





What I am planning to add next? RUNE TRINKETS.
Still designing what exactly they will be. Current thoughts:
1. they are blank trinkets that can be carved with runes.
2. the carving is done by the same smiths that do item carving/naming. He needs the recipe, lots of gold and an empty trinket. Runes are not items.
3. the power level of the rune combination/recipe is determined by the skill of / time spent by the carver, which is a factor of how much gold you give them
4. guessing a rune combination that has an effect is very unlikely due to number of runes and 6-digit length of rune 'words'. But you will be allowed to try.
5. a carved rune trinket that has a working combination on it will act like an insignia (and take up that slot), and can be wielded by anyone.
6. possible rune powers vary, see more below.
7. you will find rune combinations throughout your journeys, on vampire coffins, tombstones, books on old bookshelves, scrolls, scribbled notes, scratchings on walls etc.
8. I will probably create ~50 rune recipes/power combos.
9. I am planning to determine ~100 suitable rune recipe places.
10. each savegame will determine the rune combinations for the 50 possible combos. they will not be the same between any 2 savegames / playthroughs / players.
11. each savegame will determine 10 recipes that will be placed randomly in 10 of the 100 locations.
Possible powers will be a mix of what items and insignia currently grant:
- granting a skill+
- granting a spell+
- granting health+
- granting mana+
- granting STR/DEX/speed/evasion/accuracy+
- vs undead bonus
- bonus hp/sp/speed per kill
- possibly granting skills or spells that otherwise won't exist in books or other form. But not from the start, first everything has to work smoothly.
The amount of gold/expertise of the carver during the carving will determine the power level of the bonus.
Intention is to make each playthrough a notch more different, a 'make something out of what you are given' type of direction.
Further UPDATE:
I put a few more notes down, here it goes:
1. Trinkets are a separate type of item. Taking up the insignia slot. There will be various grades, for now let's call them common, uncommon, rare, epic, legendary, godly.
2. The grade of the trinket determines the possible maximum level of the rune power.
3. Rune powers can be of a higher level if you have enough gold, found a suitable engraver, and have the right type of trinket to use.
4. There will be tier I, II, III rune recipes/powers.
5. and possibly later a 4th one which I will call 'enablers'. Like a passport that allows you to enter/survive certain planar adventures. Maybe. Just leaving options open...
6. Tier I, II and III rune recipes/powers can all be fitted in any type of trinket, however better grade trinkets allow for higher max level. May also determine a mandatory higher minimum level. To be decided.
7. Trinkets have a life of their own. They start their life at the level you create them at, thereafter they gain experience equivalent to the wielder. And they can level up beyond their start level. But do that ever more (exponentially) slowly. So they don't level up when a player does, they have their own thresholds.
8. Based on trinket grade (not rune power or level), I am inclined to impose a wielded level requirement. Because they are alive, they are picky about who uses them.
9. Need some good lore about what they are and why they exist.
To clarify grade vs power vs level:
A godly trinket (grade: godly) can be engraved with a 'Xarams wish' rune sequence (the power/recipe) of level 1. Thereafter, it may eventually level up to level 2. Which increases the bonusses it gives.
When will this come through as an update? Not sure yet, it is definitely the next cab off the rank, but I am planning another move (back to my home country Germany) so that slows things down a bit. Thanks for playing this game and please consider leaving a review and spreading the word!
[ 2018-04-09 10:06:51 CET ] [ Original post ]
What I am planning to add next? RUNE TRINKETS.
Still designing what exactly they will be. Current thoughts:
1. they are blank trinkets that can be carved with runes.
2. the carving is done by the same smiths that do item carving/naming. He needs the recipe, lots of gold and an empty trinket. Runes are not items.
3. the power level of the rune combination/recipe is determined by the skill of / time spent by the carver, which is a factor of how much gold you give them
4. guessing a rune combination that has an effect is very unlikely due to number of runes and 6-digit length of rune 'words'. But you will be allowed to try.
5. a carved rune trinket that has a working combination on it will act like an insignia (and take up that slot), and can be wielded by anyone.
6. possible rune powers vary, see more below.
7. you will find rune combinations throughout your journeys, on vampire coffins, tombstones, books on old bookshelves, scrolls, scribbled notes, scratchings on walls etc.
8. I will probably create ~50 rune recipes/power combos.
9. I am planning to determine ~100 suitable rune recipe places.
10. each savegame will determine the rune combinations for the 50 possible combos. they will not be the same between any 2 savegames / playthroughs / players.
11. each savegame will determine 10 recipes that will be placed randomly in 10 of the 100 locations.
Possible powers will be a mix of what items and insignia currently grant:
- granting a skill+
- granting a spell+
- granting health+
- granting mana+
- granting STR/DEX/speed/evasion/accuracy+
- vs undead bonus
- bonus hp/sp/speed per kill
- possibly granting skills or spells that otherwise won't exist in books or other form. But not from the start, first everything has to work smoothly.
The amount of gold/expertise of the carver during the carving will determine the power level of the bonus.
Intention is to make each playthrough a notch more different, a 'make something out of what you are given' type of direction.
Further UPDATE:
I put a few more notes down, here it goes:
1. Trinkets are a separate type of item. Taking up the insignia slot. There will be various grades, for now let's call them common, uncommon, rare, epic, legendary, godly.
2. The grade of the trinket determines the possible maximum level of the rune power.
3. Rune powers can be of a higher level if you have enough gold, found a suitable engraver, and have the right type of trinket to use.
4. There will be tier I, II, III rune recipes/powers.
5. and possibly later a 4th one which I will call 'enablers'. Like a passport that allows you to enter/survive certain planar adventures. Maybe. Just leaving options open...
6. Tier I, II and III rune recipes/powers can all be fitted in any type of trinket, however better grade trinkets allow for higher max level. May also determine a mandatory higher minimum level. To be decided.
7. Trinkets have a life of their own. They start their life at the level you create them at, thereafter they gain experience equivalent to the wielder. And they can level up beyond their start level. But do that ever more (exponentially) slowly. So they don't level up when a player does, they have their own thresholds.
8. Based on trinket grade (not rune power or level), I am inclined to impose a wielded level requirement. Because they are alive, they are picky about who uses them.
9. Need some good lore about what they are and why they exist.
To clarify grade vs power vs level:
A godly trinket (grade: godly) can be engraved with a 'Xarams wish' rune sequence (the power/recipe) of level 1. Thereafter, it may eventually level up to level 2. Which increases the bonusses it gives.
When will this come through as an update? Not sure yet, it is definitely the next cab off the rank, but I am planning another move (back to my home country Germany) so that slows things down a bit. Thanks for playing this game and please consider leaving a review and spreading the word!
[ 2018-04-09 10:06:51 CET ] [ Original post ]
- DUNGEONS OF CHAOS Linux [120.28 M]
A game where you can create your party of 6 characters with a few clicks, or spend more time creating a customised party with feats unlocked in previous plays. Where exploration is encouraged and rewarded, with no level cap, non-linear side quests and a vast array of items, item properties, shops and enemies.
The game already has over 30000 happy players on other platforms, and most often they mention the likeness to 80s RPGs like Ultima or the goldbox games. It is retro. Your hand will not be held. It does not try to have realistic 3D graphics. It is not multiplayer, and never will be. If you long for the days when you traded your sleep for a chance to direct a party of adventurers through pixelated lands of exploration and battle glory, then you may want to give it a try.
And as all existing players already know, all fans and myself help out with tips and tricks, mostly on the facebook page but also on my blog if you prefer that. I do not provide or encourage having a complete-detail wiki somewhere, as the fan interaction on questions and strategy are a very enjoyable part of the game. So come join our community of DoC addicts and play a game where a troll is still a hairy monster you can kill, where there are no level caps, where you are not confined by a slim storyline path, and where it all starts with fighting rats in a cave/cellar. Fans have usually spent anything upwards of 80 hours playing it.
P.S.: apologies in advance for the puns in the game, but to my defence some were added by fans so if it is a bad joke you are reading on some tombstone or note just pretend it's from a fan and not me. ;-)
P.P.S.: I am very open to fixing bugs or typos. But I mostly use British English, so don't flag non-American English spelling/syntax please.
- OS: Ubuntu 12.04 +Memory: 1 GB RAMStorage: 512 MB available space
- Memory: 1 GB RAMStorage: 512 MB available space
- Storage: 512 MB available space
- OS: Ubuntu 12.04 +Memory: 2 GB RAMStorage: 512 MB available space
- Memory: 2 GB RAMStorage: 512 MB available space
- Storage: 512 MB available space
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