i do like rpg's and basically like Andor's Trail. But there is one thing that i do not like very much: the fighting. practically the only thing that makes the fighting hard is the amount of monsters. There is no challenge in defeating a single monster, there is only the challenge of surviving battle after battle with taking the bonemeals in time, then do some steps on the path and fight the same monsters again take your bonemeal in time and then do some steps.
It makes the game quite boring.
More interesting would be to have the entree to areas guarded by a monster that requires a special approach, a certain level, whatever, as long as some planning and thinking is involved. Also it should not be a monster that is respawned. once you're in, the access is free next time.
Is that possible?
v0.8.13 (Troubling Times) active on Google Play
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.13) from Google, Github, F-Droid, our server, or itch.io
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.13) from Google, Github, F-Droid, our server, or itch.io
too many boring monsters
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Re: too many boring monsters
hmm.. i love to meet tought "boss" monsters and more... IMO in the realm of AT there should be more "hard" ones like Hira'zinn....
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
..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
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Re: too many boring monsters
Taka: welcome to the forums!
What level are you currently?
What areas have you been to? Quests finished? etc?
It would help me to figure out if there is an area i can suggest for you to go to or something that might challenge you that you may have missed.
There are a few other ways to make the game more challenging:
~Try playing w/o using Bonemeal potions... it makes getting thru some areas a bit trickier.
~Try playing w/o using Skills Points (Or maybe just using a specific two Increased Fortitude and Combat speed)
~ The Level One Challenge - Try beating all content w/o leveling up. (It's tricky) Or try to see how far you can get before starting to level up (What's the lowest level you can complete all content?)
What level are you currently?
What areas have you been to? Quests finished? etc?
It would help me to figure out if there is an area i can suggest for you to go to or something that might challenge you that you may have missed.
There are a few other ways to make the game more challenging:
~Try playing w/o using Bonemeal potions... it makes getting thru some areas a bit trickier.
~Try playing w/o using Skills Points (Or maybe just using a specific two Increased Fortitude and Combat speed)
~ The Level One Challenge - Try beating all content w/o leveling up. (It's tricky) Or try to see how far you can get before starting to level up (What's the lowest level you can complete all content?)
- sorrow
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Re: too many boring monsters
Well if I understand it right my quest the scream pain and fire quest once it gets put in then we will have some interesting monsters
Sorrow
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Re: too many boring monsters
thank youPyrizzle wrote:Taka: welcome to the forums!
35Pyrizzle wrote:What level are you currently?![]()
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that would need a long answer.Pyrizzle wrote:What areas have you been to? Quests finished? etc?
It is not that there is nowhere to go, but that for example going into the Charwood mine (trial by fire) is just a matter of fighting off monster after monster, which each is classified as 'easy' and sometimes 'normal' until one of those monsters hits by chance two big criticals (so no bonemeal in between) and sends me back to sleep. There is no clever way for me to get further, just try my luck.
There are easier areas, but i have been to most of them. There are many monsters there too, but easier to defeat. Now i am just revisiting the Blackwater area to see if i missed something earlier. But i can not just go and visit, because the multitude of monsters only take a lot of time and pose no real threat. Just need to stop everytime for another useless fight. That is a bit boring.
What would be interesting is to have a (one tine) fight with a monster that needs a special approach, like special equipment or special potions. That monster blocks an area, so defeating it (once and for all), would make that area accessible.
In other words, I prefer few clever fights over countless confrontations with 'easy' and 'normal' monsters.
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Re: too many boring monsters
I agree that more challenging monsters requiring particular approaches would be great. However, I would argue it could go beyond just adding more "unique" monsters that are blocking pathways, although that is a great idea. Perhaps the "strong" version of all current creatures could be given a substantial boost (e.g. the strong hornets could be given more potent stings and perhaps some paralysis effect). Adding the swarming effect to more creatures could also shift them from being obstacles to challenges.
I think expanding the number and diversity of status effects is a great way to increase the diversity of challenges for creatures. The combination of high DR and regen on the Hira'zinn was also particularly challenging.
However, I suspect that part of the problem is that once a character reaches a higher level, the creatures become easy regardless. I don't know whether there is a way to scale monster difficulty with level, but that might also address some of this.
I think expanding the number and diversity of status effects is a great way to increase the diversity of challenges for creatures. The combination of high DR and regen on the Hira'zinn was also particularly challenging.
However, I suspect that part of the problem is that once a character reaches a higher level, the creatures become easy regardless. I don't know whether there is a way to scale monster difficulty with level, but that might also address some of this.
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
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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Re: too many boring monsters
Taka:
Thank you for taking the time to respond i know i asked a bunch of questions that require long answers. It just helps me to figure out where you are on your build (level, gears, quests, etc) and helps me to figure out how much of the game you have played thru.
Feedback like yours is important to us to help us develop the game and keep it interesting for you (and all the other players)
"What would be interesting is to have a (one tine) fight with a monster that needs a special approach, like special equipment or special potions."
I already have something in the works that will have this in it.
"However, I suspect that part of the problem is that once a character reaches a higher level, the creatures become easy regardless. I don't know whether there is a way to scale monster difficulty with level, but that might also address some of this."
This idea has been brought up before but last i remember it's something that Oskar has said he wasn't interested in adding.
A few ideas we've had to add a challenge:
Puzzles
Trap doors
and more
Happy hunting!
-Pyrizzle
Thank you for taking the time to respond i know i asked a bunch of questions that require long answers. It just helps me to figure out where you are on your build (level, gears, quests, etc) and helps me to figure out how much of the game you have played thru.
Feedback like yours is important to us to help us develop the game and keep it interesting for you (and all the other players)
"What would be interesting is to have a (one tine) fight with a monster that needs a special approach, like special equipment or special potions."

"However, I suspect that part of the problem is that once a character reaches a higher level, the creatures become easy regardless. I don't know whether there is a way to scale monster difficulty with level, but that might also address some of this."
This idea has been brought up before but last i remember it's something that Oskar has said he wasn't interested in adding.
A few ideas we've had to add a challenge:
Puzzles
Trap doors
and more
Happy hunting!
-Pyrizzle
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
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Re: too many boring monsters
The future of AT :boring less will be (love Yoda)
Sorrow
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Re: too many boring monsters
I agree about different monsters and fighting tactics. But I would like to have such monsters not only once. I think it makes game more interesting and different.taka wrote: What would be interesting is to have a (one tine) fight with a monster that needs a special approach, like special equipment or special potions. That monster blocks an area, so defeating it (once and for all), would make that area accessible.
In other words, I prefer few clever fights over countless confrontations with 'easy' and 'normal' monsters.
When I bored of cleaning respawns of weak monsters, I can explore world, fight fat NPCs in long fights, do quests. The more variety is possible the more interesting game is.

Equipment: QsD, JoF, Villian's ring2, Villian's armor, HPG, Coward's boots, Fine green hat, Wooden defender
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Re: too many boring monsters
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
, a rampage
, or revenge on the player for killing its family
(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.



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
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