Something that I've noticed that has always annoyed me. I'm not sure if its intentional or not, or just a way to add a little more variety to mobs, but when I get into an area and see 2-3 monsters with a change in the beginning of their name, (lets take scaradons for an example) :
Hardshell, Tough, and just plain scaradon.
Running through their stats, it frustrates me that they are all practically the same. One has +1 to damage and another has like a +1 to DR. I'd like it better if they got a lot more noticeably stronger, as their name suggests instead of such a small change in stats.
I don't know if this is with all monsters, but I've seen it with auleaths too from what I can remember.
When it comes to actor conditions the difference is a lot more noticeable, but overall I see this small increase in stats trend a lot. It still feels like I'm fighting the same thing with the different name. You really can't tell that they've increased slightly in anything.
v0.8.10 (BWM fill) released to Google Play!
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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 (v0.8.10) from Google, F-Droid, our server, or itch.io
a more noticable difference in difficulty
- nether
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- nyktos
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Re: a more noticable difference in difficulty
another well timed post!
we are talking about how the mobs are grouped on each map,
and how we have come to expect certain things in this world...
[ian's new maps for v0.7.0]
i agree - the differences should be more noticeable!
the quick should be quicker
the strong should be stronger
[in relation to standard enemies]
[names and adjustments totally random]
double may be pushing it, just saying that the differences could be more obvious.[/b]
we are talking about how the mobs are grouped on each map,
and how we have come to expect certain things in this world...
[ian's new maps for v0.7.0]
i agree - the differences should be more noticeable!
the quick should be quicker
the strong should be stronger
[in relation to standard enemies]
[names and adjustments totally random]
Code: Select all
Wolf = Standard
Quick Wolf = Standard + Double AP
Rugged Wolf = Standard + Double BC
Strong Wolf = Standard + Double AD
Resilient Wolf = Standard + Double HP
"Embrace the Shadow"
[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
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Re: a more noticable difference in difficulty
The reason actor conditions are more noticeable is because they stack... In effect, they are multipliers. The conditions effect is coded into the game, and thus, when you get a stack of, say, 7 irdegh poisons, it's 7x the effect of a single poison...when you add 7 to the ad of a mob, you end up with 7 more damage per hit... It's a magnitude thing, because 7 looks like it's a lot more damage, specially when you're changing something that only had 10 or so ad to begin with, but in practice, it's really not that much of a change...
I really need internet access on my lappy so I can start coding some of my ideas...
Anyhoo, happy hunting
I really need internet access on my lappy so I can start coding some of my ideas...
Anyhoo, happy hunting