Tuesday, April 27, 2021
Encyclopedia - Leveling Up
The Game's UI is still suffering some changes as I prepare its demonstration image. I believe that it will be ready next Friday. In the meantime, I leave you something to read about the leveling up system. Though it has been added for some time now into the encyclopedia, this entry has been updated and finalized. Click here to access it. Let me know your thoughts about it. I'll try my best to consider them so I can make its text cleaner and richer.
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Originally posted by "shoTgun" user:
ReplyDelete"Rolling upgrades is fun, and allowing re-rolls is a great idea. Battle Brothers had a similar system where all your attributes would get a roll on levelup and you could select 3 attributes to upgrade. The choice would be between the highest rolls and the ones you need the most. No re-rolls, and roll 'quality' would depend on 'potential' - which was a static attribute (like a perk). However, I assume luck can be improved, right? that sounds more exciting."
That is an important question regardings attributes because it will affect the way you create characters. Attributes can definately be upgraded but in a limited way.
ReplyDeleteThe first method is already described in the leveling up system above, where continously upgrading a particular skill group, results in a bonus to one of the attributes that skill group is governed by.
The second way to do it, is via enchanted items. They can boost attributes by +1, buy only 1 point per attribute type. Thus, you cannot boost the same attribute twice using items. You can however, boost different attributes simultaneously. However, only rings and amulets can be used for that.
The third and last way is done through the use of relics. These relics are consumable ancient artifacts found in deep underlairs and they are the very reason why adventures explore these places in first place. Relics are however erratic, you cannot specify attributes to boost, it will be done randomly and if it targets an already maximized attribute, that bonus will be lost. This discourages players to focus always on the same character to try making a God out of it. Relics also fetch an absurd amount of coin, so there is also that to consider. I'm also planing having some gameplay mechanics that will attract all sorts of bandits when you leave underlairs with unused relics as these artifacts are strong in psycrum and can be easily felt.
Oh, I saw my comment disappeared, waited a bit before reposting but eventually forgot. Glad to see it back on :)
ReplyDeleteRelics sound like highly-coveted items that are typically reserved for tough challenges, ammaright? I think being consumable would help balance difficulty, making uber-boosting rare and temporary.
So the attributes' role in rolls (heh) is fairly static, correct? and by potency do you mean the values range or the chance to get a high roll? or is the latter affected by luck, along with re-rolls?
Yeah, I left the encyclopedia entry open for commenting by mistake. I copied your comment over here, where it should be. Sorry about that. ;)
DeleteThere will be different levels of relics, the ones that permanently boost attributes will be the rarest, then you will have relics that boost the secondary attributes directly.
For rolls, there is a 20 entry table which decides the dice to use for a roll:
Level 1 -- 1d4-3
Level 2 -- 1d4-2
Level 3 -- 1d4-1
Level 4 -- 1d4
Level 5 -- 1d5
Level 6 -- 1d6
Level 7 -- 2d3
Level 8 -- 2d4
Level 9 -- 2d5
Level 10 - 2d6
Level 11 - 3d4
Level 12 - 3d5
Level 13 - 3d6
Level 14 - 4d4
Level 15 - 4d5
Level 16 - 4d6
Level 17 - 5d5
Level 18 - 5d6
Level 19 - 5d8
Level 20 - 5d10
Using this table, use can see that a Strength level of 6, will use a 1d6.