There are no skunks in AT. these can be the AT world's most dangerous regular foe.
Heres how it would be.
Health: 40
Max AP: 10
Move Cost: 3 Skunk can be really quick if they feel threatened... i once ran away from a skunk because i ended up just passing by... it was at night... i ran for my life...)
Attack Cost: 10 (they need to turn around and spray you...)
Attack Chance: 100
Attack Damage: 0
Block Chance: 100
80% of being Sprayed.
Sprayed: infinite.
drains 0-1 HP per round.
lowers block chance -150%
lowers attack chance -200%
monsters will flee from you.
it would be a formible enemy.
but then how would one cure being Sprayed?
easy, the potion maker in Remgard.
Which the skunks dwell about halfway accross the known map of the next update.
Which to obtain this potion you would need to get sprayed first.
and also obtain some extra items maybe in stoutford.
The potions should cost anywhere from 100-1000 gold.
*nods, this could pose as a challenge for even high level characters. but nearly impossible for low level characters.
Now what will be at the end of this forest.
Boss Skunk McGee (or some other scary sounding name.)
which Doubles att the stats of regular skunks but has 1000HP :3
What it will drop,
Noseplug. 10%
Skunk Tail... 80%
and
some really stinky name sounding legendary great axe. which causes Spraying. .01%
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
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
A serious idea that sounds absurd,
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Re: A serious idea that sounds absurd,
Some will say this idea really stinks..
and it does, but in a good way. Not absurd in the least.
...of course, I still long for killer rabbits.
(fnord)
and it does, but in a good way. Not absurd in the least.
...of course, I still long for killer rabbits.
(fnord)
Embrace the Shadowbunnies
- Nut
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Re: A serious idea that sounds absurd,
And because of the legendary axe, you have to seek the fight against the skunk - very clever
Nut
- Zukero
- Lead Developer
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Re: A serious idea that sounds absurd,
I like it. Some numbers may be crazy, and we can't make the monsters flee away from you easily, but there's definitely something to do. If only we had a skunk sprite...
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
- Nut
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Re: A serious idea that sounds absurd,
Monsters shouldn't flee - imagine the graveyard with corpses running away...
But some NPC's could refuse to talk with you...
But some NPC's could refuse to talk with you...
Nut
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Re: A serious idea that sounds absurd,
the NPC idea i thought of, but i didn't know how much coding that would be. i suspect a lot. :O
LOL
Player Name: ESC LVL: 47 (ChillIin' with Kayla, awaiting next update.)
Player Name: E LVL: 28 (The Fated No IF Build)
Player Name: E LVL: 28 (The Fated No IF Build)
- Nut
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Re: A serious idea that sounds absurd,
I'd like to see your face when Lodar's or Hannah's reaction would be like that
Of course it would be work, but it needn't be for any NPC. On the other hand fleeing monsters wouldn't be too bad. Maybe players would seek skunks then, to get easier to Remgard...
Of course it would be work, but it needn't be for any NPC. On the other hand fleeing monsters wouldn't be too bad. Maybe players would seek skunks then, to get easier to Remgard...
Nut
- Firefly84
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Re: A serious idea that sounds absurd,
What about normal monsters flee but zombies/undead and some insects are attracted.
I think about the Amorphophallus titanum that stinks really aweful, too.
But the inhabitants of the Wood Settlement (at least the stinkiest) really love to talk to you, too.
I think about the Amorphophallus titanum that stinks really aweful, too.
But the inhabitants of the Wood Settlement (at least the stinkiest) really love to talk to you, too.
Firefly
Lvl: 114, PV: 497, FQ: 63
RoLS: 2, ElyR: 1, RoL: 2, HoF: 0, ChaR: 1, GoLF: 1, ShaF: 4, SRoV: 6, VSH: 3, WMC: 1, GoW: 1, BD: 1
DP: 0, X: 0, M: 1, BoGt: 1, SotA: 0, RofLS: 1
HP: 505, AC: 262, AD: 89-105, AP: 4 each, ECC: 12, CM: -, BC: 156, DR: 4
Lvl: 114, PV: 497, FQ: 63
RoLS: 2, ElyR: 1, RoL: 2, HoF: 0, ChaR: 1, GoLF: 1, ShaF: 4, SRoV: 6, VSH: 3, WMC: 1, GoW: 1, BD: 1
DP: 0, X: 0, M: 1, BoGt: 1, SotA: 0, RofLS: 1
HP: 505, AC: 262, AD: 89-105, AP: 4 each, ECC: 12, CM: -, BC: 156, DR: 4
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Re: A serious idea that sounds absurd,
:O true, they probably were already sprayed due to similar circumstances. I am sensing a quest line.
justincase....
Player Name: ESC LVL: 47 (ChillIin' with Kayla, awaiting next update.)
Player Name: E LVL: 28 (The Fated No IF Build)
Player Name: E LVL: 28 (The Fated No IF Build)
- Antison
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Re: A serious idea that sounds absurd,
I love the idea of fleeing monsters, as I've always found it a little ridiculous that they didn't when they are so over matched. Plus it would give the Bleeding Wounds actor condition some more value. As currently, the only way to see a monster inflicted with it die outside of battle, is for you to flee. "Oh, you want to run, do you? Well you will die shortly my friend!"
"A home without a beagle is just a house"