The link at the top works; quoting it gets it all malformed in the process.
Post comments anytime; if anyone wants to sign up to the mailing list let me know, though a lot of the chatter is Palm OS specific right now.
I will put out the Windows desktop build soon, so you can ruin your work-lives too
semyaza -- the lines>5 bug got fixed a few builds back. I hadn't anticipated that was possible at all, but it is with Earthwarden, wildcards like the treasure chest, and so forth. People keep discovering tricks I'd not thought of... gamers abusing the rules, who'd have thought?
Here is what I psoted to the mailing list when I let 053 out:
--
o Start a new game; old saves are nolonger valid!
Levelling:
o you start at lvl 0, with _no spells_!
o updates to the character sheet for the new values.. skill pts, spell pts,
etc. (the char sheet will get totally redone in awhile to make more room for
everything, don't worry.)
o when you level up, you get 10 skill pts and 1 spell pt
o awarding experience for clears, casts and match outcomes
o in the Training Grounds, you can buy spells or train up your skills
o 1 skill pt adds 1 rank to a skill; meaning depends on the skill
and use
o 1 spell point lets oyu buy one of _your_ spells, if you're at the
right level and have its required previous spells. If the spell belongs to
another 'colour' (class usually), then it will cost more spell points.. so
you might need to save up some if you'd like to buy some other classes spell
o hides spells oyu already know or that are too high level
o levelling up gets you free extra hitpoints as a bonus
o at level 0 (just began a new character), enemies have no spells either
o amt of experience to level up increases for each level, but shouldn't be
as crazy as a lot of games
o experience for casting only awarded if spell is near your level .. ie: you
can't farm by casting low level spells if you're high level
o less experience for wins in non-refill mode
o you can't buy monster-only spells, so don't ask
Skills:
Endurance -- adds to your hitpoints
Dodge -- increase your chance to outright dodge incoming damage
Toughness -- reduce amount of damage taken in most ways
Alertness -- Chance to get first move in a match, and makes you learn faster
Speed -- Chance to get free moves when you clear
The 5 masteries -- one per colour (so it is best to take the one that is
your own colour usually); increases how much mana you get from a clear, and
reduces how much damage you take from spells of that colour.
Buff/Debuffs:
o to help see whats going on, a variety of buff/debuff icons will show on
your and enemies portrait
o a 'lock' icon means that character is missing a move, for instance
o a white-cross means a heal-over-time effect is on
o theres a half dozen various buff/debuff icons; I'll make it on the website
one of these days, when Ste makes new artwork
Mechanics:
o treasure chest works differently, though not yet ideal; various amts of
gold it may return, and various rarities of items
o you are penalized in hp for bad moves; amt varies by level.
o AI is a little more aggressive
o damage shield passes remaining damage through to receiver
o showing level in save/load slots
Lots to be done yet, but I thought you'd like to see it faster..
ex: more spells; still same old spells in there, but you do have to buy them
as you level up; I'll be adding many more spells soon, assuming all the
below works okay
ex: the opponent scaler is just the beginning; it scales up their skills to
level, but doesn't yet scale up their gear or spells to match player growth
--
Theres a lot more changed internal and out, but thats the highlights.
I had no idea the game would turn into so much effort by adding the RPG elements. omg!
jeff
Oh and semyaza -- she'll likely be more angry; I made the AI a little meaner to keep challenge up, but it'll probably make her swear more
(though I do need to know if its too hard or too easy.. difficult to judge!)
jeff