On 10/16/11 04:21 AM, Nicolas Weeger wrote:
Hello.
I'd like to change artifacts handling by introducing archetypes for all
artifacts combos.
So for instance, for the 'Thieves' artifacts, an archetype named
'__ring_Thieves' would be generated with the relevant properties, and used for
the actua
On 10/16/11 02:06 AM, Nicolas Weeger wrote:
2) Skill Scrolls get removed, and characters know all of those skills.
However, skills start at level 0, and must be increased to level 1 before
they are usable. For example, a knight character starts out at with fire
magic at level 0. He can use 8 A
On 10/16/11 02:12 AM, Nicolas Weeger wrote:
One way to work around this is that if a character has an exp loss, and
permanent exp is in place, when they regain it, some of it goes to his
total.
I think perm exp can be used for two goals:
- enable even really unskilled or unlucky players to
Hello.
I'd like to change artifacts handling by introducing archetypes for all
artifacts combos.
So for instance, for the 'Thieves' artifacts, an archetype named
'__ring_Thieves' would be generated with the relevant properties, and used for
the actual ring of Thieves. There would be various '
> One way to work around this is that if a character has an exp loss, and
> permanent exp is in place, when they regain it, some of it goes to his
> total.
I think perm exp can be used for two goals:
- enable even really unskilled or unlucky players to level up even if they die
a lot ; in whi
Hello.
Thanks for the updates on the new skill system, sounds really nice :)
> 1) Races modify skill costs instead of giving skills at fixed costs. I
> think this is more interesting - as noted on the page, fixed point skills
> didn't work out - if the cost of the skill is greater than the cla
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