Re: [Audyssey] entomb things

2009-03-12 Thread Allan Thompson

Hi Jason,
Thanks for answering these things. It all sounds really great.

I was curious. Is there any plan at some future date that players might have 
the ability to create a  customizable adventure? I guess an example would be 
creating a bell tower. filling it with customized monsters, perhaps bats or 
the hunchback. Put in the magical bell hammer of sounding,  label certain 
rooms along the way as a bedroom, storeroom, etc and so forth. It was just a 
thought.


Thanks for making this cool game,
al 




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Re: [Audyssey] entomb things

2009-03-12 Thread Jason Allen
Hi Al,

I'll answer your questions without spoiling anything if I can.

1. Zombie casters (or any other job) retain their skills. This is
intentional. I think it keeps zombies interesting. A zombie of a heroic
fighter will be completely different from a mage. One thing that is
unintended is zombie healers healing themselves. Any kind of normal healing
should be impossible.

2. The monster artificial intelligence doesn't consider skills at the moment
when picking up items. So they can cheat a little and use things on the
ground even if they don't have the skill.

3. The fortune teller skill is ambiguous by design. There is nothing
concrete about fortune telling. I think you'll be able to see clearly what
it does if you raise it a few points and try the fortune teller's attack
ability. It also affects other things related to fortune telling, but I
don't want to get into a habit of explaining too much. It might take some
mystery out of the game.

4. Bronze weapons are rarer because they require more skill to make.
Currently only human and orc craftsman can make bronze weapons.

5. Thieves can try to hide if they're alone, but enemies can still attack
them. That's by design. So if you have fast character, you might be able to
hide and get a sneak attack in before the enemy gets their turn but it's
very risky.

6. I've just completed ranged weapons and ammunition for the next build.
There will be more weapon choices. I have to keep the number down initially
until I'm positive everything works correctly. Once I'm to the content phase
of development, there will be a Cambrian explosion of new armor and weapons.
Everything you mentioned is supported in the engine and more.

Thanks! I'm glad you like the game!
Jason

On Fri, Mar 13, 2009 at 6:23 AM, Allan Thompson wrote:

> Hi,
> I wanted to list a few things I noticed aboutthis awesome game.
>
> 1. When spellcasters  get zombified, they retain their spell casting
> ability. Is this intentional?
> 2. In one battle, an orc mage grabbed an iron breastplate and put it on.
> Since I know mages can't wear plate armor, this could either be a glitch, or
> a unique property of being an orc.
> 3. Some skills are not really defined very well. For instance, the tell
> fortune skill does not seem to have any value whatsoever. What exactly does
> it do?
> 4. The reason I thought copper was better then bronze in the game was that
>  copper weapons are a dime a dozen, I picked up dozens of them in the first
> two levels, but the bronze items were much rarer.
> 5. can a thief, alone in a battle, use hide? When I had a thief who was
> alone, I attempted to hide but the enemy targeted on me and hit me as if I
> never hid. On the other hand, when an enemy thief is alone, they get to
> hide, and then attack in the same round.
> 6. Are other weapons and armor going to be introduced into the game? For
> example shields, bracers and arm/leg greaves.  Some weapons might be the
> mace, flail, morning star, axes of all sorts, spears etc and so forth.
>
> thanks,
> al
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