Yes, good idea. I certainly want combat to be dynamic and this can be done with simple graphics and simple animations. Also, anyone who's played ADOM will know that combat in that game can be quite visceral (especially in the Tower of Eternal Flames, Dwarven Halls and elemental temples).the sprites could shake a little or a lot depending on the amount of damage inflicted.
Yes, this was implemented in KotC and it will come back.Displaying the damage amount in a splash of blood/slime of which the size is proportional to how big the hit was also helps (this may have already been implemented in KotC1, I don't remember right now).
Could be as simple as displaying a transparent red layer over a creature's token when its HP is below 50% of the maximum.The sprites could get bloodied (if one image layer of blood can be nicely applied to all sprites of the same size)
No, I haven't. I'll probably hire one but for now I can draw tokens myself or use placeholder graphics from other sources.Did you choose your artist yet?
Mithral armour increases the Maximum Dexterity Bonus by two points. The increase in price is 5,000 for Light Armour, 10,000 for Medium Armour and 15,000 for Heavy Armour.
Tiavals wrote:The only thing bugging me is that adamantine armour seems far too powerful. 9 DR for a full plate, for the cost of 30k gp. I thought it was fine in KOTC1, since you actually had to make a choice between Mithril and Adamantine armour, since both had good qualities. Here it's a no-brainer. No reason ever to take anything else than adamantine.
You make good points, but do you think Pounce instead of Flurry would be balanced? Pounce is a really good ability. Another thing is the monk's medium BAB. The number of attacks is supposed to compensate for the lower BAB I think.deuxhero wrote:First of all, monks still suck. Nothing has been done to correct their main gaping flaw, the fact that their main abilities (increased speed and flurry) completely clash (Flurry needs you to stand still). I recommend replacing Flurry with something or giving pounce at the start (at least give them full BAB). I like the special abilities being free to use though.
All drakes are male and all mantis are female.Are Drake/Mantis Male/Female only, do they share the same stats, or are do the two not differ stats wise between the sexes?
Yes, I don't like the other properties.Does this mean that the other properites of Mithral are gone (lowered weight, lowered proficiency needed)? Not too big on that
Perhaps but a feat that's not exciting may also be easiest to code... What are the non-manifester psionic feats?The feat list looks fairly small and not very exciting.
Sure but there will be a penalty of 10 to Speed for heavy adamantine armour. And it's bypassed by adamantine weapons of course. Also, it may not be easy to obtain that kind of armour, since there won't be crafting, so it's up to the map designer whether to allow it or not, or only as an extraordinary reward.Tiavals wrote:The only thing bugging me is that adamantine armour seems far too powerful.
I know, but gnoll clerics could cast Freedom of Movement on gnoll fighters instead. After all, wizards don't (or shouldn't) make good melee fighters, even when polymorphed.Edit: I just noticed there's no Polymorph on the Wizard spell list. It's a shame. My favourite encounter in KOTC1 was when the Gnoll wizards polymorphed into spiders after casting web.
BlueSalamander wrote:I know, but gnoll clerics could cast Freedom of Movement on gnoll fighters instead. After all, wizards don't (or shouldn't) make good melee fighters, even when polymorphed.
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