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133 items left to rewrite out of 288+3 items (official items + my new items)
good news:
i already done about 200 items on 288+3 total items.
bad news:
i have to do another pass on the 200 items that i already rewrote from scratch, in order to add a new mechanic... then i can finish the remaining items
after the rebalance of the items, the monsters become too easy to defeat... so i will have to boost them up: including adding more spells to their repertoire
---
here it is how the new item mechanic will work:
every item has 8 action points, usually when it activates it does consume 4 action points.
therefore each item can potentially be activate twice, before replenishing ap points.
after the enemy ends his turn, and owner start his turn, then the items are replenished of action points
usually an item that activates at the start of the turn, does it automatically, but can only trigger once.
---
example:
gain 4 red mana at the start of the turn (activates automatically once)
gain 4 red mana when enemy casts a spell (may be activated 0,1,2 times)
item gives 2 damage and fear for 1 turn on skull match, if the owner does skull match 2 times, then the item activates twice, and the enemy is afraid for 2 turns
---
what if an item activates with 2 different triggers ? like when player or enemy cast a spell.
in that case on activation the item consumes only 2 ap, giving a lesser effect.
it needs to be activated 4 times to fully consume all its action points.
druid staff: gain 2 green mana if you or the enemy cast a spell (needs 4 activations to use all action points, needs 2 activation to match the item that activates automatically at the start of the player turn)
silken mantle: gain 4 blue mana at the start of the turn (can be activated only once)
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items may have extra traits, they may have a reduced chance to be activated, they can give the owner malus or they can give bonus to the enemy in order to unleash a more powerful effect... some items may consume mana on activation to boost their effect.
some items may activate only when the life of the player is equal or greater than 50% of his maximum life...
example:
chaos skin: 80% chance to heal 5 life points when the enemy casts a spell
---
i think i need at least 1 month to refine the 200 items i already done, and 1 more month to finish the remaining items...
then i will have to boost each monster ^^
so far the rogue has been fun to play, i tested 17 spells out of 18
next i will do the warlock, this time having finished modding items, and focusing on boosting the ability and stats of the monsters, including adding more spells to them.
HAND, IAOR, Axe of Red-Axe, +2 dmg if 3+ dmg, 2(5) firskillgain sot(soc), 20%(5%) rreshold soc, 0(2500) price, 0 rarity, 89 icon, nothing, Q2M4
becomes:
Adds +2 to damage whenever you do 3 or more damage. Adds +2 to Fire Mastery at the start of your turn. Grants +20% Fire Resistance
at the start of combat the owner gains 20% fire resistance, which can be transferred to the enemy, if the enemy steals the item... or it does disappear if the item is destroyed
this makes any triggered activation consume only 2 AP, which means the item has to activate 4 times to consume all action points, before a new player turn starts again.
there is an automatic activation consuming 2 AP out of the 8 AP of the item, it can happen only once, gives 2 red mana, 2 max red mana and 2 fire skill (which stays even if the item is stolen or destroyed)
the item then can be activated up to 3 more times, each time doing +2 to damage.
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most items are not as complex as this one, this shows how the action points are consumed and that if an item can activate in more than one way, or gives resistance at the start of combat then each activation can have a magical power worth 2 AP instead of 4 AP