[new module]'Monster Mash'(updated, screenshots)

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[new module]'Monster Mash'(updated, screenshots)

#1 Post by Zonk »

Decided on a temporary title for the module: 'Monster Mash'. Yes, it's intentionally cheesy.

Anyway: the idea is you play some kind of generic monster/'thing' and do monstrous stuff instead of being the stereotypical heroic adventurer.

STATS & RESOURCES

Stats
Strength: Affects melee and sometimes ranged damage, carrying capacity, some activated melee talents.
Dexterity: Helps with attacking and defending, some combat talents.
Constitution: Used to determine Max Life and Stamina, and for many monstrous abilities.

Resources
Life
Stamina
(eventually)Rage/Hate/Blood/Flesh Eaten

Other Counters/Variables

Size
Reputation: How known(and feared) you are, related to random quests/enemy NPCs being generated


DESCRIPTORS

You get to build your own monstrous creature. How do you do that? By picking from many possible choices.
Here is what is in/planned currently...

Origin
You are a monster, but how did you came to be?

Natural: The most mundane monster type - you might be a beastman, dragon, ogre, or even just an unique beast...
Other natural creatures such as animals are much less likey to be hostile, and you might be slightly better at some nature-type talent trees.

Arcane/Eldritch: You were turned into what you are by sorcery, or perhaps are a sorcerous/extradimensional being yourself, summoned to this plane. Examples would include Demons and Lovecraftian Horrors.
You will get a bonus to sorcery-type talents/skills, and maybe mana regen.

Primordial: You are more than natural, the embodiment of some powerful aspect of nature or even of the universe itself. You might be a rampaging rock elemental, but also an avatar of Death...
You will have mastery bonuses to the elemental talent trees/sorceries, in addition to some very specific bodytypes and elemental resistances/vulnerabilities.
Human: Humans get no monstrous talents(and are naturally blimnd in the dark...), but get a bit more skills, and have starting equipment(not very impressive one).


Bodytype
Suggestions for other names accepted. Basically, your rough physical structure.

Humanoid: Roughly human-shaped, you can use all equipment types.
Bestial: Still somewhat manlike in form, but not enough to use all kind of tools(limited equipment selection basically). However, you might have a mastery bonus to physical talents.
Shapeless: You are some kind of shapeless blob of ...stuff that, while fairly flexible, cannot use any equipment meant for humans. However you are very tough and hard to kill, and regenerate very fast.
Elemental: Includes several special options, such as being made of rock, flowing water, fire, air..
Horror: You have far too many tentacles, maws, antennaes. Can use some equipment types(weapons/stuff held in your hand), has some 'horror'type powers.
Quadruped
Serpentine


Size
Fairly simple.
There are three starting sizes:
Small(-STR & CON, +DEX, size 4), Man-sized/Average(size 5), and Large(+STR&CON, -DEX, size 6).

Note that later in the game, you will be able to become larger with the 'Growth'talent. Thus even if the monster you have in mind would be best described as 'Huge'...don't be worried, as you'll just have to grow a bit :)

Theme/Focus
Not sure on what this should be but... but basically a special 'something' your monster has, does, or wants to do. Also related to winning condition/score, if there will be.

Death: Necromancy like stuff, powers, talents.
Greed: You are interested in hoarding stuff, like the stereotypical dragons.
Slaughter: You enjoy mercilessly slaughtering other beings, both monstrous and human. +Mastery to combat talent trees.
Humanity: You want to interact with humans, +mastery to the 'social'talent trees. Could perhaps be renamed to something like 'Trickster'.
Conquest: You want to conquer as much as you can, ruling over both humans and over monsters. There might also be a 'summoning' aspect to this, handled as +mastery to the spawning talent tree.


Perks
Not necessarily monstrous, but lets you personalize your character even further.

None: Picking this lets you have no flaw.
Charming: Chance of human/adventurer NPCs not being immediately hostile?
Cunning: 10% less exp required to level up
Gifted: +1 to all stats, +1 talent(if monster) or skill point(if human). Perhaps also gain extra talents/skills every X levels.
Quick: +10% global speed
Lucky: Higher chance to get positive events
Relentless: +8 CON, +0.5 life regen(Yes. it's powerful, easy mode basically. Meant for the monsters that are truly hard to put down. :twisted: Maybe this could also let you resurrect at the cost of losing a level, and the appropriate stats/talents...)
Spawn of Chaos: +4 CON, start with a random monstrous talent AND gain another at every level divisible by 5. For those who like surprises :D

Flaws
As with perks. Note that flaw selection is limited by your perk - if you picked Cunning, you can't be Dumb!

None: Only available if you picked no perk.
Cursed/Unlucky: Higher chance to get bad events.
Darkling/Nocturnal/Creature of the Night: Vulnerable to light and fire based attacks, loses stamina/speed in lighted squares
Horrifying/Reviled: More human/adventurer NPCs attack immediately, more hostile monsters
Dumb: 20% more exp required to level up
Sluggish: -10% global speed
Mundane/Underdeveloped/Immature(pick a name): Two monstrous talents less.

Other descriptor types I'm considering(but about which I'm not sure, don't want to overdo it):
habitat: swamp, underground, desert, forest, water....
background: this is what you actually did before the game started, how you lived your life, would affect starting dungeon, skills, lots of things. If you lived with other monsters(or humans) you could have been a hunter, farmer, craftsperson, warrior...



Also, instead of creating a custom monster, you could go through character creation faster by using some templates. These would be generic options which would force some(though not all descriptors)

Examples could be:

Ogre:Natural, Humanoid, Large
Imp: Arcane, Humanoid(or something like Humanoid with wings+tail), Small.
Dragon: Natural, Quadruped(or Serpentine?), Large, Greed

This will also be useful for generating NPCs/monster races - we don't have to adapt existing monster types, we can also create new ones.

TALENTS
There are two kind of talents.

SKILLS, which deal with using tools, items, fighting and doing stuff that humans/non monsters could also do(although humans could do it better) - like most talents from ToMe, though a bit more generic.

Some skills/skill trees:

Melee Combat: Might not bother with sub-skills for each weapon type. This gives a + bonus to-hit, and a +% bonus to damage.
Ranged Combat: Obvious. One idea was that the more advanced/human weapons had a skill requirement, so for example slings only took 1 level in this skill to use, bows took 2, crossbows took 3(or 4)...
Armor Use: Gives a +% bonus to protection from equipped armor.
Shield Use: Gives a +% bonus to defense from equipped shield, maybe a small chance of getting a counterattack if you block.
Stealth: Quite similar to the ToME implementation.
Traps: Possibly deals with both setting and detecting them.
Defense(better name?): Basically, gives a better chance to dodge attacks.
Healing: Nonmagical(mostly), works with herbs/mushroom/medicine items
Human Lore: Helps interacting and fighting with humans.
Monster Lore: Helps interacting and fighting with other monsters.
Nature Lore: Helps interacting and fighting with non-monstrous natural beings(animals, mostly).
Sorcery: Not going to have as much magic as ToME, but there will be some spells.

and MONSTROUS ABILITIES(again, need a better name) which only monsters get(...usually)

Here are some monstrous talent trees.

MONSTROUS PROWESS(generic boring-but-useful monstrous stuff)
Natural Armour: Should be self-explanatory. +Armor, maybe - to enemy crits.
Natural Weapons: Could be split into several lines, such as tail slap/gore/claws, some could also give access to active abilities rather than just +combat damage.
Health: +Max Life and life regen.
Endurance: Does to Stamina what Health does to Life. Should be useful, as many activated/sustained powers will consume significant amounts of stamina.
(one could argue that Health and Endurance could also be skills...maybe I should have lesser versions that are non-monstrous, yes)
Growth: Each level(there will be less than 5, probably 3) makes you bigger, giving +STR, CON, size, but -DEX.

HUNTING/STEALTH
Note that 'basic' Stealth, as in the ToMe talent, is going to be a skill, and not a monstrous talent.

Sight: +vision range, infravision, see invisible. Note that default monsters would already have some see-in-the-darkness capability.
Scent of the Predator: Lets you detect other beings, should not work all of the time and certainly not with all creatures.
Lurk: Gives you a stealth bonus/invisibility as long as you stay still or move slowly.
Lure: Draw NPCs to you, even if they are fleeing or not interested in fighting you(this could arguably be in GLAMOUR, though).
Sprint: Significant speed bonus at a huge stamina cost.

GLAMOUR
Note that these powers will have a reduced effect on other monsters, they are mostly for use on human-type NPCs. Could be worth it to have a social stat just for this kind of power.

Glamour: Confuse/stun NPCs.
Skinchanging: Change your appareance/faction to avoid being attacked. Perhaps requires eating corpses first.
Charm: Change hostile NPCs to neutral(and *perhaps*allies?) for a short time.
Dread: You fill the heart of your opponents with fear. Sustained talent, gives penalties to opponents around you, some of which might just turn and flee.

RAMPAGING(better name, maybe? basically stuff that stereotypical huge monsters would do)
Like Devouring, this is a talent tree for large monsters - most of the powers here are affected by size(and Strength)

Roar: Stuns/confuses creatures around you, does some light damage.
Onslaught: Similar to the ToMe version, strike multiple opponents at a time.
Quake/Tremor: Strike the earth, stun people around you for a while.
Juggernaut: Sustained ability, take a penalty to speed and defense, but gain +armor and +knockback with each attack.
Hurl: Grab a monster smaller than you, throw it at another monster(or against a terrain feature).
Rip: Attack a terrain feature, such as a tree or boulder, and turn it into a weapon(which can also be thrown)

DEVOURING

Devour: Similar to the 'Swallow' Wyrmics have in ToMe, but requires the target to be smaller than you(thus synergizes well with Growth).
Spew: You can spew some of your stomach acid, dealing significant damage over a small area. Could perhaps consume a 'fullness'resource instead of stamina(you'd get fullness from devour).
Burrow: Your jaws and metabolism are now strong enough to chew through stone.
Cast Iron Stomach: Lets you eat equipment to regain a bit of Life. Depending on your level in this talent, you can eat different materials. Eating higher-grade/magical materials might give temporary bonuses to stats - for example eating a ring of protection could give +defense/armor for a while.


SPAWNING
Summons...sort of.
Basically this tree will have talents that spawn weaker monsters that will fight at your side for a while. Would be interesting if their stats and talents were based on yours - they ARE your 'children' after all.
Could also include poison/acid/blight/disease resistance, as this talent tree would be somewhat related to swamps and fertility.

I might also have mutually exclusive talents trees(say, elemental related ones).

EQUIPMENT/ITEMS

Not sure about this.
One idea is that using 'proper' civilized equipment will be optional, and will require special talents to get the most out of it.

You also won't be able to use shops most of the time - maybe if you find some sort of black market/human dealer who will sell to you at uncomfortable prices.

Perhaps some monsters could gain experience/small bonuses from destroying advanced equipment, especially those that oppose civilization.

As for artifacts - I'm thinking there should be at least one per monstrous talent tree, which should at least increase your mastery multiplier.
Should probably drop from a suitable unique monster, though - also, might not be be equipment, but a consumable item(like the Sandworm heart in ToMe).


STORYLINE/QUESTS/DUNGEONS

Haven't worked on dungeons much.

Maybe you can pick one of several locations, or you start at the bottom of a dungeon and have to work your way up to the surface - most monsters you find along the way will be neutral, so it shouldn't be too much trouble to survive, although, as you get closer to the surface, you might have to face adventurers(mostly human, but you never know).

After that...maybe you could pillage towns, try to become accepted into human society, visit the Lairs of other monsters to challenge them for supremacy.

I'd also like some kind of semirandom quest, perhaps named heroes/heroines who decided to hunt you down and have a chance of carrying an artifact.


NOTES/OTHER INFO

Unlocks: Won't have those, I don't particularly like them and I'd rather give everyone access to everything from the start.

Achievements: *Might* put some in, as long as they're not too complex to add.

Game Balance: This being a singleplayer game, it's not particularly important. I'm perfectly ok with some traits/kins/talents being more powerful than others(as you may have noticed looking at the perks and flaws).

And...that's it, for now. Suggestions would be appreciated!

last edit: cleaned up talents, skills
Last edited by Zonk on Thu Dec 02, 2010 9:53 pm, edited 8 times in total.
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Re: [new module] Playing as a monster

#2 Post by darkgod »

Same as I say to all module makers: start small, build big! :)

I can see some really fun potential here, you can use this basic playground to explore "radical" ideas not possible otherwise.
I'd go with no race and instead use your bonus/penalities system. Maybe call the bonuses Perks ?

Start wit ha simple dungeon filled with adventurers and a few perks/flaws and work from there :)
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Re: [new module]'Monster Mash'(updated)

#3 Post by Zonk »

Heavily updated the OP, decided to go with the 'make-a-monster-system'.

Now I just need lots of suggestions - for now my priority is to get the basic descriptors and the less exotic talent trees working, then have a single generic dungeon('Monster Lair') with perhaps 2-3 quests/things to do in it.
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Re: [new module]'Monster Mash'(updated)

#4 Post by Zonk »

Working on the module a bit faster than expected - might be able to release a 'preview' to show you people some of the mechanics/talents/stuff in a week or so.
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Re: [new module]'Monster Mash'(updated)

#5 Post by Zonk »

Ok, so development is being slow - my main concerns right now are implementing the natural attack system and working on the starting dungeon.

Natural Attacks

The plan currently is: Each basic natural attack type is a monstrous talent type(probably in the same talent tree), such as Claw/Bite/Tail Slap/Headbutt. These are all activated talents with no cooldown(other more powerful natural attacks could have one, but remember these are basic).
Activating the talent performs one of these attacks, OR you could set an attack to be your 'default' one, to be used when you bump into a monster.

Natural attacks would be differentiated by: damage, speed, special effects(tail slap might stun/knock down, as might headbutt), stamina loss(for some powerful ones).

Also, there will be talents that are 'add ons' for natural attacks - I'm not sure if you should have an addon for each natural attack, like Poisoned Tail, Poisoned Tail, Poisoned Bite..or just a generic 'Poison Attack' talent. The latter sounds both better and simpler, so I should go with that.

Btw, this system will be used by NPCs too - who will mostly be built through talents.


Dungeons/Quests
The first release will only have a generic dungeon with random but later on...there should be a dungeon for each major descriptor combo/monster type.

Some examples...
Land of the Beasts(Animal-type monsters, mostly Humanoid. Boss could be a King of Beasts or something like that)
Wizard's Tower(Arcane/Eldritch monsters, boss might be a powerful human sorcerer/sorceress)
The Fell Swamps(Natural monsters with an acquatic/poison theme, boss could be some sort of gigantic hydra-thing).
The Necropolis(Undead monsters. Boss could be a Lich, or ancient spirit, or whatever)
The Cave of Horrors(On the first level, Natural monsters that use stealth/hunting talents. As you get deeper, you get Eldritch/Primordial monsters. Boss should be some worm-like cthonic horror?)

For bosses: monstrous bosses would usually drop an item that, when consumed, grants you special abilities/talent trees/talents related to that monster.
Ideally, you should be able to interact with bosses in way other than killing(say perhaps each boss should offer you a quest), but that's secondary for now.
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Re: [new module]'Monster Mash'(updated)

#6 Post by Zonk »

Module is slowly being worked on, thanks to DG for telling me how to fix the save-load bug :D

Got a few new ideas, mostly low-priority but which I'd like to use if the game goes big...


World Events affecting monsters spawned
Killing some boss or completing a quest could cause some monsters to spawn more or less often(or not at all), or cause completely new monsters to appear.
Perhaps killing the boss/ruler of a monster type causes all of his/her subjects to become weaker and eventually go exctint.
Or maybe you open an infernal portal somewhere and from then on, there's twice or thrice as much demons around the world :twisted:
This could also be used for objects - perhaps you could destroy a powerful artifact, sacrificing its power, to get less monsters to show up, or perhaps a certain event causes more events of a certain type to happen.

Human characters turning monstrous
"Those who fight monsters should take care that they never become one"
Perhaps you could do sub-quests/eat monster bodies to gain more power.
However there would be penalties, and it could limit you from following some quest lines/endings(say the most convenient for humanity as a whole).

Herbs, mushrooms, skill-related items
Perhaps you could find herbs/mushrooms around, which can be consumed and have various basic effects healing, stamina regain, poison/disease cures...
The proper skills could let you find more of them, recognize the 'good' from the bad ones(there might be poisonus herbs..) or perhaps you could use Alchemy to make more specific potions/elixir by consuming the ingredients.
Note that this is a relatively easily thing to add - I could just have mushroom/herbs spawn in some dungeon types un-ided, although the 'Alchemy' skill would take a lot more time to code.
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Re: [new module]'Monster Mash'(updated)

#7 Post by Zonk »

I've been working on monsters.
Ok, technically I'd almost always be working on monsters with this module but I mean NPCS.
Although the 1st release won't have a lot of different enemies, I designed some of them.

Note that, as NPCs will have similar abilities/capabilities to the player, this also helps sketching out the background and the player descriptor.
If a monster can do something, in most cases a player should be able to get that ability too, even if it takes lots of work.

So here's a very rough list - note that many monster types will have subtypes.

NATURAL
Many of these monsters might look but they shouldn't be underestimated.

They include beastmen...(which might be the main foes for the 1st release, that's why they already have proper stats listed)

Minotaur: str 20, dex 7, con 22, brutal melee attacker
Satyr: str 11, dex 14, con 11, not-so-good melee but also has a ranged attack, extra good at dodging, should have an annoying ai
Gorgons(snakefolk): str 12, dex 9, con 13, slow movement, powerful poison attack, some minor occult powers(daze by hypnotizing, stuff like that)
Sauroids(lizard humanoids): str 13, dex 11, con 13, good overall fighters with some stealth
Centaur: str 16, dex 9, con 17, fast movement, good melee and decent ranged attacker
(also various insect/spider/arachnid people. And note I'd rather avoid the boring <animal>men naming scheme)

Beasts...

(various mundane, not-so-mundane, extinct and just-made-up animals, some rough examples...)
Mighty serpent: Str 18, Dex 12, Con 20, has poison AND a constriction attack
Giant Ape: Str 20, Dex 11, Con 20, has a constricting attack, sometimes throws stuff
Wyvern: Str 24, Dex 10, Con 22, good melee attacker with a powerful poison stinger
Behemoth: Str 30, Dex 4, Con 30, fairly slow, great natural armor
Hydra: regeneration, vulnerable to fire, has a poison aura/breath. Also, multiple attacks.

Other natural beings include:

Dragons: Powerful monster with a flaming or acid breath, good loot. Should come in young/adult/elder versions. Elder versions, while fearsome, could actually have a few penalties(say slower movement speed). Could have adult and elder dragons only be generated in dragon lair vaults, also.
Humans: NPCs, mostly adventurers/hunters of varying power levels. Some heroes/heroines/villains which could be bosses too
Giants: Might end up being like the Carn Dum ones, boulder throwing, cold/lightning themed behemoths. Could replace them with something like yetis/'abominable snowmen' actually.
Nature Spirits: Will include some elementals, and maybe plant/mushroom themed monsters.


FEY
Fey(might change the name, or even scratch part of the concept and go with a whole 'Divine Beings' monster type) are fairly organized otherwordly beings who have a 'weird' interest in humanity. They're going to be fairly powerful and possibly the equivalent of demons in some ther games.
One of their special abilities MIGHT be appearing as another monster type until you've interacted(fought)with them enough.

Lesser
Fey that have either been exiled into the game world permanently(and thus diminished/corrupted) or are simply not very high in fey society.
Mechanically: they won't be as interesting(read=challenging) as their greather brethen, some might be little more than brutes. However they'll still have minor glamour powers.

Goblin: Str 8, dex 13, con 12, annoying little buggers, illusion/stealth powers. Perhaps could steal items but that might be TOO annoying
Ogre: Str 24, Dex 9, Con 26, brute with weak sorcerous powers, but dumb(bad AI)
Trolls: Str 12, Dex 10, Con 14, craftsmen, decent melee but the main abilities are elemental/earth/fire spells, they might also drop nice equip(they're craftsmen).



Greater
The high class of fey courts, masters of illusions and glamour.
All would have significant sorcerous abilities and powers which let them inflict status effects
They'd be rare outside of some areas(quests.

Most greater fey will be sidhe(basically, vaguely elvish demigods who, although you might be mostly impressed by their magical powers, are no slouch in melee).

Sidhe Commoner: Str 14, Dex 18, Con 14, not very impressive
Sidhe Warrior: Str 18, Dex 22, Con 18, good mix of fighter talents
Sidhe Sorcerer: Str 14, Dex 18, Con 14, good mix of sorcerer talents
Sidhe Lord: Str 22, Dex 26, Con 22, mix of fighter/sorcerer talents AND has warrior+sorcerer as escorts
Sidhe High Lord: Str 26, Dex 30, Con 26, very powerful and has 2 lords as escort. Could be a dungeon/quest boss.

Non-sidhe greater fey could include some very weird monsters which might actually be confused for nature spirits or even eldritch things.

ARCANE/ELDRITCH/OTHER
I had second thoughts about this.
Initially, this was demons and otherwordly beings that for some reason, weren't very Fey at all.

However, I'm thinking of actually not having the stereotypical horns/fire/brimstone demons, but rather going for something lovecraftian/alien.

This means slimy/tentacled/non-euclidian horrors, outer gods, horrible abominations that should not be, and possibly some of their cultists(and note the cults wouldn't have a "humans only"rule)


Other minor monster types that might be in game might include undeads andconstructs(maybe there's a golem factory somewhere)


As for the setting, I'm thinking of going for a weird mix of grimdark/fairy tale/mythology/sword and sorcery, while avoiding typical elves/dwarves/orcs high fantasy.
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Re: [new module]'Monster Mash'(updated)

#8 Post by Final Master »

I'm glad you're starting to flesh out the beginnings of a game now. I really want to play, even if there's just a couple of choices for character birth and a single dungeon. After all, that's how pretty much all games start, you know. MMM will, if this turns out as I hope, be probably my favorite module. Keep up the work!
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Re: [new module]'Monster Mash'(updated, screenshots)

#9 Post by Zonk »

I want to show you people some tiles I've adapted/modified, from the Ricky Gervais/crawl tileset.



Image

Image

Of course the zone won't be as cluttered in the real game, and the player will be able to pick their tile(and not just at char creation). Also yes, the monsters are placeholders to showcase the graphics.
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Re: [new module]'Monster Mash'(updated, screenshots)

#10 Post by Zonk »

Development's been slow, but still I've done some work so I'm bumping this...some updates:

Descriptors
Worked a bit on some 'ego' descriptors, implementing support for non-standard # of talent/stat points per level(by having stats/talents/skill_per_level variables).

Combat
Did the basic combat mechanics, they're still fairly ToME like but there's a few important differences which I've started to implement, such as a somewhat different checkhit formula and a VERY different critical hit system.

First, there's the chance of open ended damage: after the damage roll, there's a flat 5%(which probably won't be easy to increase)of rolling again and adding. This can happen more than once if the 5% checks keep being made.

Also, EVERY TIME(but that might change) someone takes damage, there is a status effect check, with a difficulty based on damage relative to Constitution(NOT Max Life, and there's a reason for that - for things which will be relatively easy to cripple but not to kill).
For now the status effect are not very impressive, but strong hits might be likely to make someone confused, bleeding..and so on.


Talents
Not much news, sorry. The first release probably will only have 2-3 trees, anyway.
Basic talents in are natural weapons, armor, slam(a rush + knockback, it's also the first instance of my idea of 'save for each square/turn of effect' being applied), roar(very light damage + debuff AOE)...nothing extraordinary. Again, ideas appreciated.


Graphics
Haven't changed these yet, but I think I'll use the excellent tiles done by Shockbolt, although I might keep few from Gervais too if they fit
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