TOD: difficulty levels

Talking with my customer/testers in forums, I’ve realized that there are basically 2 groups of people:

  1. those who like hard challenges, and are willing even to replay the game several times. They prefer less battles but higher difficulty for each battle, and maybe a time limit
  2. those who like just to play RPG and yes, even build up an invincible party. They like to kill thousands of enemies with their super characters, and don’t worry about time limits.

I am actually in the 2nd group too 😀 but I can understand also the needs of the 1st group of people. So I’m going to implement just 2 difficulty levels in TOD: normal and hard. The normal will be the classic standard CRPG, no time limit, no breakable items, etc.

The hard instead… MOUHAHAHA!! 😀 Will have a time limit, breakable items, tougher monsters.

Breakable items is a very important factor: if you find at one point in the game the superbastardsword +5, and you have a character master in slashing weapons, you’re done – because the weapon will never break. Instead if weapons can be destroyed using them too often, you have to carefully manage the items – maybe saving that super sword only for the most tough battles.

I am also thinking to eliminate the need of manually moving in dungeons by putting a sort of automatic mode to go back in specific (know) points. Like if you enter dungeon and arrive at the entrance of level 2, you can just go back to entrance with one click – the party will travel to the entrance and you won’t have to do anything but observe.

That is, if you don’t met a wandering monster in your way back 😉

TOD: final races decision!

Ok I made up my mind at last! The first episode of TOD will have only 3 races: human, ice elf and dwarf.

Before you scream in horror continue to read: based on some users feedback, I decided to break away from the standard rpg archetypes, like the elf is a good ranger, the dwarf good fighter, etc. Each race will be capable to be any kind of class from warrior to healer, and will have simply different spells, based also on deities.

The deities choice will determine what kind of “prayers” (spells) your character will be able to learn. For each race there will be 2 deities so those 3 basic races will expand to already 6 different character archetypes. So as you can see isn’t that bad. Plus the already planned races (Dark elves, Orcs, Wood Elves) will be added in the future game expansions.

I’m very happy about this solution, because indeed it gives the user a wider choice. So you can have a ice elf fighter and a dwarf wizard, if you want 😀

Important Magic Stones 1.2.1 bugfix!

Some mac users reported a problem with the recent Magic Shop addition: if the current druid was the first one in the list, on some mac systems once you exited the Shop, it was disappearing (druid from 2nd spot on weren’t affected).
I recommend anyone to upgrade to 1.2.1 (just redownload from my server) to avoid this problem.

My sincere apologies for this problem, hope not many people were affected. This update is one of the biggest ever made to the game, but I should have tested the mac version more accurately!

TOD: character creation

Ok so I’m starting to work on TOD character creation. I’ve decided to change the available races. I’ve removed the “half-elf” because… I don’t like it 😀

Seriously, I want to make some differences from the standard AD&D rules/classes/races! so here it comes, as you can see from the screenshot below (click it to enlarge):

tower of destiny character creation

Human is the classic base race, then there are Ice Elf, Wood Elf, Dark Elf, Dwarf and Orc (yes the orc portrait is still missing from the game…).

A brief description of each race below:

Humans are the most versatile race: capable to learn any class or skill, they rarely reach extraordinaire levels in a specific one. They’re more inclined to become warriors than spellscasters.
Ice Elves are gifted with innatural intelligence and quickness, making them really excellent spellscasters or long range fighters.
Wood Elves are very similar to Ice Elves since are very quick, but have high wisdom instead of high intelligence, and are a bit stronger in melee combat.
Dark Elves are the best choice for spellscasters, having good values in all the three primary casting attributes. They have low constitution and aren’t suited for close combat.
Dwarves are tough and strong, but very slow, so are a perfect choice only for defensive fighters. Casters aren’t very frequent in the dwarf race but is still possible to find some.
Orcs are the second most common race in Aravorn after humans. They learn fast and are very strong and robust. Orc casters usually have weaker spells and run out of mana easily.

    More infos coming soon!

    Magic Stones: Lands of Fire Beta!

    I’ve just uploaded in my beta server the latest Magic Stones expansion called “Lands of Fire”. You can find more info here.

    Of course report any bug you find in my forums or with email. I’ve also finished the “Magic Shop” add-on, which can be bought separately for only $5 (you need a valid Magic Stones license to use it). It adds a shop where you can spend experience and prestige points to buy upgrades for your druid, in particular “perks” that are special skills your druid can use through the whole game making the battles a bit easier to win!

    Download the beta versions here:

    http://www.didone.com/games/MagicStonesTrial.exe
    http://www.didone.com/games/MagicStonesTrial.zip