v0.8.9 (Bugfixes + translations) released to 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 (v0.8.9) from Google, F-Droid, our server, or itch.io

Non Combat Skills

Unstructured ideas, requests and suggestions for the development of the game.
Post Reply
lord midnight
Posts: 104
Joined: Sat Feb 05, 2011 9:23 am
Location: Oz

Non Combat Skills

Post by lord midnight »

This List is looking more and more like the hunter woodsman list. Just a bit of rogue in it now
PickLock
Cost LockPick Item(chance to break), chance to be caught, "round" per level of lock in time
R1: 50% chance to break easy locks
R2: 40% chance to break easy locks, see easy traps
R3: 30% chance to break easy locks, disarm easy traps, see medium traps
R4: 20% chance to break medium locks, disarm easy traps, see medium traps
R5: 10% chance to break medium locks, disarm medium traps, see hard traps
R6: 5% chance to break hard locks, disarm medium traps, see hard tras
R7: 3% chance to break hard locks, disarm hard traps


Scrounge
Cost: time
gain an item based on area you are in
R1: 10% chance to find 1gp item
R2: 25% chance to find 1gp item
R3: 50% chance to find 1gp item, 15% to find small item
R4: 85% chance to find 1gp item, 15% to find small item
R5: 85% chance to find 1gp item, 35% to find small item
R6: 100% chance to find 1gp item, 35% to find good item
R7: 100% chance to find 1gp item, 50% to find good item

igp items are animal hair etc, small items are healing vials, leather boots, ~25-50gp,
good items are meat, regular or better potions, ~100gp items. Time is the cost, you can get attacked from spawining creatures etc. In a pinch it can save you, item based on terrain of map room you are in, works anywhere, some small and good items are al;so 5gp, 10gp, 25gp and 100gp in a rare good item find.



Camp
Cost: Camp Item, Time
R1: can use sleeping bag, no protection
R2: can use sleeping bag and fire, protected from tiny creatures, can cook
R3: can use tent and fire, protected from tiny creatures, can cook, can store
R4: can use tent and fire, protected from small creatures, can cook, can store
R5: can use tent and fire, protected from medium creatures, can cook, can store
R6: can use pavillion and fire, protected from large creatures, can cook, can craft, can store
R7: can use pavillion and fire, protected from large creatures, can cook, can craft, can store

Sleeping Bag/Bedroll
same thing, bedroll is lighter, sleeping bag restores 10% up to 50% of your health, bedroll 45%

Fire Lets you cook, offers some protection

Tent, restores a minimum of 25% of you max health up to 75% of your max health per night rested.

Pavillion, restores 60% minimum to 100% per night, has full gear and ammenities

if you are attacked, you lose your equipment if you flee or are defeated or ambushed.
protection is a chance to prevent ambush and a guarding against smaller creatures.
tiny creatures are things like small wasps and rats
small is dogs, foxes, snakes,
medium is wolves, boars, goblins, kobolds,
large is humans, bears, wyverns
if you are protected, you have a chance to prevent ambush against things of that size, anything smaller will not bother you. basechance to prevent ambush is 50% to any skills or special item bonuses.

Camps could be semi permanent, as in you need such n such space to place it, say 2x2 or 3x3 or 3x4 tiles, and i stays there until you use the break camp menu from the bed or work table in the Pavillion. A bedroll is just 1x2, fire is next to it in 2x2, in 3x3 1 space away, a tent is there, with a chest, then a nice big caravan tent with boxes n stuff and a cooking fire...

If you are defeated in camp, you escape with your stuff and a few HP, but your expensive camp gear is gone. You can have as many camps as you can afford to maintain, creatures destroy camps if left alone for hundreds of screen transitions unvisited, thousands maybe.


Build Snare
Cost: Materials
R1: easy snares, 50% chance of fail
R2: easy snares, 25% chance of fail
R3: easy snares, 10% chance of fail
R4: medium snares, 5% chance of fail
R5: medium snares, 5% chance of fail
R6: lethal snares, 5% chance of fail
R7: lethal snares, 0% chance of fail

Snares:
Bind Trap: easy
hold target in position, size and duration based on level

Snap Damage: easy
deal medium damage based on attribute level

Spike Pit: lethal
deal heavy damage and trap foes, size of creature affected based on level

Poison Spike: medium
add poison counters based on skill/attribute level
AND/OR's ...
Image
shark4507
Posts: 4
Joined: Fri Feb 04, 2011 7:42 pm

Re: Non Combat Skills

Post by shark4507 »

It would be great to have non combat skills like lockpick and locked chests in the game. It would also be nice to have crafters skill to make armor and things like that. Also a chest in the starting house that could be used by all players you create to share armor cash food ect...I know people dont want to hear this but as everyone has said the game is great and I love the fact that its free. But between me and you i would pay for a game like this! Keep up the great work!!!
Post Reply