Here we go with a second revised proposal for the special abilities of battle monks in ADOM II... and let me add that monks gain a +1 to DV per level, their unarmed damage increases with experience (as well as their kicking damage), they gain a minor weapon damage bonus, speed slowly increases and the cost of movement slowly decreases with growing experience. But that's all automatic and available on any level.
Monday, February 27, 2012
Sunday, February 26, 2012
Monks in ADOM II
Next up in the line of tasks is the implementation of monks. I already have finished all the basic stuff (SV improvement, unarmed combat damage, etc.) and now am working on the professional abilities for monks. Oh, and there have been some name changes... male monks now are called "warrior monks" while female monks now are called "warrior nuns" (at least that's the plan - on Facebook an exciting discussion still is running).
Labels:
adom ii,
monk,
professional abilities,
warrior monk,
warrior nun
Updated professional abilities for barbarians in ADOM II
As usual the feedback to my initial ideas about special powers for barbarians has been excellent. As a consequence I have changed quite a bit of the details and moved around several powers. Thanks for the great inspiration - and now that I have added true berserkering, too, even more flavor was possible.
Labels:
barbarians,
berserker,
professional abilities
Saturday, February 25, 2012
Barbarians in ADOM II
I'm right now finishing the implementation of the barbarian profession for ADOM II. As usual barbarians also get professional abilities. Here's the proposed list:
Labels:
adom ii,
barbarians,
professional abilities
Friday, February 24, 2012
Post #101: Design studies for ADOM II
As I mentioned in another place trying to merge the ideas of Ravenmore and Wojciech didn't work out. I fully understand the reasons and again have to thank Wojciech for his incredible submission. Nonetheless Ravenmore now will continue to work on the final layout. He's got a number of great ideas and I am pretty excited about how all this will work out. Here's another preliminary design study, showing off the direction to which things are moving. Comments are welcome and Chris (Ravenmore) is also curious about feedback.
ADOM II 0.2.3 progress
Hi folks... time to post yet another update. Last weekend (and the first half of the week) I have been in London (cool business trip for the start of the week, greetings to my Macedonian friends and colleagues) so that I had a little less time to work on ADOM. Nonetheless I made good progress on a couple of issues during the week. Here's what happened:
Labels:
adom ii,
aging,
barbarians,
jackalweres,
monks,
wasteland
Thursday, February 16, 2012
The results of the ADOM II design competition
So the ADOM II design competition over. And just starts ;-) First of all: Thanks to all the submitters for their dedication, work and creativity! I over all the submissions (although I have favorites, too ;-) ). Thanks also to everyone who commented and voted over the past couple of weeks.
Now I'm going to do what I announced... that is: take the comments and votes and decide on the next steps. Here we go...
Now I'm going to do what I announced... that is: take the comments and votes and decide on the next steps. Here we go...
Friday, February 10, 2012
Wilderness encounters on the horizon
Just t let you know: I spent the last two evenings implementing wilderness encounters in ADOM II. I now have a nice and stable implementation that is much more flexible than anything in ADOM.
Labels:
adom,
adom ii,
encounters,
wilderness encounters
Thursday, February 9, 2012
What if there were an ADOM fundraiser...?
Let's brainstorm a little bit (as I have been extremely impressed by the success of the Order of the Stick Kickstarter fundraiser): If we (that's Jochen and me) would decide to do a fundraising campaign to push ADOM ahead...
Labels:
adom,
fundraising,
kickstarter,
pledges,
rewards
Monday, February 6, 2012
Some random ships added (and other minor stuff)
Now each game of ADOM II will include a few randomly generated ships "sitting" somewhere on the world map. Might come in handy occasionally. Later on there will also be pirate ships, sea monsters, etc. But not before finally getting into a decent "release early, release often" cycle. I have updated DevState accordingly and shifted a few more tasks around. Additionally I today fixed a few more irregularities I accidentally introduced into shops - they work once more. As well as left-clicking for movement to a known position. Minor details but they will be handy in the next release.
Sunday, February 5, 2012
Sometimes you win, sometimes you lose...
Today I finally converted the highscore display to an ASCII version (as mentioned on DevState). The ASCII version now can be used in both the immersive UI mode and the windowed UI mode. I stumbled upon quite a number of bugs still hidden in the immersive UI mode which I managed to fix but a few more are left.
Saturday, February 4, 2012
An example of getting sidetracked...
Today I just would like to give you a small example of how easy it is for me to get sidetracked while developing ADOM II. The underlying reason causing this to happen very often probably is that ADOM II still is pretty raw in many areas compared to ADOM (while in some other areas it already now is so much better). Yesterday the following happened...
Labels:
adom ii,
amulet of life saving,
items,
messages
Thursday, February 2, 2012
The results of the ADOM II design competition
A short while ago I asked for help in finding a new design for ADOM II (formerly known as JADE) - the blog, the main screen of the game and the manual. A couple of people responded with design suggestions (thanks to all of you - I highly appreciate every submission) and here now are the results...
Wednesday, February 1, 2012
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