Need Some Creative Minds
Moderator: Forum Moderators
- LordAwsomeness
- Posts: 203
- Joined: August 12th, 2013, 2:20 pm
- Location: U.S.A.
Need Some Creative Minds
Greetings! I am currently working on a scenario that is a dungeon crawler (LordAwsomeness Dungeon Master) where 4 heroes are pitted up against 1 player who is the dungeon master. Currently I am making changes to the initial hero creation by adding more meaningful choices according to what options you select during the beginning of the process. However I have come to a point where I need some creative minds to help me further the character development. In this spoiler section below, you will find my future plans and if you choose to look, I would greatly appreciate some insight and new ideas.
Spoiler:
- Been playing Wesnoth since 2004 and the 1.0.x versions.
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA
-
- Posts: 217
- Joined: December 17th, 2015, 10:27 pm
Re: Need Some Creative Minds
What is the theme of your setting? Dungeon Master?
Anyways … I seriously could produce with 7 different worlds of 6 bloodlines each — vis à vis 42 distinct bloodlines. How would you like me to filter them?
Anyways … I seriously could produce with 7 different worlds of 6 bloodlines each — vis à vis 42 distinct bloodlines. How would you like me to filter them?
Re: Need Some Creative Minds
Just out of my head, I have some ideas for the bloodlines (I don't give them names though):
War/Warlust - Having more attack, but a less effective defense
Blood - Having steadfast(gaining max life points after killing) and regeneration, but having less life points to begin with, less defenses against arcane and fire, and less movement points.
Guardian - Having better defenses, but less movement points and bad against piercing weaponry, as well as cold.
(keep in mind that these are only suggestions, you can use them and change them as you wish)
War/Warlust - Having more attack, but a less effective defense
Blood - Having steadfast(gaining max life points after killing) and regeneration, but having less life points to begin with, less defenses against arcane and fire, and less movement points.
Guardian - Having better defenses, but less movement points and bad against piercing weaponry, as well as cold.
(keep in mind that these are only suggestions, you can use them and change them as you wish)
Re: Need Some Creative Minds
How different are these bloodlines (Pantheons?) supposed to be? Just minor bonuses/penalties to some stats (like e.g. the different civs in the Civilization games) or actual different unit that all use the same underlying mechanics (like different classes in RPGs)? You could go even crazier and have different mechanics for all of them (like a lot of RTS games e.g. Starcraft/Warcraft 3 etc. have with their races). How far do you wanna go?
slightly confused
- LordAwsomeness
- Posts: 203
- Joined: August 12th, 2013, 2:20 pm
- Location: U.S.A.
Re: Need Some Creative Minds
Wow I did not receive a notification for this. But anything that could be attributed to giving buffs for the heroes would be niceCan-ned_Food wrote: ↑June 9th, 2018, 2:40 am What is the theme of your setting? Dungeon Master?
Anyways … I seriously could produce with 7 different worlds of 6 bloodlines each — vis à vis 42 distinct bloodlines. How would you like me to filter them?
![Smile :)](./images/smilies/icon_smile.gif)
- Been playing Wesnoth since 2004 and the 1.0.x versions.
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA
- LordAwsomeness
- Posts: 203
- Joined: August 12th, 2013, 2:20 pm
- Location: U.S.A.
Re: Need Some Creative Minds
very very interesting ideas! I have not actually decided how much of an impact I want these bloodlines to have on the gameplay because I am still deciding if I want to still hold different classes as well. the current system uses classes but I am struggling with deciding if I want to take them out since all they truly do at the moment is allow characters to basically select the weapons they start with :/Seijo-ki wrote: ↑June 16th, 2018, 8:26 am Just out of my head, I have some ideas for the bloodlines (I don't give them names though):
War/Warlust - Having more attack, but a less effective defense
Blood - Having steadfast(gaining max life points after killing) and regeneration, but having less life points to begin with, less defenses against arcane and fire, and less movement points.
Guardian - Having better defenses, but less movement points and bad against piercing weaponry, as well as cold.
(keep in mind that these are only suggestions, you can use them and change them as you wish)
- Been playing Wesnoth since 2004 and the 1.0.x versions.
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA
- LordAwsomeness
- Posts: 203
- Joined: August 12th, 2013, 2:20 pm
- Location: U.S.A.
Re: Need Some Creative Minds
I think I am aiming for just minor changes in penalties and such. it is much harder to balance major changes so that one option is not way overpoweredZhou wrote: ↑June 18th, 2018, 12:37 pm How different are these bloodlines (Pantheons?) supposed to be? Just minor bonuses/penalties to some stats (like e.g. the different civs in the Civilization games) or actual different unit that all use the same underlying mechanics (like different classes in RPGs)? You could go even crazier and have different mechanics for all of them (like a lot of RTS games e.g. Starcraft/Warcraft 3 etc. have with their races). How far do you wanna go?
- Been playing Wesnoth since 2004 and the 1.0.x versions.
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA
-
- Posts: 217
- Joined: December 17th, 2015, 10:27 pm
Re: Need Some Creative Minds
You know that you can quote multiple answers in a single reply.
Below the full message editor is a history of the thread; there, you can click the “quote” icon to insert a quote at the location of the cursor.
Anyways, on to my suggestions.
Know that these are flexible, and that I don't know much about how well the lists of specialities will fit in your dungeon. For one thing, all these expect that the characters are of the same race and have no other initial traits aside from small variations of health points, movement points, and attack damages.
To make these more diverse, not all of them have a strict formula of bonuses and debuffs.
An easy one …
This scheme is the only one which also gives a detriment to each class.
Many of the abilities were prescribed to duplicate weapons possessed by the hero. This can, of course, be changed to attacks which are always available, or which replace or supercede any possible weapon in that class — e.g. melee blade.
The colors here are, of course, cosmetic and thematic. You can easily make these simple Knight, Mage, Prince, et c.
So … there you have four. Perhaps I will give three others if you want.
![Lecture :eng:](./images/smilies/icon_eng.gif)
Anyways, on to my suggestions.
Know that these are flexible, and that I don't know much about how well the lists of specialities will fit in your dungeon. For one thing, all these expect that the characters are of the same race and have no other initial traits aside from small variations of health points, movement points, and attack damages.
To make these more diverse, not all of them have a strict formula of bonuses and debuffs.
An easy one …
- Spirit of Earth
+15% resist impact
improved movement and defense on mountain, hill, and cavern tiles
petrification: +10 heal, petrified for 1 turn - Spirit of Water
+15% resist blade
improved movement and defense on shallow water and on deep water tiles
skirmisher variation: can pass through all enemies rather than around - Spirit of Heaven
+10% resist arcane
either:- certain impassable tiles, such as walls — not
_off^_usr
and such, — have movement cost set to half full movement - teleport to any tile in range of half full movement
- certain impassable tiles, such as walls — not
- Spirit of Ice
+20% resist cold
-5% resist fire
cold melee attack - Spirit of Air
+15% resist pierce
+5% resist blade
improved defense on all tiles
flight over unwalkable tiles - Spirit of Plasma
+20% resist fire
-5% resist cold
fire melee attack
This scheme is the only one which also gives a detriment to each class.
Many of the abilities were prescribed to duplicate weapons possessed by the hero. This can, of course, be changed to attacks which are always available, or which replace or supercede any possible weapon in that class — e.g. melee blade.
- Hog Totem
perseverance: unfazed by Slow
berserk
-10% resist pierce - Crocodile Totem
thrash: halve enemy strikes when attacking
improved movement and defense on shallow water and on deep water tiles
poor defender: strikes halved when defending against melee - Elephant Totem
gore: if possessing a melee pierce weapon, duplicates that in a new attack which does 250%-1
stomp: halve enemy melee strikes when defending
trump: halve enemy ranged damage when attacking or defending
-10% resist fire and cold - Falcon Totem
escape: ends round of attack–counterattack if its health drops below 30%; does not apply if it attacks or defends when already less than that amount.
vision farther than others and farther than its movement
flight over unwalkable tiles
least hitpoints of all Totems - Lion Totem
daunt: first strike on all attacks
ambush on grass tiles
solitary hunter: damages are reduced by 40% if any ally is adjacent — like leadership in reverse. - Shark Totem
rip: duplicates all melee blade attacks to a copy which:- only available during attack
- does 1 strike
- cancels any counterattack
improved movement and defense on shallow water and on deep water tiles
restless: no healing while stationary and unmolested by enemies
The colors here are, of course, cosmetic and thematic. You can easily make these simple Knight, Mage, Prince, et c.
- Knight in Red
stun
something like steadfast - Mage in Orange
ranged duplicate for every pierce, blade, and impact attack; ice for pierce, fire for blade, arcane for impact.
healing and curing - Prince in Yellow
clever: on attack, reduce defense of enemies by -10%
leadership: +24% per level below, +12% for same level - Barbarian in Green
attacks=2
first strike - Rogue in Blue
backstab
ambush - Warlock in Violet
summon minion for 1 turn; 1 turn cooldown
dispel health:[heals]value=-N
on enemies
- Heir from Gergandon
charge
cautious: halve damages of self and enemy during defense - Heir from Telopeli
plague of Ghosts — slain enemies become new lvl0 Ghosts with[variation]
for all theundead_variation=
types
arcane melee - Heir from Ihcvens
daze: every strike which hits reduces enemy's strikes by 1 for that round of combat
reciprocation: enemies receive half damage for every strike of theirs which hits - Heir from Apdodumf
tenacious: own defense increased to equal enemy defense during attack
skirmisher - Heir from Yssthul
intimidate: enemies of lower lvl attack with half strikes and defend with half damage
accuracy: halves enemy defense during attack — maybe defense also - Heir from Riknowanz
50% more gold earned
25% less healing received
So … there you have four. Perhaps I will give three others if you want.
Re: Need Some Creative Minds
LordAwsomeness wrote: ↑July 26th, 2018, 7:21 pmvery very interesting ideas! I have not actually decided how much of an impact I want these bloodlines to have on the gameplay because I am still deciding if I want to still hold different classes as well. the current system uses classes but I am struggling with deciding if I want to take them out since all they truly do at the moment is allow characters to basically select the weapons they start with :/Seijo-ki wrote: ↑June 16th, 2018, 8:26 am Just out of my head, I have some ideas for the bloodlines (I don't give them names though):
War/Warlust - Having more attack, but a less effective defense
Blood - Having steadfast(gaining max life points after killing) and regeneration, but having less life points to begin with, less defenses against arcane and fire, and less movement points.
Guardian - Having better defenses, but less movement points and bad against piercing weaponry, as well as cold.
(keep in mind that these are only suggestions, you can use them and change them as you wish)
I still think even if you implement a bloodline mechanic to your scenario you should keep classes, would make for more interesting interaction etc. Take having a "summoner" class with something like a "royal" bloodline meaning that your summons end up having higher base stats than those of another "summoner' with a different bloodline.
-
- Posts: 217
- Joined: December 17th, 2015, 10:27 pm
Re: Need Some Creative Minds
I was thinking about this recently. Of course, most of my suggestions were rather more drastic that I suspect you would've wanted. Three of them are more like classes: paradigmic simplifications of skills and training.LordAwsomeness wrote: ↑July 26th, 2018, 7:24 pmI think I am aiming for just minor changes in penalties and such. it is much harder to balance major changes so that one option is not way overpoweredZhou wrote: ↑June 18th, 2018, 12:37 pm How different are these bloodlines (Pantheons?) supposed to be? Just minor bonuses/penalties to some stats (like e.g. the different civs in the Civilization games) or actual different unit that all use the same underlying mechanics (like different classes in RPGs)? You could go even crazier and have different mechanics for all of them (like a lot of RTS games e.g. Starcraft/Warcraft 3 etc. have with their races). How far do you wanna go?
Going off from what Imlawli said in the previous post, it seems like you want your bloodlines to be little more than traits. Agility, health and constitution, cleverness.
I never did ask, but I am unclear as to what exactly you mean by “debuffs”. What does your MP campaign have which functions as buffs?
- LordAwsomeness
- Posts: 203
- Joined: August 12th, 2013, 2:20 pm
- Location: U.S.A.
Re: Need Some Creative Minds
Thank you all for your suggestions. I know it has been a long time coming, but I have finally reached a point in the bugfixing and quality of life changes and additions to the scenario where I can finally take a look and see what I want to do with the bloodlines. So far I have 3 definitive bloodlines that I have already coded in:
I hope you all keep an eye out for the 0.2.0 update that I hope to release soon! It will have SO MANY changes to the game and I believe I have made over 2 dozen bugfixes and balance changes that better this project!
- Veromos - God of Vitality: Known for his powers of self regeneration, the descendants of Veromos rest heal even if they were in combat the previous turn as well as start with +1 hitpoint and gain +2 hitpoints per level.
- Psamathe - God of Magic: Known for his immpecable magical prowess, the descendants of Psamathe gain 2 extra Magic Points upon an reaching max experience as well as starting with 10% less required experience to level up.
- Ritesh - God of Riches: Known for his obsession with gold, the descendants of Ritesh start with an extra 25 gold and gain an extra 1 gold per kill. Side note: I may make the starting bonus gold only 10-15 if 25 appears to be too much.
I really liked your spirit resistance ideas but I do not think I should implement resistances in through the bloodlines because eventually I will add in armors and clothes for the heroes inventories and until I do that, I do not wish to mess with resistances and defense values too much. It is a very good idea that I believe I will try to implement more in the future, but until I reach the point of adding clothes and armors, I will probably just not even add these.
don't worry, I decided not to remove the classes but rather rework the system completely, and now each race starts with their own unique classes! Soon I will try to implement skill trees for each class, but as is, I think that will be a bit down the road before those are added in.
At the moment I have decided to forego any debuffs and just focus on implementing the buffs. As of right now the buffs will work like traits. They will not have too much of an impact on the gameplay, rather they will just serve as starting bonuses. However in the next map(s) that I make, I will make your bloodline choices directly impact the storyline as I have recently figured out how to filter units by traits they possess (spoiler alert: this will lead to very interesting conversations and option availabilities with npc's on the next map who share/worship the same deity as your hero).Can-ned_Food wrote: ↑August 13th, 2018, 3:19 am I was thinking about this recently. Of course, most of my suggestions were rather more drastic that I suspect you would've wanted. Three of them are more like classes: paradigmic simplifications of skills and training.
Going off from what Imlawli said in the previous post, it seems like you want your bloodlines to be little more than traits. Agility, health and constitution, cleverness.
I never did ask, but I am unclear as to what exactly you mean by “debuffs”. What does your MP campaign have which functions as buffs?
I hope you all keep an eye out for the 0.2.0 update that I hope to release soon! It will have SO MANY changes to the game and I believe I have made over 2 dozen bugfixes and balance changes that better this project!
- Been playing Wesnoth since 2004 and the 1.0.x versions.
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA
- Creator of Undead Invasion MP Scenario Pack.
- Creator of Valeria MP Adventure
- Creator of LA_RPG ERA