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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
"Good" vs "Evil" skills
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- Posts: 288
- Joined: Sun Jul 22, 2012 3:34 pm
- android_version: 4.0
Re: "Good" vs "Evil" skills
People that select monster pairs with this skill would just have to live with it, considering we are still in pre release mode. So there would be no retro changes after new monster types are introduced.
Lvl: 196, XP: 13,700,094, Gold: 1,447,699, RoLS: 1, ElyR: 0, RoL: 1, ChaR: 1, GoLF: 0, ShaF: 2, SRoV: 12, VSH: 6, WMC: 0, GoW: 0
HP: 1081, AC: 400, AD: 106-122, AP: 4, ECC: 39%, CM: 5.75, BC: 213%, DR: 4
HP: 1081, AC: 400, AD: 106-122, AP: 4, ECC: 39%, CM: 5.75, BC: 213%, DR: 4
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Re: "Good" vs "Evil" skills
The pre-reqs for some NPCs would have to be very hard to fill.
like Undead Creatures (the ones that are immune to critical hits) that type on NPC would be very popular for this type of skill. Especially for the people who have critical hit builds.
like Undead Creatures (the ones that are immune to critical hits) that type on NPC would be very popular for this type of skill. Especially for the people who have critical hit builds.
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
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- Posts: 288
- Joined: Sun Jul 22, 2012 3:34 pm
- android_version: 4.0
Re: "Good" vs "Evil" skills
Yes true. When I fight these creatures in the future I'll probably use my ROL. But I agree on making the prerequisite for certain monsters appropriately difficult to fill.Pyrizzle wrote:The pre-reqs for some NPCs would have to be very hard to fill.
like Undead Creatures (the ones that are immune to critical hits) that type on NPC would be very popular for this type of skill. Especially for the people who have critical hit builds.
Lvl: 196, XP: 13,700,094, Gold: 1,447,699, RoLS: 1, ElyR: 0, RoL: 1, ChaR: 1, GoLF: 0, ShaF: 2, SRoV: 12, VSH: 6, WMC: 0, GoW: 0
HP: 1081, AC: 400, AD: 106-122, AP: 4, ECC: 39%, CM: 5.75, BC: 213%, DR: 4
HP: 1081, AC: 400, AD: 106-122, AP: 4, ECC: 39%, CM: 5.75, BC: 213%, DR: 4
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- Posts: 288
- Joined: Sun Jul 22, 2012 3:34 pm
- android_version: 4.0
Re: "Good" vs "Evil" skills
What do other people think of the Monster Bane skill? And others in this thread?
Lvl: 196, XP: 13,700,094, Gold: 1,447,699, RoLS: 1, ElyR: 0, RoL: 1, ChaR: 1, GoLF: 0, ShaF: 2, SRoV: 12, VSH: 6, WMC: 0, GoW: 0
HP: 1081, AC: 400, AD: 106-122, AP: 4, ECC: 39%, CM: 5.75, BC: 213%, DR: 4
HP: 1081, AC: 400, AD: 106-122, AP: 4, ECC: 39%, CM: 5.75, BC: 213%, DR: 4
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- android_version: 6.0 - Marshmallow
- Location: Fire Nation HQ
Re: "Good" vs "Evil" skills
"good" or "evil" skills = No thanks, there is no true good or evil in the game
"monster bane" = Kinda cool idea but not something i would use
"monster bane" = Kinda cool idea but not something i would use
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
---------------------------------------------------------------------------------------
Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
---------------------------------------------------------------------------------------
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- Posts: 288
- Joined: Sun Jul 22, 2012 3:34 pm
- android_version: 4.0
Re: "Good" vs "Evil" skills
That's why I have "good" & "evil" in quotes. The concept is what's the key here, and that's to have two different skill trees available based on your quest choices (alignment). Whether that be good/evil, Elythara/the Shadow, or whatever. Key is choice "A", skill tree "A". Choice "B", skill tree "B".Pyrizzle wrote:"good" or "evil" skills = No thanks, there is no true good or evil in the game
"monster bane" = Kinda cool idea but not something i would use
Lvl: 196, XP: 13,700,094, Gold: 1,447,699, RoLS: 1, ElyR: 0, RoL: 1, ChaR: 1, GoLF: 0, ShaF: 2, SRoV: 12, VSH: 6, WMC: 0, GoW: 0
HP: 1081, AC: 400, AD: 106-122, AP: 4, ECC: 39%, CM: 5.75, BC: 213%, DR: 4
HP: 1081, AC: 400, AD: 106-122, AP: 4, ECC: 39%, CM: 5.75, BC: 213%, DR: 4
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Re: "Good" vs "Evil" skills
The problem with trying to define ”alignment” by quest choices is that there is not necessarily a clear good or evil choice (Prim v BWMS, Shadow v Feyguard, etc.) There are just too many factions to warrant a skill tree for each.Tulkas wrote:That's why I have "good" & "evil" in quotes. The concept is what's the key here, and that's to have two different skill trees available based on your quest choices (alignment). Whether that be good/evil, Elythara/the Shadow, or whatever. Key is choice "A", skill tree "A". Choice "B", skill tree "B".Pyrizzle wrote:"good" or "evil" skills = No thanks, there is no true good or evil in the game
"monster bane" = Kinda cool idea but not something i would use
A better way to handle the idea is being rewarded with magic items that grant you the equivalent actor condition. This is done already in small ways.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
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Re: "Good" vs "Evil" skills
+1 well saidTomcat wrote:The problem with trying to define ”alignment” by quest choices is that there is not necessarily a clear good or evil choice (Prim v BWMS, Shadow v Feyguard, etc.) There are just too many factions to warrant a skill tree for each.Tulkas wrote:That's why I have "good" & "evil" in quotes. The concept is what's the key here, and that's to have two different skill trees available based on your quest choices (alignment). Whether that be good/evil, Elythara/the Shadow, or whatever. Key is choice "A", skill tree "A". Choice "B", skill tree "B".Pyrizzle wrote:"good" or "evil" skills = No thanks, there is no true good or evil in the game
"monster bane" = Kinda cool idea but not something i would use
A better way to handle the idea is being rewarded with magic items that grant you the equivalent actor condition. This is done already in small ways.
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
---------------------------------------------------------------------------------------
Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1
May Elythara bless you and light your path!
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- Posts: 180
- Joined: Wed Jun 13, 2012 1:38 am
- android_version: 2.2
Re: "Good" vs "Evil" skills
I like the thought of opening different skills by making different decisions in the game.
+1 to this idea
+1 to this idea
- PK17
- Posts: 839
- Joined: Fri Jul 20, 2012 7:33 pm
- android_version: 4.0
Re: "Good" vs "Evil" skills
I would like to see the split of skills integrated with the new "cooking" abilities.
Say you are performing quest X, you can side with either side A or side B. If you help side A you are rewarded with recipe R. If you help side B you get recipe T.
Of course recipees R and T would each have their own benefits compared to each other. Recipe R could heal more total health, but taking more turns to distribute. Meanwhile, recipe T would heal you less but the health would be distributed faster.
Well, I guess this would work equally with alchemy.... I could see some really fun quests stemming from these "player-made items"
Say you are performing quest X, you can side with either side A or side B. If you help side A you are rewarded with recipe R. If you help side B you get recipe T.
Of course recipees R and T would each have their own benefits compared to each other. Recipe R could heal more total health, but taking more turns to distribute. Meanwhile, recipe T would heal you less but the health would be distributed faster.
Well, I guess this would work equally with alchemy.... I could see some really fun quests stemming from these "player-made items"