Of course like all skills aren't set in stone but can be changed during beta testing
development thread
- jack1974
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Re: development thread
If there's a target left the "chance to hit another target" will be void, so in practice it will be like 25-50-75% chance of glancing, or chance to hit for 200% damage. So I'd say that at the highest levels it should be quite good (double damage bonus against a single target).
Of course like all skills aren't set in stone but can be changed during beta testing
Especially the weird ones like this!
Of course like all skills aren't set in stone but can be changed during beta testing
- Jaeger
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Re: development thread
So it's more along lines of...?
50% to hit intended target for 200% damage
25% for glancing blow
25% to hit another target for 200% damage
of course of the actual values change as you see fit.
That being said, unorthodox skills can be interesting, especially if they open the doors to more tactical options.
50% to hit intended target for 200% damage
25% for glancing blow
25% to hit another target for 200% damage
of course of the actual values change as you see fit.
That being said, unorthodox skills can be interesting, especially if they open the doors to more tactical options.
- jack1974
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Re: development thread
Yes that is the idea. I also have another fun/interesting skill:
Time Bomb I
"Set a time bomb that will explode after 3 target's turns, dealing 15 explosive damage to target and enemies nearby."
Time Bomb II
"Set a time bomb that will explode after 4 target's turns, dealing 30 explosive damage to target and enemies nearby."
etc etc
it's interesting because since the effect triggers after certain turns, you might end up doing damage to already dead enemies if you don't plan it properly
Time Bomb I
"Set a time bomb that will explode after 3 target's turns, dealing 15 explosive damage to target and enemies nearby."
Time Bomb II
"Set a time bomb that will explode after 4 target's turns, dealing 30 explosive damage to target and enemies nearby."
etc etc
it's interesting because since the effect triggers after certain turns, you might end up doing damage to already dead enemies if you don't plan it properly
- Jaeger
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Re: development thread
For delayed damage, it would have have to be really damaging for it to be worth it, or even have a way to hasten the countdown or detonate it immediately. Otherwise, the player might be better off doing normal attacks for several turns instead.
- jack1974
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Re: development thread
Yes like with the other skill will need to actually see how it works in a real fight. Next week if nothing else comes up I hope to finally start coding the battle itself.
- jack1974
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Re: development thread

finished Rumi and Jacob today. There's only left the MC secondary skilltree (the base is determined by the class you pick) and then I can finally start coding the battle itself. That probably will take the longest time since I think there will be many bugs to fix (need to change the system to allow firing several times at same target, etc).
- SimonStardust
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Re: development thread
Ah, if the MC's base skilltree is determined by class, is the secondary fixed then? Or does it depend on other factors like personality or something?
Beware! Peerons ahead! xD
- jack1974
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Re: development thread
No is fixed, I didn't want to go overboard with skills for this game 
In practice each character has:
4 skills based on the class (fixed for each class)
4 unique skills
8 non-combat skills (standard for all characters)
Maybe I could offer some variants during character generation, I'll need to think about it. But max like, pick 4 skills out of 8-10, not more for sure.
In practice each character has:
4 skills based on the class (fixed for each class)
4 unique skills
8 non-combat skills (standard for all characters)
Maybe I could offer some variants during character generation, I'll need to think about it. But max like, pick 4 skills out of 8-10, not more for sure.
- jack1974
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Re: development thread
Yes, I was referring to that - 60 skills are already enough!! 
