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A few zero effort changes to add variety...

Posted: Wed Apr 25, 2012 12:03 pm
by azidahaka
The team was great in getting out so many different enemies, avoiding "tricks", but the variety is a little scarse.

So a list of zero effort enemies to add :mrgreen:

Flaming scheletons! (just add flames around the 3d model) that damages those who use short range attacks
ice, poison and bolt uggardians
multi elemental blobs
skeletons shooting fire/bolt/ice/poison arrows
elemental crowerns

feel free to add your ideas to the list guys!

Re: A few zero effort changes to add variety...

Posted: Wed Apr 25, 2012 1:34 pm
by Loktofeit
azidahaka wrote: Flaming scheletons! (just add flames around the 3d model) that damages those who use short range attacks
This is definitely not a "zero effort" task, but I'd really enjoy seeing a mob like this as it would turn 2x2 combat on its head.

Re: A few zero effort changes to add variety...

Posted: Wed Apr 25, 2012 1:36 pm
by BlueLegion
Loktofeit wrote:
azidahaka wrote: Flaming scheletons! (just add flames around the 3d model) that damages those who use short range attacks
This is definitely not a "zero effort" task, but I'd really enjoy seeing a mob like this as it would turn 2x2 combat on its head.
regardless of the fact that you are absolutely screwed when you don't have ranged combatants?

Re: A few zero effort changes to add variety...

Posted: Wed Apr 25, 2012 3:44 pm
by Chiller
BlueLegion wrote:regardless of the fact that you are absolutely screwed when you don't have ranged combatants?
Would work, if they are not sturdier than a regular skeleton (they should probably be a bit weaker). You can throw rocks and other stuff at them from a distance. Would teach people to keep their distance and fight at a range.

Re: A few zero effort changes to add variety...

Posted: Wed Apr 25, 2012 3:49 pm
by Darklord
Moved this to Modding.

Daniel.

Re: A few zero effort changes to add variety...

Posted: Wed Apr 25, 2012 3:57 pm
by Loktofeit
Chiller wrote:
BlueLegion wrote:regardless of the fact that you are absolutely screwed when you don't have ranged combatants?
Would work, if they are not sturdier than a regular skeleton (they should probably be a bit weaker). You can throw rocks and other stuff at them from a distance. Would teach people to keep their distance and fight at a range.
Exactly. It would create diversity in tactics necessary, but would need to be designed in such a way that a full melee team isn't completely without recourse.

Re: A few zero effort changes to add variety...

Posted: Wed Apr 25, 2012 9:24 pm
by Patch
These take so little effort, I did them before Almost Human started working on the game! :P

Seriously though, these are things that would take a lot of work. I'm sure the devs have thought of adjusting the monsters slightly in these sorts of ways (these are some of the first monster ideas I had actually). I'd imagine we'd get some adjusted monsters, along with some new ones, with the first expansion (or whatever term they'll end up using).

Re: A few zero effort changes to add variety...

Posted: Wed Apr 25, 2012 10:11 pm
by Baroque
Here's a zero-effort idea i've posted before: New game+

After the player finishes the game, simply add a new menu option under "New Game" called "New Game +" and let them start the game with all of their equipped items.

Add menu option, import partial save file, done.

This gives at least 2-4 replay value to equip your party with all of their ideal gear.

Re: A few zero effort changes to add variety...

Posted: Wed Apr 25, 2012 10:28 pm
by Miles-McStyles
Modelling is never a zero effort task.


However, with the introduction of custom portraits, adding new races would be!
Being as the only thing that would separate them is starting stats, and maybe a racial trait.

Let's introduce some new races then. Keep in mind the human stats are

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Str: 10
Dex: 10
Vit: 10
Wil: 10
Tot: 40
SSP: 4
SSP being Starting Skill Points

with the deviations from the other races being

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Minotaur      Lizardman      Insectoid
Str: 15(+5)   Str: 10(±0)    Str: 8 (-2)
Dex: 6 (-4)   Dex: 12(+2)    Dex: 11(+1)
Vit: 14(+4)   Vit: 10(±0)    Vit: 8 (-2)
Wil: 7 (-3)   Wil: 9 (-1)    Wil: 14(+4)
Tot: 42(+2)   Tot: 41(+1)    Tot: 41(+1)
SSP: 1        SSP: 3         SSP: 3
So, for a new race, we would want to keep the stats in the 40's range, with SSP's at 3 unless the race is completely similar to human(In NWN, both humans and Half Elves got the 2 extra feats at lvl 1 thing, I think. It was something like that. I forgot.) Anyway, Let's see what i can make:

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Elf!
Str: 9 (-1)
Dex: 12(+2)
Vit: 8 (-2)
Wil: 12(+2)
Tot: 41(+1)
SSP: 3

Elven Racial (Precise): Attack power modded by Dexterity instead of Strength
See I think that's a good spread of stats and a racial that isn't too broken. I don't just think of elves as crazy sharpshooters, I think of them as generally a more magical race than humans. But soft. A jack of all trades, if you will, for anything that's not a front line, beefy fighter. I see them excelling at mages and rogues.

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Dwarf!
Str: 12(+2)
Dex: 7 (-3)
Vit: 16(+6)
Wil: 7 (-3)
Tot: 42(+2)
SSP: 3

Dwarven Racial (Drunk): Some stats modded by alcohol, assuming they put alcohol in the game
For this race I basically made them the end-all tank, even having them beat minotaurs' starting vitality. Despite their size, I see dwarves as a better tanking race than any other, and MANY fantasy settings agree.

I'm interested in hearing your thoughts on these races. Go ahead and make your own races, keep it to humanoids though, IMO.

Later on I'll try out
Orc
Gnome/Halfling/Hobbit/Kobold (What's the difference between these guys, amirite?)
Undead
Machine?

Re: A few zero effort changes to add variety...

Posted: Thu Apr 26, 2012 1:24 am
by Patch
Miles-McStyles wrote:

So, for a new race, we would want to keep the stats in the 40's range, with SSP's at 3 unless the race is completely similar to human(In NWN, both humans and Half Elves got the 2 extra feats at lvl 1 thing, I think. It was something like that. I forgot.) Anyway, Let's see what i can make:

Code: Select all

Elf!
Str: 9 (-1)
Dex: 12(+2)
Vit: 8 (-2)
Wil: 12(+2)
Tot: 41(+1)
SSP: 3

Elven Racial (Precise): Attack power modded by Dexterity instead of Strength
See I think that's a good spread of stats and a racial that isn't too broken. I don't just think of elves as crazy sharpshooters, I think of them as generally a more magical race than humans. But soft. A jack of all trades, if you will, for anything that's not a front line, beefy fighter. I see them excelling at mages and rogues.[/size]
Only Humans get a single extra feat at character creation. Half-Elves get a bunch of other stuff. I like your spread though. I think the racial trait should be using dex to hit, rather than to calculate damage. Using it for both would be overpowered (which is why it's not that way in D&D and the like). Though, ranged weapons hit automatically (which I think is stupid), so I guess it wouldn't help in that instance..?
Miles-McStyles wrote:

Code: Select all

Dwarf!
Str: 12(+2)
Dex: 7 (-3)
Vit: 16(+6)
Wil: 7 (-3)
Tot: 42(+2)
SSP: 3

Dwarven Racial (Drunk): Some stats modded by alcohol, assuming they put alcohol in the game
For this race I basically made them the end-all tank, even having them beat minotaurs' starting vitality. Despite their size, I see dwarves as a better tanking race than any other, and MANY fantasy settings agree.[/size]
I've been planning on getting alcohol in there somehow. Allows for things like the drunken master monk! :P

Again, I like your spread, and agree with you on Dwarf vs Minotaur. I see Dwarves as the 'shield wall' type tanks, who do a bit of damage, and Minotaurs as the great axe type tanks, who can take damage well enough.

Miles-McStyles wrote:Orc
Gnome/Halfling/Hobbit/Kobold (What's the difference between these guys, amirite?)
Undead
Machine?
There's a lot of difference between Gnomes, Halflings (also known as Hobbits), and Kobolds. And the machine race from the D&D world are called Warforged. The name may be copyrighted though. Construct would be a sufficient name.