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too many boring monsters

Unstructured ideas, requests and suggestions for the development of the game.
Pyrizzle
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Re: too many boring monsters

Post by Pyrizzle »

Durf wrote:Perhaps it would be possible to add in some randomized "super" versions of current creatures on a rare chance. These could be equivalent in HP to the 8 unique versions of common creatures currently in the game, but perhaps have some added AD or actor effects as well. They could spawn randomly in different areas (excluding perhaps areas that would hinder advancement for at-level players, such as bridges), and be super challenges for most players. The explanatory basis for this could be disappearing habitat :cry: , a rampage :twisted: , or revenge on the player for killing its family :evil: (e.g. harvesting all those White Wyrm Claws... coughivorycough... for a lousy potion). Players that are not capable of handling such an encounter at their current level could just avoid the creature.
I think you might find this thread interesting: Rare NPCs
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Durf
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Re: too many boring monsters

Post by Durf »

Pyrizzle wrote:
Durf wrote:Perhaps it would be possible to add in some randomized "super" versions of current creatures on a rare chance. These could be equivalent in HP to the 8 unique versions of common creatures currently in the game, but perhaps have some added AD or actor effects as well. They could spawn randomly in different areas (excluding perhaps areas that would hinder advancement for at-level players, such as bridges), and be super challenges for most players. The explanatory basis for this could be disappearing habitat :cry: , a rampage :twisted: , or revenge on the player for killing its family :evil: (e.g. harvesting all those White Wyrm Claws... coughivorycough... for a lousy potion). Players that are not capable of handling such an encounter at their current level could just avoid the creature.
I think you might find this thread interesting: Rare NPCs
I have :D However, that thread seems to be more focused on extremely rare NPCs that have the potential to drop extremely rare items, while this one is a bit more broadly focused on adding a few more difficult monster challenges to the normal gameplay. However, it might still be worth merging the threads if you deem it wise.
Turd: has passed...
Turd2: (bedridden) L:49 HP:113 AP: 3/12 AC:236 AD:31-42 BC:118 DR:7
Durf: (rampaging) L:58 HP:152 AP: 3/12 AC:235 AD:33-47 BC:195 DR:8
tom1250tom
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Location: CFB Edmonton

Re: voice your ideas here

Post by tom1250tom »

I am sure this will be taken care of with the next update and new maps. but an idea is more places with very hard monsters. I am only level 53 atm but I can go basically anywhere on the map and maybe lose 20+ hp, with the exception of a few places where lose is a bit higher(due to posion). But nothing seems to be of a challenge nor hurt me.... just a thought.
GO FORTH AND GROW STRONG!
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AC:263%
AD: 27-44%
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Sarumar
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Re: too many boring monsters

Post by Sarumar »

Durf wrote:
Pyrizzle wrote:
Durf wrote:Perhaps it would be possible to add in some randomized "super" versions of current creatures on a rare chance. These could be equivalent in HP to the 8 unique versions of common creatures currently in the game, but perhaps have some added AD or actor effects as well. They could spawn randomly in different areas (excluding perhaps areas that would hinder advancement for at-level players, such as bridges), and be super challenges for most players. The explanatory basis for this could be disappearing habitat :cry: , a rampage :twisted: , or revenge on the player for killing its family :evil: (e.g. harvesting all those White Wyrm Claws... coughivorycough... for a lousy potion). Players that are not capable of handling such an encounter at their current level could just avoid the creature.
I think you might find this thread interesting: Rare NPCs
I have :D However, that thread seems to be more focused on extremely rare NPCs that have the potential to drop extremely rare items, while this one is a bit more broadly focused on adding a few more difficult monster challenges to the normal gameplay. However, it might still be worth merging the threads if you deem it wise.
+1 Hmmm how about this old idea;

There is a chance (something like 1/100) that monster is stronger one a champion of its kind = all stat are multiplied by 1,5.... and a chance (something like 1/500) you meet even stronger one...
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
Durf
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Joined: Wed Sep 04, 2013 11:22 pm
android_version: 4.1 - Jellybean

semi-randomized monster stats and rare encounters

Post by Durf »

Sarumar wrote:
Durf wrote:Perhaps it would be possible to add in some randomized "super" versions of current creatures on a rare chance. These could be equivalent in HP to the 8 unique versions of common creatures currently in the game, but perhaps have some added AD or actor effects as well. They could spawn randomly in different areas (excluding perhaps areas that would hinder advancement for at-level players, such as bridges), and be super challenges for most players. The explanatory basis for this could be disappearing habitat :cry: , a rampage :twisted: , or revenge on the player for killing its family :evil: (e.g. harvesting all those White Wyrm Claws... coughivorycough... for a lousy potion). Players that are not capable of handling such an encounter at their current level could just avoid the creature.

+1 Hmmm how about this old idea;

There is a chance (something like 1/100) that monster is stronger one a champion of its kind = all stat are multiplied by 1,5.... and a chance (something like 1/500) you meet even stronger one...
I like that idea, Sarumar! Technically, for some areas at least, the ratio could go up even higher, if it was deemed to not break the flow of the story-line or overall world feel. However, having a mix of even 1/50, 1/100, 1/200, 1/500, 1/1000 monsters with stats and effects increasing would also add an increased diversity of monster encounters to the game, even if the more common ones did not deviate greatly from their base versions. I do like the idea of running into White Wyrms that occasionally have the power to freeze me for two rounds on the barren reaches of Blackwater Mountain, or exceptionally poisonous vipers in the deep forest, or highwaymen/women that I vastly underestimate wandering the most dangerous roads, or stumbling upon the ghost of an ancient general in the darkest depths of the world. I think this could further develop the feel of immersion in the AT world, even if implemented incrementally at first.

By the way, if this thread keeps moving, can we change the title to something a bit less disparaging of the current monsters?
Turd: has passed...
Turd2: (bedridden) L:49 HP:113 AP: 3/12 AC:236 AD:31-42 BC:118 DR:7
Durf: (rampaging) L:58 HP:152 AP: 3/12 AC:235 AD:33-47 BC:195 DR:8
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