#81
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Thank you very much for the fun game.
Would you please add a Ghost Summoner Class? I was thinking of spells/skills such as this: Ghost Blast - Deals X Damage To Single Enemy With Fear Effect Ghost Blaze - Deals X Damage to Enemies Around it With Shaking Effect Summon Ghost 1 - Summon A Ghost That Appears/Disappears to make it harder to hit. When it attacks, may scare enemy away. Increase Summon Count every two levels. Ghost Shield - Makes player somewhat transparent and ups defense. Has a chance of casting fear or other negative effect. Summon Ghost Skeleton - Somewhat Transparent. Melee attacks may hurt or may not (random) - Deals damage to enemies around it with status effects. Increase Summon Count every four levels. Summon Ghost Mage - Very Transparent. Very hard to hit with Melee attacks. Attacks enemies with fire, ice, electricity etc. Ghost Magic Regeneration - Ups Players Magic Regeneration based on the number of summons. Ethereal - Makes player very transparent and increases defense. Melee attacks hit at random. (Perhaps increase spell damage.) It ups the summons attack/defense. Any other ideas. Also, would you please add an inventory sorting button? Also, in one world that was generated, there were two barrels that I could not hit. I think they were to low to the ground or something. The game is blast. I thoroughly enjoy playing it. Thank you. Last edited by rainbow : 03-04-2019 at 08:40 PM. |
#82
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Can we please have some of the town management screens from Zombasite? I love the diagram that shows relationships between NPCs in particular, even if it can't be used to place anyone, and having a list of NPCs is very useful as well, even if we can't give them a job or expedition.
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#83
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Visiting DC again -- what was the reason for abandoning the system whereby you had the warmaster etc from DC and DoP, and moving to a bulletin board? Was it just because Zombasite had you manage people, and those people could die? The depth that was added by these people (warmaster, steward, apothecary etc) was quite significant:
* You could only turn in your own quests directly to them. This might seem like an inconvenience, but it meant that you actually had to find them and keep them alive to get the reward (for other clans' quests, the shortcut makes sense). * You had to find replacements for them if they died or your source of quests of that type dried up. * You had to talk to several live people to get your quests. Thus you were exposed to their happiness level (in the talk menu). * In DL, the loss of your own warmaster would not be entirely crippling, since you'd still be able to do other clans' quests (assuming they exist), at least until you could get a warmaster. * You could perhaps be given a possible quest for a replacement warmaster/steward from other clans that were friendly to you -- not just from your own clan. * It would also be a differentiating factor from Zombasite. This feature carried a lot of the 'feel' of DC (and some of DoP's), and it'd be a real shame not to have it in the spiritual successor to DC. |
#84
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Also, I've been playing for a couple of hours, and is it really the case that there's no lose condition necessarily? That would be... surprising. I think it makes sense to always have the lose condition of losing your clan. Otherwise you have no stakes at all. Ideally, I'd love to see the warmaster etc back as well, but I think there really needs to be a lose condition in all scenarios.
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#85
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It went away because it didn't make a lot of sense for Drox Operative or Zombasite and I have never added it back in for Din's Legacy. It is possible that I add it back it in though. It did work really well in DC.
Many, but not all, of the scenarios do have lose conditions. I've tried to have them whenever they make sense.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, Drox Operative 2, & Din's Champion Wishlist Din's Champion |
#86
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I think it's really important to always have lose conditions -- otherwise there's no tension. What do I care if my town gets attacked? Just let them die. It strips away the meaning of the whole background layer. The whole point of the quests leading to consequences is that those consequences can eventually overwhelm you and you'll lose. But if those consequences mean nothing, I can just let them go and not worry about the bigger picture at all.
I've got my fingers crossed that you bring back the warmaster and his friends. |
#87
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Just out of curiosity, what is following line for:
changed PROTOCOL_VERSION to 81 Thank you. |
#88
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Also, would you please add an option to put the "Monster Per Block" count back to what it was? I, for one, like a good monster challenge.
Thank you. |
#89
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It really just means someone on the current version of the game can't play multiplayer with someone on a previous version.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, Drox Operative 2, & Din's Champion Wishlist Din's Champion |
#90
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Leftovers from Zombasite:
* Eating food shows '+2 clan food' in the middle of the screen (broken leftover?) * Zombasite can be contracted by a party member. The mouseover for the effect talks about Zombasite-specific stuff and lore. |
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