Bluntman
Active Member
Leider wurde über die Entwicklung dieses großartigen Spiels seit Build 050 nicht mehr berichtet, in diese Lücke springe ich einfach mal. skeezix hat inzwischen Build 059 draußen, seit 050 hat sich sehr, sehr viel getan:
Build 053
- Levelling
- you start at lvl 0, with _no spells_!
- 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.)
- when you level up, you get 10 skill pts and 1 spell pt
- awarding experience for clears, casts and match outcomes
- in the Training Grounds, you can buy spells or train up your skills
- 1 skill pt adds 1 rank to a skill; meaning depends on the skill and use
- 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
- hides spells oyu already know or that are too high level
- levelling up gets you free extra hitpoints as a bonus
- at level 0 (just began a new character), enemies have no spells either
- amt of experience to level up increases for each level, but shouldn't be as crazy as a lot of games
- 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
- less experience for wins in non-refill mode
- 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:
- to help see whats going on, a variety of buff/debuff icons will show on your and enemies portrait
- a 'lock' icon means that character is missing a move, for instance
- a white-cross means a heal-over-time effect is on
- 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:
- treasure chest works differently, though not yet ideal; various amts of gold it may return, and various rarities of items
- you are penalized in hp for bad moves; amt varies by level.
- AI is a little more aggressive
- damage shield passes remaining damage through to receiver
- showing level in save/load slots
- Swapped blue and white; this is mostly conceptual business, but when playing Gladiator you now want BLUE, and Friar wants WHITE more.
- Toughness skill reduces 'clear' damage, not spell damage; not as insanely overpowered anymore
- When dealing any kind of damage, at least 1pt always hits the target; ie: regardless of toughness or damage reduction or whatever, 1 lands. - note that a _dodge_ voids the entire attack, so no damage is dealt. We may need to balance that still .. but dodge is harder to go off anyway.
- Free moves only occur after a clear, as they were intended. Ooops! Also, they should only occur when oyu actually get a move, not when you're missing a move. Oops! All that 3am coding..
- Enemy level is now a little more in line with player; wont' really outclass you so much until level 5+
- Skill points, spell points and gold are shown in the training area and stores, so you know how much you've got left
- On match begin, for level 0-2, show a warning if you've not spent all your skill and spell pts when firing up a match; you cna save them up, but these early levels.. its wise to spend
- A damage bonus (for clears only) is added based on level; not until level 3 mind you, but helps to avoid long attles against giant hp, evne if you've not geared up .. or a mage without a +dmg weapon in hand, say
- Weapon bonuses honoured now; ie: Pigsticker now has a +2 dmg bonus when equipped, so that means a clear-3-skulls does 3+2 dmg now, not just 3. Likewise, a 4-skulls does 6 dmg.
- when enemies have giant hitpoints due to level you need big gear, or big spells, to keep the match short; if you have crappy gear or crappy spells, a high level opponent will take forever to beat
- All four classes have spells up through level 10 which ought to take awhile to get to; theres a pile of gear (some 100 items give or take) defined, across those levels as well and crafted for differing purposes so you can customize your avatar. The opponent scaler tries to match your gear a little so you don't overpower the AI purely on that basis. And heck, if your'e a gold farmer you can buy more skills and spells at the store to reward oyur time investment. Lots of tweaks to combat and so forth
- when buying the Tomes, it deducts cash
- after successful spell cast, any selection cursor is unselected so as to help prevent accidental moves
- inventory listing now lets you describe item as well
- opponent gear out..
- he has less 'minimum' item count
- he doesn't count your crappier items (ie: lvl 1 item when oyu're at lvl 10) - Verified.. Sap is 2*caster-level already
- casting menu lets you have up to 50 spells or so, so now your broken super chars from 059 can work
- treasure chest now gives you a level appropriate item (or less .. could
give oyu lvl 1-7 if you're a lvl 6) - bonus damage due to level works right; ie: prev build it was making your damage _less_ as oyu levelled up.. woops!
- bonus damage from gear is now correct; it was increasing too much .. a +2 dmg item was counting for +4 sometimes .. resulting in extra-big damage numbers
So, das wars schon ^_^ Vielleicht wird die aktuelle Version des Spiels ja noch mit ins Archiv aufgenommen, bis dahin könnt ihr euch Build 059 hier runter laden: http://www.codejedi.com/battlejewels/binaries/battlejewels-gp2x-059-beta.zip