v0.8.9 (Bugfixes + translations) released to Google Play!

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Andor's Trail Project Meeting #25

Official news about Andor's Trail.
Thystonius
Posts: 490
Joined: Thu Jul 19, 2012 11:49 am
android_version: 2.3 - Gingerbread
Location: Netherlands (ikbendebob {at} yahoo {dot} com)
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Re: Andor's Trail Project Meeting #25

Post by Thystonius »

Tulkas wrote:I had a similar idea, and it's under the "already suggested ideas" thread, where it's an end game dungeon with extremely high level enemies.
+1 for endgame content like this
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
Thystonius
Posts: 490
Joined: Thu Jul 19, 2012 11:49 am
android_version: 2.3 - Gingerbread
Location: Netherlands (ikbendebob {at} yahoo {dot} com)
Contact:

Re: Andor's Trail Project Meeting #25

Post by Thystonius »

sdevaney wrote:
weapon revamp:
http://andorstrail.com/viewtopic.php?f= ... 200#p31529
Interesting concept of having dmg be a combination of both the character’s base damage and the weapon’s damage. Would mean huge changes to the combat mechanics, which probably would require quite large rebalancing in the game. Would there be a way to make such a change without introducing too much change to the mechanics?
For now, we’ll focus on making weapon damage ranges larger.
One thing we could look at is how to make the amount of damage you do into a wider range than the current amount, which is really a quite narrow range of values (based on how many levelups you’ve picked “damage”).
Please let me know if the devs are helped by a rough plan of attack to tackle the consequences of this concept, I'd gladly make a start.
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
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