Plans... - ID: 1331

From Silversword RPG Wiki
Revision as of 17:56, 24 March 2024 by Sswikiadmin (talk | contribs) (1 revision imported)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

FORUM: Announcements

This topic was started by icetear on 05/12/2014, 11:49:41

Still playing?
Still caring?

I do...

without any assurance, here are my dreams, thoughts and plans:

New Game Expansion "Heritage" (probably IAP)
featuring...


  • new heritage game mode: retire your old characters, assign an heir and collect fame for your idol by wandering the lands a few years after the defeating of Maruziel (map changes, quest changes, encounter changes...)
  • more interaction with the world: climb trees, shatter down walls, burn obstacles permanently
  • combine items to create something new
  • collect items to complete collections
  • and some more additions that were discussed in the feature forum
  • So join the discussion now, and give valuable input - I am still at the beginning of this new expansion, but I am very eager to bring this idea to life.

    Kind regards
    Mario

    P.S. Did I mention that I am about to implement animated pictures?


    Im definitely in for the 1st two, my ten year old would be down for the combining items, tho I havn't played a game with that mechanic that i really like the implementation myself. Not sure about collecting, maybe a fame mechanic with it and the heritage, or powers, somethin more than just "you have all ten rings of famed hero such and such". Now if each ring or whatever has unique powers, or even encounters that maybe follow you through your adventures, i.e. Other seekers of said collection to compete with that'd be something :-)


    Maybe include race specific classes like, geomancer and/or combat mage for dwarves. Enchanters and/or diviners for elves, shaman and/or beast master/tamer for Bearbarians etc.

    Also, or alternatively, maybe a new general planar school of magic appropriate for opening the planes of/to dragons (maybe planes of power?). That works like the current mage-conjuror-sorceror-wizard-archmage. E.g. Illusionist - master of light and shadow of the various worlds; Diviner - master of detecting, keeping and opening secrets... Then summoner of beasts and extra planar creatues, and elementalist - master of matters and energies; finally, planeswalker which integrates all the above with powers of protection and travel thru the various worlds/planes.

    These may be incompatible with ur plans, so I'm ok if it's just my own passing fancy.

    Regardless I know I'm gonna get the expansion when it comes out. (and/or test it) :)


    Are the h castle, h castle ridge etc maps part of this along with flooded isles? I have those as well as the regular names for those places in my curent game's maps... I'm not sure if the h is for heritage, or home or haunted, whatever...?

    Also if it's a single new game mode are you planning it be classic, legend or modern rules or something new? I think a combined/ in-between mode may be workable.

    Also, if changing game mechanics some, the AMs currently have a large advantage on stat gains due to so many class/level changes/raises compared to other classes - my AMs are stat maxed, while the others have a ways to go with leveling being increasingly difficult. Something to balance that a bit more than DCing might be nice... Maybe a random primary AND a random secondary at level up until one stat group is maxed, and then on only one would gain until that group too is maxed. Alternatively or also, a per class feature gain per level xp requirement instead of the current 200,000 +.7% at high level. For example the paladin going between 40 and 41 should require more xp than a hunter does since the paladin is gaining sp, has better armor options and still gaining in attacks, while the hunter is not gaining in their crit % advantage any more. The latter option is more justified imo. The other option I can think of is allowing the other classes to switch class besides DCing. Any of the 3 options would largely fix the grind need for the less advantaged classes vs the substantial AM game advantage, but you may have some better solution, or don't think a change is warranted?


    Quote from Author: Wascalwywabbit
    Are the h castle, h castle ridge etc maps part of this along with flooded isles? I have those as well as the regular names for those places in my curent game's maps... I'm not sure if the h is for heritage, or home or haunted, whatever...?


    Also if it's a single new game mode are you planning it be classic, legend or modern rules or something new? I think a combined/ in-between mode may be workable.

    Hi!

    yes, the h_ files are the new heritage maps, and are still under construction. I already added them because they don't take up too much space.

    If everything works as expected the new game "mode" won't be a separate option upon starting a new game, but merely a new adventure that you can start from within the game when the time is right (I won't tell more right now).

    kind regards
    Mario


    I understand the want of some things being a surprise, but have u any idea how item combining will work? Maybe combine a troll ring with a ring of protection for the powers of both, or a dwarven axe with a fiery avenger for the best of both, or is it gonna be a whole new thing with complete new attributes?

    My son loves more open world designs if possible...


    Hi,
    I know this topic has been quiet for a while but I'm new to the game with the new accessibility features for Voiceover now working excellently. I just want to say that this game really is wonderful and fits perfectly with my idea of a free-range game with a nice over-arching story to give you a purpose. I'll be posting on the audiogames.net forum that this game is now accessible and highly recommending people get it.

    On to the main topic, are the plans for this expansion still going ahead? I'm not even through the main game yet but I've already bought the current expansion for the extra features and because I really want to support future development.

    I do agree with Mr Rabbit though that it might be nice if you can do something interesting with the DPS classes. Maybe implement additional bonuses as levels gain such as feats in D&D 3rd edition or the Pathfinder RPG. There could be abilities that allow a combined offensive and defensive move for the tank classes like warriors and paladins or a reposte ability for the poor squishy rogue. Maybe a skill that lets you dual-wield weapons so you can have a ranged and melee weapon equipped and use whichever is most appropriate in a round. What if the rogue could set traps when he uses hide in shadows instead of attacking so that the advancing enemies have a chance of being hurt on the way in? These are just ideas off the top of my head but they'd make it more exciting to gain levels in non-magical classes.

    I'd also be excited by more paladin spells, maybe an offensive ranged spell that damages undead or does some kind of holy damage? Or the ability to channel spell points into your attack in the style of the Pathfinder and D&D "smite" ability so you can spend spell points to make your weapon more harmful against things like undead or demons for a round.

    In any case, I'm excited that there are still development plans and I expect to enjoy whatever new surprises the game throws out.


    Reposte, SP and HP regen and other powers are to be added by new runes in the future according to the main website. The rogue in particular thru thief mastery and a certain weapon and to a lesser degree the monk with high unarmed runed damage btw become quite effective in the current expansion, but yes, are a bit weak because of low hp for the end of the base game IMO. Considering this was a product of love (or obsession) by Mario with particular and limited goals, it has been amazing how much give he has had for the small community. I really look forward to the future update(s).