Name, type (short sword, light armour...), short description (especially if item have unique name, like "Gorelm Reaper"), damage (XdY + Z), some special properties (need much strenght, cast spell, add points to skill...)
almost every ideas will be added to game
Ideas shall be send PM, but I can pick them up here too
Posted: Wed May 05, 2004 3:49 pm
by Robnark
well could you give us a range of standard weapon damage values - or are you using standard D&D stats?
Posted: Thu May 06, 2004 12:06 am
by Kipi
Well, weapons follow D&D mostly
I don't have armour stats right now, but for shields, AC are like:
Buckler 1
Small Shield 1
Medium Shield 2
Large Shield 3
Tower Shield 4
I will put rest as soon as I get home and can look my notes
Posted: Thu May 06, 2004 12:58 am
by Kipi
So armours' AC is something like this:
Leather Armour -- 3
Studded Leather Armour -- 4
Chain Mail Armour -- 6
Splint Mail Armour -- 7
Plate Mail Armour -- 8
Full Plate Armour -- 9
I have Critical Hit in %, not as like in ID2. Critical Hit AC is so also in %.
But after these items mostly follows D&D rules (I may have made some minor changes thought)
Posted: Thu May 06, 2004 11:23 am
by Malta Soron
The Turbo Plasma Rifle, as super ultra magical weapon!
Posted: Fri May 07, 2004 4:07 pm
by Robnark
right, well, I'm compiling the more detailed ideas, but there's one type of weapons you could customise to fit your background:
(insert name of faction) weapons and training weapons
the training weapons are rare, smuggled out from the (miscellaneous faction) training halls. they are made less sharp and hard to truly sharpen, making them much better for clumsy students, but the skill in forging and balancing the blades makes it easier to hit your opponent and use more demanding attacks. in exchange for a small damage penalty, the wielder can enjoy a noticable increase in the success of their attacks
-1 damage, +1 to hit, non-magical
the true finished weapons are incredibly rare as it is famously hard to part a faction member from their chosen weapon. also non-magical, they are of exceptional quality and valued very highly indeed,
+1 to hit, (+1 damage?), non-magical
Posted: Sat May 08, 2004 9:33 am
by Kipi
Originally posted by Robnark
right, well, I'm compiling the more detailed ideas, but there's one type of weapons you could customise to fit your background:
(insert name of faction) weapons and training weapons
the training weapons are rare, smuggled out from the (miscellaneous faction) training halls. they are made less sharp and hard to truly sharpen, making them much better for clumsy students, but the skill in forging and balancing the blades makes it easier to hit your opponent and use more demanding attacks. in exchange for a small damage penalty, the wielder can enjoy a noticable increase in the success of their attacks
-1 damage, +1 to hit, non-magical
the true finished weapons are incredibly rare as it is famously hard to part a faction member from their chosen weapon. also non-magical, they are of exceptional quality and valued very highly indeed,
+1 to hit, (+1 damage?), non-magical
I liked first one. In fact, it's great idea. I'm quite sure I can put it in use.
Second one, not bad att all, but isn't it almost the same as masterwork or +1 item? +1 item can hit magical creatures, but after that they are quite similiar, aren't those? If those true finished weapons aren't that rare (and 'cause of that not as value), the idea sounds quite good.