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A serious idea that sounds absurd,

Unstructured ideas, requests and suggestions for the development of the game.
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Capeditiea
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A serious idea that sounds absurd,

Post by Capeditiea »

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.

:D it would be a formible enemy. :D

but then how would one cure being Sprayed?
easy, the potion maker in Remgard. :twisted:

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%
:D
eor
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Re: A serious idea that sounds absurd,

Post by eor »

:roll: Some will say this idea really stinks.. :lol:

and it does, but in a good way. :D Not absurd in the least.

...of course, I still long for killer rabbits. :cry:

(fnord)
Embrace the Shadowbunnies :shock:
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Nut
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Re: A serious idea that sounds absurd,

Post by Nut »

And because of the legendary axe, you have to seek the fight against the skunk - very clever :twisted:
Nut
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Zukero
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Re: A serious idea that sounds absurd,

Post by Zukero »

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
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Nut
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Re: A serious idea that sounds absurd,

Post by Nut »

Monsters shouldn't flee - imagine the graveyard with corpses running away...
But some NPC's could refuse to talk with you...
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Capeditiea
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Re: A serious idea that sounds absurd,

Post by Capeditiea »

Nut wrote: Tue Mar 12, 2019 8:24 am Monsters shouldn't flee - imagine the graveyard with corpses running away...
But some NPC's could refuse to talk with you...
the NPC idea i thought of, but i didn't know how much coding that would be. i suspect a lot. :O

LOL
"Today i went to the graveyard but the corpses ran from me like i was some kind of disease."

"i tried fighting the graveyard king but he would only flee."

"I asked Halvar, what is going on, but he refuses to talk with me till i take a bath."

"Lodar had to evacuate his house, now he is no where to be found."

"Hannah pushed me off the tower."
Player Name: ESC LVL: 47 (ChillIin' with Kayla, awaiting next update.)
Player Name: E LVL: 28 (The Fated No IF Build)
i am spoiler happy now that i have figured it out. :3
:D
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Nut
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Re: A serious idea that sounds absurd,

Post by Nut »

I'd like to see your face when Lodar's or Hannah's reaction would be like that :lol:
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
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Firefly84
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Re: A serious idea that sounds absurd,

Post by Firefly84 »

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.
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
Capeditiea
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Re: A serious idea that sounds absurd,

Post by Capeditiea »

Firefly84 wrote: Tue Mar 12, 2019 3:12 pm 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.
:O true, they probably were already sprayed due to similar circumstances. I am sensing a quest line.
justincase....
Starts in Wood Settlement, based on a rumour of something or another, you head to the Skunk infested location for some random reason, (which may include fetching some skunktails for Lownya. maybe 5 or so.) the area just so happens to be past vilegard, and south of duleian road. (directly north by a map or two would be the fated Gargoyle Cave.) which i assume you would eventually get sprayed... You head back to Lownya, whom after some dialog and thanks, points you to Hjaldar in Remgard. after you make it there, he then points you to Colenal Lutarc, then (Psychedelic) Rob Which Colenel Lutarc gives you an item. (probably tomato paste... or something.) Rob gives you (quest item) ointment base. This Ointment Base will temporarily boost your AC and BC both by 100% to kinda make it less deadly on the trip back. once you get back to Remgard. Hjaldar takes the two items, and makes the potions (which sell 3 at a time.) Once the quest is completed you get a bunch of experience. :D
Player Name: ESC LVL: 47 (ChillIin' with Kayla, awaiting next update.)
Player Name: E LVL: 28 (The Fated No IF Build)
i am spoiler happy now that i have figured it out. :3
:D
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Antison
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Re: A serious idea that sounds absurd,

Post by Antison »

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"
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