What changed
0 fixes1 addition0 changes0 removals
addedRULES OF THE GAMEWanted to start explaining some of the hidden rules within the game logic: Firstly, there are 4 main secret values - Ninja, Priest, Fighter, Wizard [NPFW]... All character classes have a mix of these values when picked, ranging from 0-4, usually. Usually, 4 points in total are spread across the NPFW stats for each starting character These values do not change throughout the game, unless class is changed. Accessories DO change these values however, often doubling them. Accessories can be changed in equipment window. Team leader can be changed by rotating party with 'A' (even a party of one, used to update) A party of champions uses a TOTAL of NPFW stats while on-map, however chanigng the leader will amend the value depending on the leader's worn accessory. === These effect different aspects of the game: Ninja: when 4+, monsters can be seen on-map at range ninjas use light better: slightly increased range caluculation, better use of food as well ninja-types have a better chance of recovering ammo and thrown items in combat Priest: when 4+, undead can be seen on-map at range priests have access to holy items Water lasts longer with Priests Fighter: when 4+, large monsters are seen at-range on-map (scoprions, golems, etc) food lasts longer with fighters in-team armor and weapons are available exclusively to them in combat, follow-up attacks are more likely even fighters can learn magic: all non-magical classes can learn the skill 'learn magic' (to use outside of combat) and this adds magic spells as an option to their list: however this can be forgotten again each time an enemy strikes... so not ideal, but available. Wizard: when 4+, they can attract magical beings in random encounters (beholders, materialisers, etc) they have a fierce array of spells and capacity for mana they do have more limits on weapons and armour than other classes === carry ability the less magical a class, the more it can usually carry in inventory. === light when things are dark, random encounters happen each time champions cross debris on the floor - including footprints (so beware of back-tracking!) wasps are attracted to light, so can appear when you have too -much light light decreases depending on how many champions in the party, slightly slower for ninjas however larger parties are better at detecting enemies at range, however they do use up light quicker the higher the current light-level, the quicker it burns (so high levels do not remain for long, but low-levels stay longer) certain accessories and armors do increase the default light level === food / water consumables are eaten quicker by larger parties: a solo player eats less. the different classes consume at different rates. === secrets: the more secrets owned, the greater the XP earned for each minor non-violent action (unlock doors etc) - in fact there is a super bonus if zero kills are recorded (for stealth players) at 100 secrets (main quest) light does not fade out ==== so all of this is in the game, but none of it is apparent: as such, am oging to start surfacing this in -game to help improve the RPG elements and help players make certian choices... hope this info helps, if so will build into a proper guide. Dave
Super Dungeon Master Ace RPG changes
addedWanted to start explaining some of the hidden rules within the game logic: Firstly, there are 4 main secret values - Ninja, Priest, Fighter, Wizard [NPFW]... All character classes have a mix of these values when picked, ranging from 0-4, usually. Usually, 4 points in total are spread across the NPFW stats for each starting character These values do not change throughout the game, unless class is changed. Accessories DO change these values however, often doubling them. Accessories can be changed in equipment window. Team leader can be changed by rotating party with 'A' (even a party of one, used to update) A party of champions uses a TOTAL of NPFW stats while on-map, however chanigng the leader will amend the value depending on the leader's worn accessory. === These effect different aspects of the game: Ninja: when 4+, monsters can be seen on-map at range ninjas use light better: slightly increased range caluculation, better use of food as well ninja-types have a better chance of recovering ammo and thrown items in combat Priest: when 4+, undead can be seen on-map at range priests have access to holy items Water lasts longer with Priests Fighter: when 4+, large monsters are seen at-range on-map (scoprions, golems, etc) food lasts longer with fighters in-team armor and weapons are available exclusively to them in combat, follow-up attacks are more likely even fighters can learn magic: all non-magical classes can learn the skill 'learn magic' (to use outside of combat) and this adds magic spells as an option to their list: however this can be forgotten again each time an enemy strikes... so not ideal, but available. Wizard: when 4+, they can attract magical beings in random encounters (beholders, materialisers, etc) they have a fierce array of spells and capacity for mana they do have more limits on weapons and armour than other classes === carry ability the less magical a class, the more it can usually carry in inventory. === light when things are dark, random encounters happen each time champions cross debris on the floor - including footprints (so beware of back-tracking!) wasps are attracted to light, so can appear when you have too -much light light decreases depending on how many champions in the party, slightly slower for ninjas however larger parties are better at detecting enemies at range, however they do use up light quicker the higher the current light-level, the quicker it burns (so high levels do not remain for long, but low-levels stay longer) certain accessories and armors do increase the default light level === food / water consumables are eaten quicker by larger parties: a solo player eats less. the different classes consume at different rates. === secrets: the more secrets owned, the greater the XP earned for each minor non-violent action (unlock doors etc) - in fact there is a super bonus if zero kills are recorded (for stealth players) at 100 secrets (main quest) light does not fade out ==== so all of this is in the game, but none of it is apparent: as such, am oging to start surfacing this in -game to help improve the RPG elements and help players make certian choices... hope this info helps, if so will build into a proper guide. Dave
Actually a minor update, however wanted to share: This build allows players to see their
NPFW
stats. ??????? some explanation: =============
RULES OF THE GAME
Wanted to start explaining some of the hidden rules within the game logic: Firstly, there are 4 main secret values - Ninja, Priest, Fighter, Wizard [NPFW]... All character classes have a mix of these values when picked, ranging from 0-4, usually. Usually, 4 points in total are spread across the NPFW stats for each starting character These values do not change throughout the game, unless class is changed. Accessories DO change these values however, often doubling them. Accessories can be changed in equipment window. Team leader can be changed by rotating party with 'A' (even a party of one, used to update) A party of champions uses a TOTAL of NPFW stats while on-map, however chanigng the leader will amend the value depending on the leader's worn accessory. === These effect different aspects of the game: Ninja: when 4+, monsters can be seen on-map at range ninjas use light better: slightly increased range caluculation, better use of food as well ninja-types have a better chance of recovering ammo and thrown items in combat Priest: when 4+, undead can be seen on-map at range priests have access to holy items Water lasts longer with Priests Fighter: when 4+, large monsters are seen at-range on-map (scoprions, golems, etc) food lasts longer with fighters in-team armor and weapons are available exclusively to them in combat, follow-up attacks are more likely even fighters can learn magic: all non-magical classes can learn the skill 'learn magic' (to use outside of combat) and this adds magic spells as an option to their list: however this can be forgotten again each time an enemy strikes... so not ideal, but available. Wizard: when 4+, they can attract magical beings in random encounters (beholders, materialisers, etc) they have a fierce array of spells and capacity for mana they do have more limits on weapons and armour than other classes === carry ability the less magical a class, the more it can usually carry in inventory. === light when things are dark, random encounters happen each time champions cross debris on the floor - including footprints (so beware of back-tracking!) wasps are attracted to light, so can appear when you have too -much light light decreases depending on how many champions in the party, slightly slower for ninjas however larger parties are better at detecting enemies at range, however they do use up light quicker the higher the current light-level, the quicker it burns (so high levels do not remain for long, but low-levels stay longer) certain accessories and armors do increase the default light level === food / water consumables are eaten quicker by larger parties: a solo player eats less. the different classes consume at different rates. === secrets: the more secrets owned, the greater the XP earned for each minor non-violent action (unlock doors etc) - in fact there is a super bonus if zero kills are recorded (for stealth players) at 100 secrets (main quest) light does not fade out ==== so all of this is in the game, but none of it is apparent: as such, am oging to start surfacing this in -game to help improve the RPG elements and help players make certian choices... hope this info helps, if so will build into a proper guide. Dave