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Some ideas for new items. Abstract and specifically.

Unstructured ideas, requests and suggestions for the development of the game.
Nezzo88
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Joined: Wed Nov 14, 2018 9:21 pm

Some ideas for new items. Abstract and specifically.

Post by Nezzo88 »

Abstract:
1) (QUESTION CLOSED) Make haunted equipment. After equiping the item the ghost/nightmare starts following you. On the wilderness it behaves like enemy, its unkillable,but easy escapable and slowly towards you. maybe have %damage based on your own damage to not letting you rest during the whole game. in towns it stops in a few determined places and stops to initiate fight. maybe it could enters town buildings with you but still stops in determined places to not blocking the way. Of course this item should be powerful.
2)Add some kind of enchanting by adding npc-enchanter or creating standing npc-altair that can do enchantments. Due to game engine it could be few alternatives for certain items (so basically its a exchanger where you can exchange items to other by dialogue and back.)
3) (QUESTION CLOSED) Obviously, long range combat can't be created there. But magic system still can be realized. First of all, there should be another bar like hp but for mana. Mana can be restored by sleep, potions and certain foods just like hp.
For casting spells the should be a panel like hotbar, but divided on two groups (probably one bar 1×6 divided 3|3)First group–buffs. They as items from hotbar can be casted during and outside combat. Second group–battle spells. They can be casted only during combat.
There can be few groups of spells divided by cost of casting: first consumes mana, second consumes hp, third consumes AP, other are mixed.
Oh! About attacking spells: probably it can be created even a start of fight by spell by touching on the spell and transition to enemy selection mode with ignoring friendly npc.


Specifically:
1)Perk/Item condition "Fatalism"/ "Destined by cold steel" / "Curse of Iron Wrath Demon" –you can't be affected by other conditions, nor buffs, nor debuffs. So you can't be healed by the most of foods, gain buff from weapons, but can't be weakened by enemies effects.

2)Witchlord Claymore of the Mist
Two-handed sword
AP: 8
Attack chance: 25
Attack damage: 10-30
Damage modifier: 95%
Crit chance: 10
Crit modifier: 2.5
Block chance: 20
HP: -30
Damage resistance: -3
AP +2
When hitting enemy:
On self:
5% Misty form (+10 block chance, +5 crit chance) (3 rounds)
When killing enemy:
50% Misty form x2 (3 rounds)

>Thats a crit and attack/block chance based weapon.

3)Infinite Bag of Throwing Peebles
Blunt weapon/one handed mace?
AP: 3
Attack chance: 5
Attack damage: 1-2
Damage modifier: 45%
Crit chance: 1
Crit modifier: 5
AP +2
When hitting enemy:
On self:
10% Glorious Strikes of Forestfolk Hero (+1 attack chance, +1 block chance, stack) (5 rounds)

4)[insert royal npc name] Fire Necklace
Unfortunately, it's only a fancy replica of greater artifact.
Although, it still powerful.

Attack chance: +5
Block chance: +5
Hp: +10
When hitting target:
On target:
5% Ablaze (-5 attack chance,-5 block chance,-1 damage resistance, -0-1 hp per turn, stacks) (3 rounds)

5) Karrank'Thau Living Fire Necklace
It's warm. It's hot! It burns your skin!
Besides, you feel the part of fire's might is now yours
.
Attack chance: +8
Block chance: +8
HP: +15
When equipped:
It burns! (-0-1 hp every round)
When hitting target:
On target:
10% Ablaze x2 (-5 attack chance,-5 block chance,-1 damage resistance, -0-1 hp per round, stacks) (4 rounds)
10% Fire (-1 hp per round) (2 rounds)
When get hit:
On source:
5% Ablaze (3 rounds)
5% Fire (2 rounds)

6)Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 10
Attack damage: 3-6
Damage modifier: 104%
Block chance: 5

7) Fencing Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 15
Attack damage: 4-8
Damage modifier: 105%
Block chance: 10

8) Pirate's Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 17
Attack damage: 5-6
Damage modifier: 107%
Block chance: 5

When equipped:
On source:
Aarrgh! (gain 1-2 gold if hit the target)

9) Noble's Fencing Sable
sable/one handed sword
Attack cost: 4 AP
Attack chance: 15
Attack damage: 6
Damage modifier: 110%
Block chance: 15
Crit chance: 5
Crit modifier: 2

When blocked enemy hit:
On source if blocked:
10% Step back(+5 block chance, stacks 2 times) (2 rounds)
When hit target:
On source if blocked:
10% Step forward(+5 attack chance, stacks 2 times) (2 rounds)
On target if hit:
10% Dazed (2 rounds)

10) Brute Demonic Arulir Skin Gloves
Light leather armor
Demonic arulir skin is especially hard processing.
It's hard to find a craftsman that could make at least something wearable.

Attack chance: -5
Block chance: 5
Damage resistance: +2
HP: +5

11) Brute Demonic Arulir Skin Boots
Light leather armor
Demonic arulir skin is especially hard processing.
It's hard to find a craftsman that could make at least something wearable.

Block chance: 5
Damage resistance: +2
Hp: +5
Last edited by Nezzo88 on Wed Nov 09, 2022 1:28 pm, edited 8 times in total.
~Від раю до пекла покотитись легко~
~Вкаже шлях біда~
~Від пекла до раю я стежок не знаю~
~Не тече зі споду догори вода
~
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Antison
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Re: Some ideas for new items. Abstract and specifically.

Post by Antison »

Not to rain on your parade but...
1. It's not possible with the game engine. How Gyra follows you in Stoutford is not repeatable across the world.
2. I'm not sure what you mean by an enchanter
3. No magic. The original developer was completely against it and the game engine does not support it.
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Antison
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Re: Some ideas for new items. Abstract and specifically.

Post by Antison »

Specifically:
1. ?
2. At 8 AP, You only get one attack/round. Nobody's going to use this weapon. Maybe at 7 AP (with necklace get it to 6AP) people will use it.
3. What weapon category would this be in? We don't have range weapons.
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Nut
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Re: Some ideas for new items. Abstract and specifically.

Post by Nut »

About magic I'd want to add, that the engine's restrictions are not the reason we won't add magic to the game. This is one of the basics of Andors's Trail - no magic, and we don't want to change this character of the game.
There are some magic rings or even NPC's with somewhat supernatural abilities, but the hero will never learn any spells.
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Nezzo88
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Re: Some ideas for new items. Abstract and specifically.

Post by Nezzo88 »

Antison wrote: Tue Nov 08, 2022 12:12 pm Specifically:
1. ?
2. At 8 AP, You only get one attack/round. Nobody's going to use this weapon. Maybe at 7 AP (with necklace get it to 6AP) people will use it.
3. What weapon category would this be in? We don't have range weapons.
It also gives +2 ap so you can hit two times.
It's a two-handed sword. I'll add this now

Throwing Peebles probably is just a blunt weapon.
Last edited by Nezzo88 on Tue Nov 08, 2022 1:43 pm, edited 1 time in total.
~Від раю до пекла покотитись легко~
~Вкаже шлях біда~
~Від пекла до раю я стежок не знаю~
~Не тече зі споду догори вода
~
Nezzo88
Posts: 34
Joined: Wed Nov 14, 2018 9:21 pm

Re: Some ideas for new items. Abstract and specifically.

Post by Nezzo88 »

Antison wrote: Tue Nov 08, 2022 12:05 pm Not to rain on your parade but...
1. It's not possible with the game engine. How Gyra follows you in Stoutford is not repeatable across the world.
2. I'm not sure what you mean by an enchanter
3. No magic. The original developer was completely against it and the game engine does not support it.
When you want to change items characteristics or add condition. there's no magic or craft system, so it can be made an npc, that "enchances" your item, in fact you just exchange your weapon to another premade similar weapon with wished changes.
~Від раю до пекла покотитись легко~
~Вкаже шлях біда~
~Від пекла до раю я стежок не знаю~
~Не тече зі споду догори вода
~
Lam al Adie
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Re: Some ideas for new items. Abstract and specifically.

Post by Lam al Adie »

Just think of Venanra in Brimhaven.

But since this 'enhancing' of items means making items more powerful, I'd suggest, there should be a significant chance of things going wrong.
Think in the lines of RofLS, just more drama.
Lam 'al Adie (pd)
Lvl:68 XP: 5728519 AP: 12/3 HP: 204 AC: 228 AD: 43-55 BC: 164 DR: 7
Skills: WA: 1 Do: 4 CS: 2 IF: 4 Ev: 2 Reg: 1 WP:1S: 1 AP:S: 1 FS:WS: 2 S:WS: 1
ROLS: 1 GoLF: 1
Nezzo88
Posts: 34
Joined: Wed Nov 14, 2018 9:21 pm

Re: Some ideas for new items. Abstract and specifically.

Post by Nezzo88 »

Lam al Adie wrote: Tue Nov 08, 2022 2:11 pm Just think of Venanra in Brimhaven.

But since this 'enhancing' of items means making items more powerful, I'd suggest, there should be a significant chance of things going wrong.
Think in the lines of RofLS, just more drama.
Yes, yes! Something like this, but dialogues have more options and, also, there's option of disenchantment (when enchanted weapon taken from you and given not enchanted)

AND this npc can be immovable with model of Altair or enchantment station. And our "dialogue" with it will be the way we enchant our items
~Від раю до пекла покотитись легко~
~Вкаже шлях біда~
~Від пекла до раю я стежок не знаю~
~Не тече зі споду догори вода
~
Lam al Adie
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Re: Some ideas for new items. Abstract and specifically.

Post by Lam al Adie »

But an enhanced item would have to be defined in the programming.
You'd have to say which item might deserve an enhancement and what the new stats would be.
I'd love an enhanced reinforced black axe with 5AP and CRIT x3.5
For a 50% chance of success I'd pay 1 oegyth crystal and 1ROLS
Lam 'al Adie (pd)
Lvl:68 XP: 5728519 AP: 12/3 HP: 204 AC: 228 AD: 43-55 BC: 164 DR: 7
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Antison
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Re: Some ideas for new items. Abstract and specifically.

Post by Antison »

Again, this is a form of crafting and Lam al Adie is correct. This item enchantments can not be dynamic. It has to work the way it does in Remgard. Only a limited set of items can be upgradable as we have to create the content that is the final result of the enhancement.

Even someone like Kyra. Give her a complete ingredient list of items and she constructs the Globetrotter boots. That is a static crafting. You will not given the option of telling her to use it to craft something other than those boots. Why? Because the constructed item has to be "know" to the game engine. i.e. we've already added it via code and the player "thinks" that the item was dynamically created.
"A home without a beagle is just a house"
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