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Re: Idea for the most useless but dangerous item in AT

Posted: Sun Jul 03, 2022 7:42 pm
by Lam al Adie
OK, let's get back to a previous answer:
"- we can't strip _every_ item. When an item is taken, it has to be done explicitly. So we can take single items, but not every item."
But you can always give them back, yes?

You can get up to DR12 just by wearing items. At lvl 50 you can have SP 2 or the monk for and BarkSkin 2 or 3 giving you an additional DR4 or 5.
Considering the items most players will go for less DR because other items will give more benefits. Especially since you can afford to take some extra damage and other equipment outweighs extra DR (I'd nearly always go for JoF or Marrowtaint, Dual-Wielders don't carry a shield, ...)
I'd assume at lvl50 you'll have somewhere between DR5 and DR8 Most of that by items out of a very limited list.

So, if you get attacked by the fools friends they could take away the items with the most DR (serpents hauberk, enhanced green hat, Boots of the globetrotter, and all that fancy stuff that I'd think so many of us prefer to wear. Seven friends, max of seven items)
That way many differences in DR might be diminished.
If that does not work, the damage they deal would have to be increased. But a broad span of DR would make the fight very hard to balance.

If you can strip the player from hat, armor, shield(!), boots and gloves, you'll get most down to DR2 to DR5.

I'd love to go into that kind of melee. The fight will either be short, or epic.
For that one I'd always want my character to have at least AP12/3, Ta1, Cl1 or 2. So yeah, they should take Marrowtaint and JoF as well :-)


"We cannot alter your skills from within the game content."
So you can't go for a bad merchant-condition? I' devastated :-( What kind of curse can we put on you for taking the junk?

Re: Idea for the most useless but dangerous item in AT

Posted: Sun Jul 03, 2022 9:27 pm
by Nut
We _could_ count defined items taken away with a script, and give them back later with another script. See e.g.
Burhczyd
But we should not do it here Not only that it would be some work to create it. More important is that for new or changed items with DR these scripts must be actualized. This won't happen, believe me.

Re: Idea for the most useless but dangerous item in AT

Posted: Sun Jul 03, 2022 10:08 pm
by rijackson741
Lam al Adie wrote: Sun Jul 03, 2022 7:42 pm So you can't go for a bad merchant-condition? I' devastated :-( What kind of curse can we put on you for taking the junk?
For simply possessing the junk (e.g. you just picked it up off the ground, or bought it in a shop), nothing. If you get it via dialogue we can inflict a condition that affects BC, AC, DR, Move cost, Attack cost, Max HP, etc. Anything various conditions already affect. But not selling or buying price.

Re: Idea for the most useless but dangerous item in AT

Posted: Tue Jul 05, 2022 2:52 pm
by Lam al Adie
OK, I see.
As far as I'm concerned, the whole thing should become a quest. that way you have more control over the (dis)apperance of certain figures.
And every item needed for the plot can be given to you via dialogue.

I'd love to write a storyline for that, but I fear this will take several weeks (renovating a part of my appartment, after that two weeks of vacation...)

Re: Idea for the most useless but dangerous item in AT

Posted: Tue Jul 05, 2022 3:28 pm
by Nut
Take your time - development for Andor's Trail should be fun, not stress.
And RL is more important than the game.

You can let NPC appear or disappear as you like, not only in a quest. So you don't really have to build a quest.
But a quest helps to avoid contradictions.
(My favoured tipp: create the quest steps first and best never change or remove any again. It helps much)

Re: Idea for the most useless but dangerous item in AT

Posted: Fri Jul 08, 2022 11:19 pm
by rijackson741
Lam al Adie wrote: Tue Jul 05, 2022 2:52 pm I fear this will take several weeks
:lol: Have you never noticed that updates can be far apart? Everyone that has contributed to AT has other things to do as well.