Skip to content

Posts from Poll

No ratings yet — be the first to rate!
Open
To be or not to be?
12 voters
Single choice Public votes
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
User Avatar
9 years ago
Auto-translated
It’s very simple: should I start a new game?
My program is already quite ready to perform basic calculations; all that remains is to refine the features. The setting (including the world) is still outlined in general terms, but if I actively work on it during these two weeks… The expansion will be challenging in terms of survival probability and relatively dark in its setting (historical period approximately corresponding to antiquity – the Dark Ages). The format will be a classic single-thread expansion (for ease of navigation, I will try to include as many cross-references as possible). Expect the starting post sometime around May (not the beginning of the expansion, but the opportunity to read the setting and generate a character). I suggest we vote.

Attachments 1
1 file attached • Total size: 92.4 KB
User Avatar
9 years ago
Auto-translated
I can't guarantee anything. I'll play if I'm in the right mood, but whether that will be the case at any point in my life
User Avatar
9 years ago
Auto-translated
I’ll probably sign up, but I’m still very angry and upset that my expansion didn’t happen, so who knows what I’ll do.
User Avatar
9 years ago
Auto-translated
Maybe I’ll play.
User Avatar
9 years ago
Auto-translated
I would prefer to play a sci-fi game, but okay, let's go with dark antiquity. I'll play if I have internet access at that time (unfortunately, I have another move planned around the end of May - beginning of June, so I might not be available during the event).
User Avatar
9 years ago
Auto-translated
Ment asks Revan:
- Tell me, what are the chances you'll sign up?
And he replies:
- 50/50: either I'll play, or I won't...
User Avatar
9 years ago
Auto-translated
I would probably play; I haven't participated in expansions for a while, but it's hard to say what I'll be doing in May right now, I don't know if I'll have time.
User Avatar
9 years ago
Auto-translated
I pass, I'm a bit busy for HeroesWorld right now, sorry
User Avatar
9 years ago
Auto-translated
Attachments 1
1 file attached • Total size: 140.3 KB
User Avatar
9 years ago
Auto-translated
M?
Yeah, it seems like people are joining, more or less, so I'm working on it.
User Avatar
9 years ago
Auto-translated


Today's update: Arandor, with his stealth stat, uses a stone to hide from the Heroist. The Heroist gets tired of it, and the stone gets tossed into the abyss.
In short: stealth is present, and obstacles can be destroyed. However, the obstacles in the game will be tougher – they will be difficult to push around, but there will be special spells for them.
The stealth system is unusual. The classic system with rolls of 1-maximum for stealth and the same for detection doesn't work. There are still rolls – a small plus or minus to the character's stealth stat each time he changes position. The rest depends on the obstacles (stealth is immediately doubled if there is an intersection with a stationary object) and the distance (default stealth at a distance of five cells, linearly increases with distance). Something like that.
Hmm, maybe it's worth introducing a dependence on the character's rotation, so that they are seen worse from behind... I'll make a note of it, I'll think about it.
User Avatar
9 years ago
Auto-translated
Where is the trailer? I wanted to mention this last time, but I forgot: I would recommend creating a thread in the regular section, not here, because if Ples hadn't told me, I wouldn't have even known about this poll.
User Avatar
9 years ago
Auto-translated
Hmm, it seems even those who haven't played before have noticed it...
I created this thread because the final topic will be here, with information about the lore and possibly the gameplay mechanics as well (we can make it authentic so that players only engage with the story-driven content within this thread). But maybe you're right... And anyway, we need to inform the potential audience. Okay, I'll start spamming on Skype.
User Avatar
9 years ago
Auto-translated
Characteristics:


Will -- effectiveness of earth magic, number of AP (action points per turn), strength (increases weapon damage depending on its type)

Life -- effectiveness of fire magic, initiative (turn order), resistance to any damage

Speed -- effectiveness of air magic, number of MP (movement points per turn), evasion (increases the damage variance of enemy attacks, chance for a full dodge when there is a large difference between evasion and accuracy)

Concentration -- effectiveness of water magic, resistance to negative effects (except damage), detection of hidden enemies, accuracy (reduces the damage variance of one's own attack, chance for a successful hit)

Health -- increase in maximum health points

Stealth -- a rare characteristic obtained by leveling up certain skills (for example, in the "assassin" specialization)


Characteristics can be obtained from skills and specializations (a limited amount when leveling each skill depending on the SP -- skill point requirements). Obtained characteristics are written in square brackets; for the four main characteristics, I limited them to letters (w l s c).

Specialization: Melee Weapons [health w]

Skills:
    blades (3 SP) [w c]
    removes the accuracy penalty when using blades
    one-handed blades (1 SP) [s c]
    + accuracy when using
    thrust (2 SP) [s c]
    special piercing attack for one-handed blades
    feint (2 SP) [s c]
    weakened piercing attack that removes one point of block/parry from the target
    parrying (2 SP, requires "block") [accuracy]
    when blocking with a one-handed blade, the character uses accuracy instead of evasion; +1 free parry every round
    counterstrike (2 SP) [accuracy]
    a counterattack follows a successful parry
    dagger (3 SP) [s c]
    allows using a dagger in the off-hand with any one-handed weapon without penalty
    one-handed blades + (3 SP) [w c]
    increase in damage and accuracy when using one-handed blades
    two-handed blades (2 SP) [w c]
    increase in damage and accuracy when using two-handed blades
    execution (3 SP) [strength]
    slashing-striking attack with a significant damage bonus and high cost
    sweep (2 SP) [w c]
    a standard attack with two-handed blades deals damage to three cells in front
    unstoppable (2 SP) [w c]
    resistance to negative effects is higher when using two-handed bladed weapons, increased damage to enemy weapons/shields
    onslaught (3 SP) [w s]
    closes the distance to the opponent in a straight line until MP runs out, and deals damage based on the distance traveled
    two-handed + (3 SP) [w c]
    increase in damage and accuracy when using two-handed blades
    slasher (4 SP) [w]
    significant increase in damage when dealing slashing strikes
    shredding (2 SP) [strength]
    after dealing one slashing strike with a bladed weapon, all subsequent slashing strikes with this weapon against this target during the round cost less
    block (2 SP) [s]
    active action: the next piercing/striking attack during the round will be blocked and deal no damage
    short-polearms (2 SP)
    removes the accuracy penalty when using short-polearm weapons (axes, battleaxes, maces, hammers, etc.)
...
    long-polearms (2 SP)
    removes the accuracy penalty when using short-polearm weapons (spears, pikes, halberds, etc.)
...

In summary, I really like this system; it feels as if it takes absolutely everything into account. Downside: when writing each skill, I have to at least roughly estimate its cost and what stats it gives... It's not that it makes everything terribly complicated, but it does complicate it slightly. As for the connections, they are quite simple and intuitive, in the form of a tree. However, in light of the above, I might still reconsider the idea and put together another exp with a system à la Revan. The freed-up time could then be spent writing the lore and polishing the progression in a less rushed state. But we'll see.
User Avatar
9 years ago
Auto-translated
Regarding Damage Types
Perhaps I've already written about this, but here's my take.

Piercing = 0D, a hole in the soldier = piercing attack with blades, standard attack with spears, arrows, sometimes magic (like some kind of water/ice arrow), etc. = cannot be blocked with weapons = armor usually doesn't resist this type of damage very well

Slashing = 1D, a hole in the soldier = standard attack with blades, axes, partially with halberds, sometimes magic (like some kind of water blade), etc. = the most straightforward, high damage

Bludgeoning = 2D, a hole in the soldier = standard attack with maces, bludgeoning axes, partially with halberds, standard attack with slings, sometimes magic (like throwing a stone or an air strike), etc. = armor resists this type of damage moderately = nice effects like stunning

Burning = the soldier is damaged as a whole = burning, poison, and other magical and non-magical manipulations of the body = armor sometimes helps, sometimes doesn't.

Statistics

Welcome our newest member: recijeb