Dungeons Dungeons: Patches, Updates, etc...

Discussion in 'Roleplaying Games' started by Dungeons, Dec 9, 2016.

  1. Blankdom

    Blankdom Unknown

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    Again, recipes are patented by the Dungeon, see around page 2~3 for reason why; so they'd be able to craft it without much effort once they by the recipe anyways.
     
  2. Lady Luck

    Lady Luck (˘❥˘)

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    private crafting success are announced publicly anyway. The only difference is your idea attempts arent seen.
     
  3. Chocol8

    Chocol8 [Chocolate Sect Founder] [Chocolate Lover]

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    Here? didn't see them I think.. will check later maybe
    Yeah publicly telling others is fine.. Since it will promote crafting to those intrigued by it.. As long as the attempts or mats used aren't announced then all iz well
     
  4. Dungeons

    Dungeons Active Member

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    You can use skills outside of/before a dungeons, though it'd be based on your mana -- Non-stackable skills are still non-stackable here.

    There are two different phase, the preparatory phase, and the main phase.
    The preparatory phase allows one to do misc stuff such as equip a sword, or drink a potion that is in there quick reach belt.
    The main phase allows one to do drastic stuff such as attack enemies, walk around, or take things out of their bag.
    You start off at level 0
    - Health for level 0 is 10.
    - Luck for level 0 is 0.

    Leveling system: To level up it takes EXP equal to next level's number squared. When leveling up your EXP counter goes back to zero and you add whatever overflow EXP you have left..
    Ex. I’m level zero; I need 1 EXP to get to level 1. I kill a rat granting me 1 EXP, raising my EXP counter to 1. I level up. My EXP counter is now 0. To get to level 2 I need 4 EXP, I kill 5 rats giving me 5 EXP. I level up. My counter goes to 1 due to 1 EXP being leftover.

    Each level up earns you 3 distributable stat points.
    - HP and Mana = 5 per point, rest = 1 per point
    - Can't add to Luck

    You earn a skill point at levels 3, 5, and every 5 levels from here (Eg. 10, 15, etc)
    - You use these points to learn:
    -- New Skill: pick one of 3 skills from your branch
    -- Variant: modify one of your existing skill to make a new skill
    -- Upgrade: Improve one of your existing skills
    -- Reduce: Reduce the cost or demerit of an existing skill.

    Once you reach level 5, you gain 2 new stats: Initiative and Satiation
    - Initiative: d10 plus Agi; determines turn order
    - Satiation: Basically Hunger; please refer to the Satiation spoiler
    So for armor we will have 4 pieces, because that's the amount of different items Rumanshi has available right now.

    Head wear: Ex. Chuuni Hood
    Body armor: Ex. Ragged Cloth Shirt
    Leg armor: Ex. Ragged Cloth Trousers
    Foot wear: Ex. Chunni Boots
    Gloves: Ex. Chuuni Gloves
    2 Bracelets: Ex. Rat Bone Bracelet x 2
    2 Rings: Ex. Rat Bone Ring x 2
    Necklace: Ex. Rat Bone Necklace
    Rules of Weight Carrying

    Equipped items do not count towards weight total
    Must have a Bag to carry things that aren’t Equipped
    All items of the same variety weigh the same (ex. All potions weigh 1 unit)
    People can carry 5 units overweight, but by doing so all stats are halved
    Items carried in bag take 1 choice to take out
    People have a belt in which they can store at max 5 potions, these do not take a choice to take out. (ex. I want to take out my scroll, I say Take out: scroll, and that counts as a choice. But if during battle I want to take a potion that is on my belt (you can have more than 5 potions, just that the quick access ones are limited to 5) I say Drink: Health Potion, Attack: Rat, and that only counts as one choice)


    Level 1 No Upgrades
    Can carry 25 units of weight
    Can have only one Bag

    Level 5 No Upgrades
    Can carry 35 units of weight
    Can wear two Bags

    and so on
    Overweight debuff
    to clarify, this debuff happens when a person has a total bag capacity that exceeds their personal capacity.
    a lvl 5 personal capacity is 35 (2 bags allowed); a lvl 4 and below's personal capacity is iirc 25 (1 bag allowed)
    the beginners bag capcity is 10, the rat bag capacity is 15.
    as of now, a person can't overweight yet.
    overweighting can happen if, e.g. a lvl 3 person (25 weight, 1 bag) has a bag that can hold 40 weight. they can only overweight for weight capacity + 5 (i.e. 30) during the overweight, they'll get the debuff.
    What is/are DP you might ask? Well, they're basically a magical unit tied to your soul
    Think of DP as a magical unit bound to the very soul that you have some control over. You can make transactions with it, but you can also gain and lose it without your will due to the powers of the 'realm' and its magical 'laws'.

    -Players can gain DP in a number of ways
    -Players gain 10% of the participant's total mana as DP every 5 turns when hosting a dungeon.
    --This is boosted to 20% of the participant's total mana before the participant's level is 5
    --If a player died in a solo run, their equipment, bag and contents goes to the dungeon master. If a player died in a party run, the equipment, bag, contents and corpse goes to the surviving party members

    -Players gain 5% of the monster's mana as DP when they kill it.
    --A player would also gain 1 DP for every rat killed.

    Dungeon Rewards Upon Completion: If there is a definite goal to the Dungeon, whether it be get to the Dungeon Core, discover the secret to Lucky's House, kill all the monsters, or just to survive, the Player(s) receive 10% of the DP the Dungeon Master should have earned off of you. For example, if the DM should have gotten 100 DP off of you, they would have earned only 90 and you would have gotten an extra 10 DP when exiting the Dungeon.

    UPDATE: DP on Player death = 50 x Level (Split if player was PKed in a dungeon)
    Maximum waitlist: 3 -- Meaning you can only sign up for 3 dungeons at a time.

    You need to explore 2 other dungeons before coming back to the dungeon you've just completed.
    - Eg. You do Lucky's "Rat Nest"; you'd need to go through 2 other dungeons, like Evil_Ginger's "Rat Race" and Kuma's "Bear's Cave of... Rats" before you're allowed to enter it again.
    Rules:
    There are two ways you can use a clone account.
    Use the same character.
    Create a different character; as if they are different people.
    If you choose the first option, then the accounts share everything, there's no work other than copying.

    If you choose the second option, then here's some rules for you!
    Only arms-length trading (Meaning you must trade items at market value)
    You can't enter a dungeon that one of your accounts own.
    No giving gifts (or blessing) to your clone
    No giving free items or DP to your clone.
    Damage dealt = Attacker’s attack stat + Weapon Damage.
    Group System: Attacker 1 total damage + Attacker 2 damage = total damage dealt
    If an attack overkills by at least 5 damage, the corpse is destroyed.

    Ex. My attack stat is 3 my weapon damage is 3, thus 6 damage is dealt. The thing I attacked had 1 HP, it overkills by 5 points, and the corpse is destroyed.
    Bashing Damage is a weapon effect caused by Blunt Category weapons. No matter what, Bashing Damage goes through Defense.
    Ex. I have a Hammer that does 1 Bashing Damage. With my 3 Attack, even when going up against an enemy with 3 Defense, it suffers 1 Damage regardless.

    Piercing Damage is a weapon effect caused by Spear Category weapons. Any overkill damage moves onto the next enemy. As indicated by the effect of the weapon.
    Ex. There are two Rats and I attack the first one for 3 Attack with a Spear that has +1 Pierce Damage. Since there is extra Damage, one point goes to another enemy.
    -Some weapons are two handed and thus you can only equip one weapon
    -Other weapons are one handed and thus you can equip 2 weapons (including shields), but dual wielding are only allowed for weapons of the same category (Blunt, Sword, or Spear) unless it is with a Shield, as Shield category can be wield with any other category of weapons
    ex. You can use 2 swords/spears/blunts, or 1 sword/spear/blunt + 1 shield. You can't use 1 sword + 1 spear or other mismatching categories.
    Thrown Weapon Hit Chance Formula = ((Agility + Wisdom) – (Opponent’s Agility + Wisdom)/2)/50

    Thrown Weapon Formula = (Total damage + Agility stat)/2
    Weapon becomes unequipped.

    Ex. I have an agility of 10, wisdom of 10, and attack of 10, and a weapon with the damage of 10. My opponent has an agility of 10 and wisdom of 10. My hit chance is 20%. I hit and deal 15 damage.
    Damage Mitigation: Defense acts as rechargeable armor and damage is dealt to it before health. Recharges immediately out of battle.

    Ex. I have a defense stat of 5, and I got hit with 7 points of damage, I lose 2 health points due to 5 of the damage being blocked by the defense. After the battle is finished I regain my 5 defense.

    Shield Regenerate each turn: That's it. Shields can regenerate their Def each turn. Cool, huh?
    Sneak Attack: If attacker’s wisdom is higher than the defender, they are allowed a sneak attack. This damage is halved if it reaches the health stat.

    Formula: ( (my att)x2 - enemy def) /2 = damage to HP [Def is destroyed

    - Eg: Your attack is 10 and wis of 2, the monster has 5 def wis of 1.
    - You can sneak attack it
    - ((10)x2-5)2 > (20-5)/2 > 15/2=7 rounded down.
    - This means you do 5 Def damage and 7 HP damage

    Sneak attacks can be dodged; refer to dodge chance
    Magic can be used as a sneak attack
    Dodge Chance: (defender’s agility – attacker’s agility)/100

    Ex. I have an agility stat of 10, the attacker has one that is 5. I have a 5% chance of dodging his attack.
    After a fight an Adventurer can rest, if they choose to the regain 10-15% of health, and 5-10% of mana. (Once per battle)

    Ex. I have a total HP stat of 100 and 100 mana, I only have 10 in each remaining after a battle. I rest and heal myself to 20 HP and 15 Mana.
    Initiative stat determines who goes first.
    This stat is only active from level 5 and on.
    You roll a 10 sided die to determine who goes first.
    Your Agi is added to your roll. Whoever has a bigger number goes first.

    Ex. I have an agility of 10, the opponent has an agility of 15. I get rolled an 8, the opponent rolls a 6, resulting in 18 vs 21, opponent goes first
    Mana Exhaustion: When a player’s mana reaches zero they faint. (See fainting for more details)
    Fainting: Fainting does damage equal to twice your level, and you are kicked out of the dungeon.
    Ex. I am level 1, I faint, I get dealt 2 damage. You are level 2, you faint, you get dealt 4 damage.

    DM gets levelx25 DP and 5% of your current DP
    Critical chance and damage: Based off your luck. If you successfully hit one, double the damage.

    Ex. I have 10 luck and 10 attack, giving me a 10% chance to hit a critical, I hit a critical, doing 20 damage.
    Fighting between Reincarnates will be the same as a fight against Rats or Goblins.

    1. Killing another Reincarnate grants the deceased Reincarnates Level x 2.
    -- I killed another Reincarnate that was Level 2, I got 4 EXP. Then you killed a Reincarnate that was Level 3 and got 6 EXP.
    2. The inventory of the killed Reincarnate can be looted; Eg. Bag and equipment.
    3. If killed in a dungeon, the DP (Levelx50) is split between the DM and PKer/s
    Undeads and Pets take up bag space.
    Undeads do not gain Exp, nor do they leave a corpse
    Pets and Summoned Units gain half EXP rounded down.
    -Satiation: At level 5 people will obtain the Satiation counter, at the beginning of every dungeon this counter is at 0.
    -This counter can go as low as -20 and as high as 20.
    -Benefits of high or positive Satiation: At 10 Satiation people regain 5% of their mana and health per turn.
    -Consequences of low or negative Satiation: At -10 Satiation people lose 5% of their mana and health per turn. At -20 Satiation they faint, the dungeon run is over and they forfeit half their DP to the DM.
    -The counter can be refilled by eating food.
    -Regaining Hunger: They can eat food bought in the merchant stall, or made in the cooking, crafting, and dismantling thread. Different items give different hunger back.
    -Food now gives a +5, while meals give a +10
    -Partying: Partying does not change anything about this system, if you faint you still get kicked out of the dungeon.

    Decreases by 1 every turn in battle, and every 2 turns outside of.
    - Eg. Each turn in battle = -1 Sat; every 2 turns exploring = -1
    Poison Debuff: Now that we have Spiders, there comes the Poison Debuff. If you are Poisoned, you suffer 5 immediate Damage and 1 Damage per turn for five more turns. This means 10 Damage that ignores Defense, so please be cautious.

    Sick Debuff: Eating Burnt/Raw; Even though you thought that just eating it would be good, you got sick. Yes, you aren't as hungry anymore, but you lose 1 HP every turn for three turns. This can mean disaster if an enemy happens upon you while you are sick. But, there is a chance that if you feed an enemy this, they will become sick, though if the Enemy's Wisdom is high enough, (7+) they will see through it. And they won't be happy.

    Bound Debuff: Being Bound or Stuck usually means you are physically incapable of moving due to an outside force. So, Attack/100 is the chance to get out of a Bound State. However, if an Ally is willing, they can spend a turn to cut you out or help remove whatever it is that is binding you, be it spider webs, rope, or a monster that has its grip on you.

    Bleed Debuff: Target loses 2 HP, and loses 1 HP per turn for 10 Turns unless they get their hands on something to stop that.

    Confused Debuff: Target loses the ability to make rational decisions. They will attack anything, even their allies or themselves. A Wisdom Check is necessary to see if they snap out of confusion. (Player's Wisdom - Enemy's Wisdom)/100 is the rate.
    Dismantle: [insert corpse name here]
    Roll a 6 sided die, 1-2 it fails, 3 it gives meat, 4 it gives skin, 5 it gives bones, and 6 gives all three.

    Ex. I have a corpse, I chose to dismantle it. I roll a 3. I get only meat from the corpse, the rest of the body was unsalvageable due to dismantling it.
    ---------------
    Success rate for Crafting/Cooking: Roll a 10 sided die, if 9-10 you succeed

    Proficiency Rating: For every success at creating an item your things success rate increase. Cannot increase it beyond a certain point

    Ex. I make a rabbit leather bag, now I will succeed if I hit an 8-10, I succeed again, now I if I hit a 7-10 I make a rabbit leather bag. I can continue this till I reach 2-10 equals success. This success rate only applies to making a rabbit leather bag.
    ---------------
    IF you're trying to craft something without a recipe, you'll only have a 2%(1 in 50) chance of success
    You need to put the amount of items you're using and the name and amount of item you're crafting
    e.g. "use 2 rat skins to make 1 rat skin mask @Carm "
    Guide to being a Dungeon Master (DM)

    Being a Dungeon Master (DM) is fun~! You get to create your own idea, your own dungeon, and troll and mess around with adventurers in it. Not to mention the lucrative gains ;-)

    First up! Decide your dungeon objectives!
    Examples: kill all mobs (has to state how many), survive and exit savely (or break the dungeon core), kill the BOSS or some other specific mob, get a certain item in the dungeon
    Make a convo with the GM if you want to bounce your ideas~! Do this for any changes to the dungeon plans too~
    Then, make a cool map, story, or choices of your liking >w<

    Second step! Getting the people to come
    Post on dungeon portal tagging @Dungeons and a manager; You’ll also get into a DM-only convo~
    Use this post to promote your dungeon, what is it about, why people should come, etc~ And to keep track of your waiting list. Cause people will be queueing to enter :D

    Running a Dungeon
    Make a convo with some GM and the player
    Read the rules on Satiation (food and hunger) and combat in the patches thread. Be sure to check all the patch and addendums, it’s usually under the appropriate head (and there is also a heading for “running a dungeon” and “earning DP” that you might wanna see too! Also, the ones on “damage types” and “update on shields”)

    At the beginning, note down the Stats of the adventurer/player. Note down the equipment and inventory~ You would need to know their equipment to see if they have special damage type or if they have shields. You need to know their inventory to know how many corpses they can pick up during the run.
    Remember, in a battle, all of this happens:
    1. Wisdom check for sneak
    2. Initiative (for Level 5 and above)
    3A. Prep phase (usually, skills or anything taken from the belt, like potions or secondary weapon)
    3B. Main phase attack (type; throw, bash, pierce, magic, getting things from bag, etc)
    4. Dodge
    5. Damage
    6. Shield defence regenerate
    7. Satiation (for Level 5 and above)
    8. Overkill or not, determines whether a corpse can be looted or not
    If you’re ever not sure of something, ask a GM! You can find us by commenting in the DM convo, your private convo with the GMs, or asking in the Common Area.

    Changing your dungeon
    If you’re buying the Slots (party), Renovation, or Dungeon Modifiers, do note to run with a GM on your ideas. Especially for the modifiers. Gathering Locations Modifier needs to be run through @Carm to decide what resource you can have and what are the chances of the player getting the item. Traps and buffs would need to be discussed for their effects / stats.
    Again, ask us in the private convo you had with the GMs when you first created your Dungeon~!

    Remember
    If the player / dungeon runner does things out of the norm or your knowledge (which usually means they’re aiming for a skill or a title), or there are anything you’re not sure of, you can always ask a GM that’s online :D We’ll help you out as much as we can. Tho, since we’re all overworked, please be understanding if we take time >_<

    Have fun with your dungeon~!
    - A player can be a Dungeon Owner (also called Dungeon Master / DM) by purchasing a dungeon at the Merchant Zone.
    - A dungeon can be filled with monsters, chests, loots, and traps (if the dungeon type allows)
    - To create a dungeon, simply post on the Dungeon Portal a description of your dungeon, your current participant, and your waiting list / sign ups. Tag @Dungeons and a Manager to ensure the link to your dungeon is updated into the first post of the thread.
    - Briefly tell the Managers (2 or more) the plans for your dungeon.
    - At each and every dungeon instance (run), the DM must invite at least 1 GM to oversee the instance.
    - At any given battle in the dungeon instance, there should be no more than 10 monsters for solo, or 20 monsters for party
    10 per battle for solo & 20 per battle for parties
    A battle is a fight that lasts until a player can rest. Can be made in waves or with reinforcements.
    Therefore, you can think of the guide as there must be a chance regain def (and possibly rest) after every 10 mobs or less.
    - After each fight is done, the Player(s) must be allowed the option to rest.
    - Note: One Dungeon purchased equals the number of run you can do at any given time. You can have multiple Dungeons purchased for the same plane (and the same post in the Portal)
    ex. If you see the Lucky's Rat Nest, it's one dungeon plan with 2 available current participants, meaning 2 Dungeons were purchased.

    [Updated] Auto Runs: Sorry, but we have to. They are getting nerfed. Going through an Auto dungeon, as they're being called, the Player only earns half of the EXP they should be getting and they don't get the 10% DP reward upon completion of the Dungeon. The DM only gets half the DP they should be getting.
    Due to the prominent amount of auto-dungeons being created, Dungeons and her GMs have decided that Auto-Runs give only half Exp (for players/adventurers) and DP (for dungeon masters)

    [NOTICE] Maximum number of turns a dm can earn from a run is 50
    - Meaning, if your turn count is 55, it's still only (ModifierxPercentage)x(50/5) = DP

    DMs now do not need to buy Rule Sets if, and when, they have a party in their dungeon; the party may discuss and act appropiately, or go off on their own. the DM would need to keep track of each member of the party if they do.
    Unless the DM want to do that, the DM should buy the rule set(s)

    DM must reward Adventures, 10% of the run's earning, for completing goals they've set forth; Eg. Touching/Breaking the core, killing the boss, etc.

    If you bought the Resource Gathering Modifier
    - Remember to discuss, and get approval, from a GM (Preferably Carm) on what the resource is.
    - Players have 10 attempts max per modifier per run; Eg. 2 RGM = 10 each.
    - You may, or may not, get items, depending on the resource and rarity. (DM gets the chances upon approval.)
    Undeads become a pile of ash once destroyed
    This is only applicable to bought monsters, as spawned monsters are absorb(poof out of existence after a run.
    A group consist of 10 monsters, of the same type (Eg. 10 Rats, 10 Fire rats, etc)
    If the 10 survives to the end of the dungeon, you get +2 of that type (Refer to the prior)
    You can only have 2 breeding groups max. (Eg. 20+ survive, you get 4)
    -- Note: Breeding is only applicable to mobs left at the end of a run; and can only be used at the next run.
    -- Note: Rabbits have a racial trait for breeding.
    -- Note: Undeads don't breed
    Breeding, Needs only 4 to breed and can stack up to 5 times (20 for max breeding and you obtain 10 each time)
    A breeding group = 4 rabbits
    Max # of groups = 5 [x4=20]
    Breeding, per group(4) = 2 (x5=10)

    Eg.
    - You have 4 rabbits, and they survive till the end of the run; you get a +2 rabbit for the next run.
    - You have 6 now; they all survive, you get +2; if 3 dies, you don't get any.
    - You have 8 now; if they all survive, you get a +4, etc
    - You have 26 rabbits? Only 20 of them will breeding, so you get +10 for the next run; unless 7+ get killed.
    Rabbit Farmer
    - Ya got yur'elf some rabbits? Good, they breed crazy fast, ya only need 2 pairs (4 rabbits) to get 'em started; tho, for some reason they won't form more than 10 pairs (20 total) [They're silly like that, 'em monsters]. Once ya got the breeding program going, they'll earn ya 10 li' kits. Tho the spawner rabbits can't breed as they're absorbed back to the dungeons.
    Swarm, all get +1 to stats when in numbers of 5+ (Besides luck)
    Traumatize Rookie
    - Rats! Rats everywhere! You'd think they were easy right?! Not if they clump together, in groups of 5 or more! They somehow gain a +1 to all their stats!
    Sneakiness, +5 damage when sneak attacking
    Arachnologist
    - You know them spiders? They're a really sneaky bunch. If one of them gets the jump on you, they'll deal 5 extra damage.
    Equip, can equip items
    Veteran Adventurer
    - Did you know them Goblins could equip items like us? Just makes them deadlier, I say.
    Virus, unharvested corpses in the dungeon turn into undead variants, 2 per zombie
    1 Zombie = 2 Undead (if corpses are left)
    - Unlimited multiplcation (As long as the zombie survives and corpses are left.)
    - Variant zombies have same stats as when they were alive
    - Variant zombies don't carry the zombie virus. (Can't multiple)
    Priest:
    If there are zombies in the dungeon, you best destroy any corpse you can't carry out. Reason? Simple, the zombie can spread it's virus, and turn them into an undead
    Preservation, mummies have a 1/5 chance of being preserved upon death (meaning you can use it the next run)
    Tomb Raider:
    Man, mummies are annoying as heck. I 'mber this crypt I went to once, I killed a couple of mummies, then left to heal up, thinking they'd stay dead, but NOPE! some a'em were shambling around when I returned.
    Bony, weapon damage does not affect them.......
    Paladin:
    If you want to kill some Skeletons, it's better to bring shields. The damage bonus from your weapon does not affect them.
    Passive Mana Regen has been changed; when wearing a set of 2 Ring of Increased Mana, you now recover 5 Mana every 2 turns.

    Spiders' Luck is now 15
    Private Crafting is no longer a thing.
    NOTICE All Rat crafts now only give +1; Eg. Rat Bone Staff = +1 Mag; Rat Bone Spear = +1 Pierce; etc.[/spoiler]
     
  5. SpearOfLies

    SpearOfLies [Lucky Dad][Has a lovely daughter]

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    I was thinking of balancing the number advantage of monsters to create better monsters and dungeons.
    The first thing is nerf the maximum number of monster to 4 for species, while the upgrade(7, 10) can be bought from merchant. The cost will change for species.
    The reason of such is easier balancing monster while thinking 1vs4 instead of 1vs10.
    Also 1vs10 is quite poor game design. It's a brute force way instead of smart way to kill people. It's also quite expensive buy high level monster without killing players. And if you kill people, you make them don't want go in your dungeon. At end it make a lose-lose situation right now.
    The next one is buff the monsters while they are in group.
    The only one we have now is rats but I like to buff it and give other monsters unique group buff.
    Example:
    3 rats:+1 all stats
    6 rats:+2 all stats
    9 rats:+3 all stats
    3 bats:+10 agi
    6 bats:+20 agi
    9 bats:+30 agi
    3 spider: chance of skill x2
    6 spiders: chance of skill x3
    9 spiders: chance of skill x4
    This way the monsters have more clear objective than now. (Rats:Seems weak but it can be dangerous, bats: wasting turn without need to make insane long dungeon, spiders: waiting for an opportunity and slowly weak the hp of his prey)
    The boss will not be counted by this system.

    This two changes also make a more clear difficulty of dungeon. Group of 4 limit dungeon can be fight alone. Group of 7 it's better be 2/3. Group of 10 can be fight only by 4 party member.

    Also need re-balancing stats and prize of monsters. Adding some new monsters too.

    Right now I'm more worried about the dungeon(gameplay itself) than other things.
     
  6. Kuma Desu

    Kuma Desu Holy Architect | Defender of Children | Clozdark's

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    Too high Agi would raise it's price. At least to 15~20 DP
    After the last patch, the spiders have 7%, higher than any of the current monsters...

    Anyway, I do think your idea is good, we need a better variety of monsters...and the cost efficiency of buying some monsters to use without killing is just awful.
     
  7. SpearOfLies

    SpearOfLies [Lucky Dad][Has a lovely daughter]

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    10 dp or it's not worthy.

    The idea of give spider better skill is mine(I also said nerf their atk to balance). They are too weak unless you want kill people. So lose-lose situation as I said before.
     
  8. Kuma Desu

    Kuma Desu Holy Architect | Defender of Children | Clozdark's

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    They'll behard to hit if you're not a leve 4~5 or Agi oriented.
    Well, 10 is fine too, but no noob will ever want to enter one with them.

    Relatable. Their racial trait is enough for damage output, a new skill would be good. I had talked a bit about this is one of my 'to be ignored' posts...
     
  9. SpearOfLies

    SpearOfLies [Lucky Dad][Has a lovely daughter]

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    They are just annoying. Nothing deadly unless you want fight them so much but have low agi/wis.
    I think a not low agi+wis lv 2 chara can kill four of them.

    I probabily miss the post.
     
  10. Simon

    Simon [The Pure One's Chief Steward][Demon Beast]

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    Oct 30, 2015
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    I'm just wondering if we can convert stat points into skill points.
    Something like 6 Stats Points * Next Skill Level = New Skill

    Example: I currently have Extremely Poor Healing if I want to go up to Poor Healing, since Poor healing will be level 2 and put using that formula, it would cost me 12 stats to get that level.
     
    fluffymigs likes this.
  11. Chocol8

    Chocol8 [Chocolate Sect Founder] [Chocolate Lover]

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    I can include the passive mana regen in the template actually.. was going to include it also the health regen since they are dependent on the satiation.. just need a GM to check it

    I like the idea but isn't the bats and spiders too much? 10 20 30 agi and such a high chance of skill activation XD... Though can't comment much since I haven't tried the spiders yet
     
  12. Dungeons

    Dungeons Active Member

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    Announcement:
    Auto-Resource Dungeons have a debuff: Randomly, half of left resources disappear into the void
    - This term is used loosely, as Auto-Resource Dungeons are dungeons with less then 5 monsters.
    - Reason: DMs have been exploiting the RGLM to farm those items for themselves

    Changes:
    Goblins and Zombies' stats have been changed; if you have any of these, bump your Dungeon convo.
    Bats now give Meat instead of Guano, when dismantled.
    Bang Fang Necklaces' stats have been changed to +1 Agi
    Using a Stat point on Heath now gives +3 instead of +5

    Additions to the Merchant Zone:
    Some new mobs, and a new chest.