Etrian Odyssey

Gameplay:

  • Foe: bosses are shown wandering around the map, you can avoid battling them if you don't touch them, if you take too long in a battle, other foes may move around the map and join the fight = lose
  • Preemptive Attacks: Enemies play first, in addition all your party stats are ignored, attack [cant act], speed [stunned for 1 turn], defense [true damage], hp [% true damage]. Therefore a random enemy encounter where enemies are so strong that will ensure 2-3 casualties. So you will have to win a fight with only few surviving members. Team strategy is nullflied, you have to act as stand alone machines. Support classes become unviable, maybe buff them with reduced preemptive stun duration.
  • Dungeon Revisit: Revisiting a previously completed dungeon may repopulate it with new side-quests, bosses [which propably outlevel you = wipe, so evade them], rooms[you didnt have key item to open them]
  • Quest Objective: Map entire dungeon. explore it and reveal every tile

Procedural Generated Dynamic Dungeon Master

 Gameplay:

  • Asyncronous Rpg Functions: The player plays as a action game, but the computer ai plays as a card game, cards are picked randomly = cause events, dungeon master resources limit their potency.
  • Stage Deck: Each dungeon has its own unique dungeon master, which holds different set of cards / quantity, thus different chance of each event to happen
  • Resource: every time the dungeon master doesnt play a card for a turn he gains +1 resource, so resource cost 3 means wait 3 turns to play that card

Cards:

  • Commander: cost 3, champion monster spawns at target room[mini-boss], guarding it [immobile]
    >Generator: Periodically spawns +1 monster of same type [necromancer spawns skeletons]
    >Room Food cap 2-9: Modifies the room attribute to hold +x additional monsters, when the room's food cap is reached additional generated monsters will leave the room and wander randomly
  • Wave: cost 1-3, summons 3-10 wandering monsters at random positions of the dungeon, these monsters are not linked together
  • Monster Leesh: cost 0, the nearest 3 non linked monsters become linked, they will travel together, and attack as a party
  • Reveal: cost 1, Reveals the position of the player party to all randomly wondering monsters, the monsters will then seek the players. Does not affect linked monster parties. This is rare event, e.g card quantity = 1, the ai uses it only after 10+ monsters exist to avoid them dying too soon
  • Farm: cost 0, +1 permanent room food cap at a room that holds a commander [rare]
  • Trap: cost 0, generates a random trap at a random room
  • Lock: cost 0, target door becames locked, cannot be used on rooms that are mandotary to finish, e.x collapse / flood pathway. Alternatively can be used everywhere but a key item required to open the path is placed elsewhere e.x bomb, key, hair dryer.
  • Enrage: cost 0, after 2 min, draw 10 cards, these can be used at no cost [rare][Requires: Total Turns > 50]
  • Mirror Trap: spawn player party clones and let them wander as monsters once it activates.
    >one-off effect that only players can activate
    >vs multiple version that has infinite charges and can be activated by monsters too, causing an opposing faction monster to spawn that will attack the spawner.
  • Trap Hallway: cost 3, a path that connect two rooms together is fully trapped, it obtains 3 traps of the same type, the traps are placed in a continuous manner, one after the other, so you must dodge all 3 to pass through this path
  • Spawn Path: paths can be spawned later to create dead ends or to connect to the finishing room at a later time, e.g when a condition is filled
  • Difficult Increase: Increase all monsters' level by 1, affects subsequent monster spawned as well, Cooldown: every 25 turns
  • Healing Trap: heals living and damages undead. monsters can exploit it by standing on it and becoming unkillable
  • Mazify: walls are build in a "room" that make traversal harder, this can be used to protect the dungeon matter's life point orb from being attacked, e.g imagine a 50x50 size room that is empty, when player goes near dungeon master, it starts forming walls that require to choose another path instead of straight line, in fact recasting mazify on same room will destroy the room walls and rebuild mazify effect from start, causing you to alter again your path. Conclusion: you must be fast to avoid it.

Creeper World

  • Command Base: generates energy packs and transfers it to all nodes that need them. Energy distribution is bfs i.e all edges that need energy get a specific shared amount until it covers its needs.
    • Energy Generation: amount of energy generated per sec
    • Energy Capacity: max energy supply stored, acts as a energy supplus or buffer that stores extra unutilized energy, this can be used to supply the needers until energy bar completely empties. Note: still subject to edge transfer capacity restrictions, so you must expand your network to transfer bigger capacities.
    • Transfer Speed: how much time will a single energy packet take to reach target node, depends on edge width [transfer distance], relays double their speed. This puts a cap to the number of packets transfered simultaniously through this connection e.g  if a new packet is send every 0.1 sec, and total distance takes 3 sec, that means 30 packets are transfered per sec
    • Hover Mode: disables all building functions and transforms into a spacecraft that allows moving through the map at slow speed. Thus you can relocate your base before it gets destroyed by creeper fluid
    • Orbital Mode: disables all building functions and escapes from the planet, returning back to space, you can return back to the planet after 30 sec, which is too long and propably your planet will be already destroyed. Has the benefit that you relocate anywhere without having to bother with its slow movement speed
  • Siphon Resource: obtain infinite energy capacity [covers all your needs] until the resouce reserves are exhausted. Offers a considerable boost to early game. Acts as map objective
  • Edge Packet Transfer: the command base transfers the energy packets through the edges in order to reach target node that needs energy, the packets move at specific speed
  • Relay: packets moving through a relay's edge obtain the following properties:
    • Double Transfer Distance / Radius: allows to reach further nodes because of the potential double edge size, can be used to place buildings behind walls or in remote places.
    • Double Transfer Speed: use this to boost how quickly your packets reach your frontline to quickly resupply your army with ammunition, also allows you to build buildings and vehicles at double speed since you "transfer" double packet capacity from your base to the target node
  • Collector: spawns a green area around it that boosts energy generation depending on size of area covered. Resource collection is subject to terrain height restrictions, you cannot extract from different height. Note: placing these near each other will be ineffective, as they will occupy the same green zone. To increase generation you must expand the zone
  • Reactor: boosts energy generation, requires huge amount of energy to build = slow construction
  • Creeper Fluid: cannot build in this area, when it touches a building it instantly destroys it (inf dmg), deals 1 damage per 0.2 sec = 5 dmg per sec to units
  • Cannon Tank: huge construction time, 100 health, 0/10 ammunition, after construction gains 1 ammunition per energy packet supplied. Ammunition is used to fire at enemies, destroying creeper fluid thus allowing you to expand your max buildable area, cannon tanks cannot move [tower]
    • Hover Mode: disable all fighting capacities and transform into a hovercraft, allowing you to move at slow speed, while hovering you are immune to creeper fluid since you are flying and it cannot touch you. After landing your fighting capcities return
    • Strategy: while acting as a tower, it provides edges you can connect to, you gain ammunition if those connections reach your base = endless ammunition as long as you have energy. If you become hovercraft and reach enemy base, you only have 10 ammo to backdoor, since there will be no buildings there to supply you with ammo, you will wipe except if you have many tanks to take over the place
  • Creeper Base: generates creeper fluid periodically, the fluid tries to expand to adjacent positions, priorizing filling lower height areas first
    • Spawn Amount: amount of water generated per tick ~20
    • Tick Interval: how often it spawns ~0.5sec
    • Relocation Details: the fluid from higher heights will try to relocate to lower height adjacent areas until they are fully covered, if trapped and cannot expand(wall), it will increase its height until it overflows it and finally overcomes it. When the fluid relocates, its total volume remains unchanged
  • Nulliflier: 1 min after construction it activates, emitting a sonic wave that destroys all creeper bases in its radius, this can be devastating for the enemy as he permanently loses his base, and no longer has the capacity to spawn fluids, since now you have more forces that the enemy generates, you win, ~3 creeper bases per map

4x balance

Abstract Base Model:

Exploit: Each city you own generates a unit
  • SpawnRate = number of units spawned per turn, usually +1 unit per turn, a city with spawn rate of 0 is a "defense point that cannot spawn units
  • Population = max number of units the city can "Hold", usually 9
Exterminate: When armies fight together, the surving army's troops are reduced by the other army capacity = same casualties for both sides. At a simple gameplay you set where the spawned units destinations will be, and they attack enemy cities, until their suicidal attacks manage to capture enemy cities
  • Bug: in most 4x games, you can bypass the "same casualties" clause with cheats called "strategic combat" like healing spells, first strike, ranged units, mage spells, summons, leveling up.
Explore: Visualise the map as a graph where each node is a city, edges are the connections between cities. When 2 cities are connected you can transfer an army from a city to another, if it is an allied one, their armies are combined up to population e.x army 3 + army 4 = army 7, if it is an enemy one, the resulting army will be the surviving one with the result subracted, e.x army 3 vs army 4 = -1 = army 1 of p2, since p2 survived he takes over that city.

Expand: Basic gameplay = which cities near me are open for an attack, generate a dikstra network of which cities can be taken over by turn x with the least casualties and most spawnRate = optimization problem
  • In this model the map is already explored (visible), therefore finding the optimal solution is trivial
  • In constrast 4x games require you to use scouts, to discover the map, a minor setback, since scouts are "free"

Base Model Modifications:

  • Fog of war: areas where a scout is not present will hide themself after a time, still this doesn't present a risk, once you know the initial network of nodes and edges, there is minimal alteration in the final strategy.
  • Snowball: the game inevitably tips in one's favor at some point because you can capture enemy cities and exploit their power. You can delay the acquisition, to make it fairer, but snowball still exists
  • Diplomacy: if a side becomes the strongest the others cooperate against him, it provides a second pillow vs snowball, starting condition: the player has greatest total power, ending condition: the player has total power > all enemy power. Then we fall back to the initial snowball problem
  • Enemy Monster Lair: starting role: can you survive the initial starting conditions?
    • bug: ending role= cannon fodder xp farm = ineffective because enemy lairs can be destroyed
    • solution: instead we should remodel it to be an unkillable uncapturable self sufficient faction whose cities generate a constant negative spawn rate. The monster lair will wait until it gathers max population, then start spreading and destroying everything in its path in a bfs strategy. To survive a monster lair you must have player.totalSpawnRate > monsterlair.spawnRate. Therefore your only way to defeat a monster lair is to "expand", it is the only thing this faction cannot do, but do expand in a way that doesn't hold another monster lair, because that would be a negative expansion ;)
      [balance: CooperativeMonsterLairs vs IndividualFactions that fight themselves]
  • Edge Distance: instead of taking 1 turn to transfer an army between 2 nodes, it can now take variable time, this will help tone down the uncontrollable expansion 
  • Instant Combat in Fallen Enchantress: armies had 2 variables :
    • TotalHealth: combined health pool of all units in the army
    • TotalCombatRating: each unit had an individual combat rating calculated from their stats
    battle: you both take turns dealing [TotalCombatRating] damage to each other [TotalHealth] pools, since total health pools were really low, and you played first in instant combat, you usually overpowered your enemy without any casualties = snowballing because it failed to maintain the "same casualties for both sides" golden clause
  • Neutral Battle Reward: Battles can act as an exploit/expand element, you gain units by recruiting them to your cause, artifact items that may become as important as cities if they give the proper reward e.x a spawning artifact that generates monsters per x turns, or "faction upgrade" artifacts such as +X max population in that city or +x SpawnRate
  • Events: periodically receive a random positive or negative effect, for example if your faction is behind you can alter the ratio of positive/negative effects in order to make the game fairer and allow you catch up to the enemy [negative reinforcement, anti-snowball mechanic]
  • Rotting Cities: cities that last for a fixed amount of time before being consumed / vanish into thin air, usually they have high spawn rate and are captured for a temporary military boost
  • Uneven Casualties:
    • Amplified Snowballing: 1-sided expansion, no sustainance loss, no way to fight back
  • Experience / Levels:
    • Infinite Growth: gameplay is now measured by the rate of expansion, inactivity = loss
    • Secondary Armies: become useless, you must use exactly one army to gain max xp per sec
      solution: heavy xp penaldies for lower enemy levels ~0%
    • Monster lairs: must obtain a "scale up" leveling capacity equal to average player xp gain, you can be outscaled by them = wipe if you don't relocate = wipe anyway since you will be outscaled by others. Fix: relocating a city will allow you to keep its buildings, but not the resources the terrain held
    • Extreme Losses: Losing a high level unit = force restart/load game cheat, needs alternative way to provide units with experience, xp over time (provided by hero's training stat, unit's level is gradually normalised until it finally reaches the hero level), unit training with gold, etc.
    • Scaling: everything should have the capacity to "level", cities with upgrades, units, resources, artifacts, all must scale up or they will be invalidated by the rate of growth
    • Endless Snowball Loop: When one player gains a small advantage over the other, that advantage gives that player an even larger advantage, and so on until the game ends.

Heroes of the Storm

Tyrael:

  • Archangel's Wrath: passive, when you die, become invulnerable and explode for 24% damage after 3.5 sec, you cannot use any abilities or attack during this time but you can fly over impassable terrain and objectiles unimpaired
  • Q: El'Druin's Might: Deals 7% damage to enemies within target area[spawns blade there, reveals area], slowing them by 25%, reactivating will teleport you to the blade and slow nearby enemies by 25%. cd 12, 11% mana,
    [q-recast isn't instant, you become gold (immune?) + gap closer like malphite ult = dodgeable]
  • W: Righteousness: Shields you for 23% damage and nearby allies for 8% damage for 4 sec. cd: 12, 13% mana
  • E: Smite: Rake target area for 8% damage. Allies moving through the targeted area gain 25% increased Movement Speed for 2 seconds. cd: 7, 10% mana
  • R: Judgment: Charge target enemy Hero, dealing 7% damage and stunning them for 1.5 seconds. Nearby enemies are knocked away and take 3% damage, cd 80,  20% mana
    [initiator: start team fights by picking a single enemy and exposing the enemies in uneven fights]
  • R: Sanctification: While channeling, Tyrael makes all nearby allied Heroes invulnerable and unstoppable. Lasts 3 seconds. Does not affect Tyrael, cd 50, 15% mana
  • Protection in Death: tier 1, When Archangel's Wrath explodes, shield nearby allies for 50% of their max Health for 5 seconds
  • Regeneration Master: tier 1, Collecting Regeneration Globes permanently increases Health Regeneration by 1.5 per second
  • Amplified Healing: tier 2, Increases regeneration effects and all healing received by 30%
  • Vampiric Strike: tier 2, Basic Attacks heal for 25% of the damage dealt to the primary target
  • Retribution: tier 2, Cooldown is lowered by 0.5 seconds for each target hit by Smite
  • Even In Death: tier 2, Non-Heroic abilities can be used before exploding, but deal no damage
  • Battle Momentum: tier 3, Basic Attacks reduce Ability cooldowns by 0.5 seconds
  • Angel's Grace: tier 3, After teleporting using El'Druin's Might, gain 25% Movement Speed for 3 seconds
  • Reciprocate: tier 3, When your shield expires, it explodes for 9% damage to nearby enemies
  • Searing Attacks: tier 3, Activate to increase Basic Attack damage by 50% for 5 seconds. Each attack costs 3% Mana, cd: 25
  • Burning Rage: tier 4, Deal 1% damage per second to nearby enemies
  • Angelic Absorption: tier 4, Enemies that attack you while shielded grant 6% Health over 3 seconds
  • Imposing Will: tier 4, Enemies that attack you while shielded have their Attack Speed slowed by 50% and Movement Speed slowed by 50% for 2 seconds
  • Angelic Might: tier 4, Gain 25% increased damage on your next Basic Attack for each target hit by Smite
  • Blade of Justice: tier 5, After teleporting using El'Druin's Might, your next 3 Basic Attacks within 5 seconds deal 75% more damage
  • Holy Ground: tier 5, Create a ring that blocks enemies from entering the area teleported to using El'Druin's Might
  • Salvation: tier 5, Shield is 25% stronger for each allied Hero that gets shielded
  • Blood for Blood: tier 5, Activate to deal 10% of target enemy Hero's Max Health and heal for twice that amount cd: 60
  • Angel of Justice: Increases the cast range of Judgment by 50%, and reduces the cooldown by 30 seconds
  • Holy Arena: Increases duration of Sanctification by 1 second and increases the damage of allies by 25%
  • Hardened Shield: Activate to reduce damage taken by 75% for 4 seconds. cd 60
  • Nexus Blades: Basic attacks deal 20% more damage and slow the target for 1 second
  • Atonement: increases the movement speed while dead and makes it so that every enemy the blast radius hits reduces Tyrael’s death timer by 10 seconds. If you get lucky, you can cheat a majority of the death penalty
  • Blinding Light: righteousness will blind enemies when it expires
  • Hand of Sacrifice: Places a "shield" on a target ally that redirects damage they take to Tyrael
  • part of the damage absorbed by the shield is converted into attack damage
  • Cast Aside: smite displace enemies in the battlefield, it pushes them outside target area
    [can be used to push enemies towards your team]
  • Ressurgance of the Storm: upon dying revive back to your altar after 5 sec [cd 170]
    [~60 second less deathtimer]

 Quote:

Horadric Reforging, Purge Evil, Among the angels it is the Archangel of Justice who is humanity's greatest defender. Wielding his sword El'druin against the Burning Hells, the Prime Evils would have enslaved Sanctuary and all of humanity long ago if Tyrael had not intervened. He fought on the side of the Light against the forces of Hell for time immemorial. For countless eons Tyrael thought the only principles of justice were the laws of the High Heavens. This view of Creation was shattered once he encountered the denizens of Sanctuary, humans. Humans were the spawn of rogue angels and demons who had become weary of the endless Eternal Conflict that consumed all of the focus of both Heaven and Hell. While at first many angels saw humanity as an abomination, Tyrael saw the potential for good that resided within this new race. Tyrael would spend much of his time observing humanity, but direct interaction was forbidden by the laws of Heaven. Eventually Tyrael would come to face one of the most difficult decisions of his existence when humanity was endangered by the release of the Prime Evils onto Sanctuary. Tyrael would have to choose between following the law and letting the exiled leaders of Hell destroy mankind or intervening to help save humanity and turning his back on the one central ideal he held most dear. It was this decision that caused Tyrael to learn the true meaning of justice. Justice wasn't upholding some lofty, idealistic laws, it was doing what was right. First when he armed humanity with the sacred Soulstones to contain the Prime Evils and again when he sacrificed himself to destroy the corrupted Worldstone to prevent the forces of Hell from pouring into the mortal world, but not even death could stop the embodiment of Justice. Tyrael would return from death only to find himself put on trial by his peers. Tyrael had done the unthinkable by interfering on the behalf of humanity and his answer to the crimes of breaking Heaven's laws was to renounce his divinity. Tyrael would no longer stand among the angels if it meant idly standing by while the innocent suffered. A now mortal Tyrael would immediately be faced with another challenge as the forces of hell sought after the Black Soulstone to unleash the Prime Evil upon Creation. Tyrael would not face this challenge alone as a mortal hero, the Nephalem, would come to his aid in this battle against the forces of Hell, the forces of the Light would emerge victorious and the Prime Evil would be locked away within the Black Soulstone, but the threat wasn't over. The evil within the Stone would begin to seep out into Heaven where it held and only Tyrael could see the subtle changes within the holiest of realms. Tyrael was again faced with the decision of following the laws of Heaven or breaking them to save his former home, only this time his decision would have far darker consequences, archangel's armor is a manifestation of his spirit, his dedication to justice remained steadfast. Of all the Aspects of Sin, Tyrael, the Lord of Pride, is the most ruthless. His every action and every thought serves only to fulfill the desires of his true master: himself. the newly appointed High Seraph Tyrael looked across Sanctuary... after the fall of the High Heavens, this world was the last bastion against Imperius's wrath, charge in and disrupt battle, aspects of his past remain shrouded in mystery, when the High Heaven first discovered the existence of Sanctuary, Tyrael continued manipulating the forces of Sanctuary and even tricked them into attacking by showing them a false vision, cast out both demons and angels from his world, the Angiris Council convened and cast a vote to decide the future of Sanctuary, until it became clear what none could fathom, what none could have expected! this place called sanctuary has brought forth what none witnessed, commit such great sacrifice for the sake of others, i would see what they might become and marvel in it, realized the potential in them, sided with others, thus allowing Sanctuary to continue its existence, it is he who creates the Horadrim order, gives three Soulstones to capture the Prime Evils, At that time there was a non-interferance pact between Heaven and Hell whereby no side was to interfere in the events of mankind, but contrary to the wish of the Angiris Council Tyrael still aided the humans in the capture of the Three. When Diablo later escapes his imprisonment, Pandemonium Fortress, Chaos Sanctuary, reveals to have sworn an oath, But if our precious laws bind you all to inaction... then I will no longer stand as your brother. He promised that Man would not face the coming darkness alone, Imperius however, had since discovered his transgressions, and was unmoved by Tyrael's defiance, Tyrael declared that if Heaven would not intervene on Man's behalf, he'd do so himself, He became mortal by tearing off his wings, and fell to Sanctuary as the Falling Star, smashing into the Tristram Cathedral. The journey left him weakened, but thanks to a group of Heroes, he was saved, and Belial's followers were defeated, Caldeum was suffering from Belial's machinations, presenting the Black Soulstone, capable of capturing all the Lords of Hell within it, came to confront Azmodan himself, Victory seemed assured, though Adria pointed out the stone would have to be destroyed under specific circumstances, departed for the High Heavens, Sword of Justice: cannot harm the righteous, thus used by kings for coronation, tainted by the demonic corruption spreading in their old homeland, tells him that he must venture northeast into the desert in order to fulfill his destiny, he is pursued by his childhood friend Ivan and his contingent, who seek to bring him back to Staalbreak under charges of murder, cave wall carvings depict, enter a state of frenzy, they do not make it far before they realize they're gone, hide from their pursuers, under the influence of a demon, Unwilling to continue to run, Jacob agrees to be taken into custody if they agree not to take his sword, Once they return, Ivan is immediately restrained and hung from his wrists until his execution the next day at dawn, wastes no time in gathering the nobility and decrying Jacob as a traitor. All of the noblemen seem to suffer from the same corruption as Ivan and his fellows without knowing it, and realizing that he'll not receive a fair trial or save his people, Jacob breaks free once again with Shanar. He is the embodiment of, shield will expire in a blink of an eye, warranted immediate removal at the first available opportunity,

Stick Rpg 2 : XGen Studios

Stick Rpg 2:

Items:

  • Skateboard: increases movement speed when out of combat
  • ID Card: +25 karma, allows access to bars and casinos, bought at police station, cost $175
  • Leaf Blower: gardening tool that propels air out of a nozzle, knocking back debris/enemies each sec
  • Testla Helmet: periodically generates short ranged shockwaves around the player

Gameplay:

  • Pure Luck: jobs and training sessions have a chance to give tons of money, so a school session may cost $165 but if you get lucky you gain $2200 money from a scholarship, thats ~15 school sessions for free, school sessions also give around +10-15 permanent int stat, this might seem op, but all of this are factored together with the following variables: training course fee, time it takes to complete (how many hours consumed), hapiness loss per hour from the school, chance for the lucky event to happen ~1%, unlucky events such as lossing stats (more likely with low hapiness), so you need to waste time to rest too, also what times the job is open, e.x if you can only perform it on the morning for 1 session only
  • Job Promosion: you can get promoted on your job and get a better salary, better events depending on job rank. To get a job promotion you may need to have enough experience (repeat same job 10 times), or enough attributes and 3-5 sucessful jobs
  • Time Alters Town: npc are positioned on different places depending on day cycle: morning / afternoon / evening / night, some can only be found on specific places on specific time, e.x on bar at night, some places are open only at specific time period e.g bars open at night, makes "discovering" / "exploring" richer. Most office jobs are open at morning/afternoon, at evening the job buildings are completely empty and at night closed
  • Job Opportunities: the jobs are balanced in tiers, in the early game you start with low paying jobs that have no attribute requirements, usually they buff / debuff a stat as a side-effect too, at midgame you switch to jobs that require 70 of a stat, and finally at endgame to jobs that require 300. Maxing a job will give you an unique item + achievement.
  • Riddle: the answer to this puzzle (password) is part of a phrase used by a nearby npc e.x it's "simple" >pass: simple
  • Trap: Leaking Cables: damaged cables on the floor that will fry you if touched
  • Bank: You can deposit money to keep them safe, also you gain 2-3% daily interest from them, you can buy assets / buildings that reward you gold every 2 weeks but are expensive 20-200k
  • Gym:
    • Strength Training: permanently increase strength [opens 5-12am, session 4 hours]
    • Boxing Ring: if you win a match, rewards fame and strength
    • work as personal trainer
    • arm wrestling minigame
  • Pizza Shop:
    • pizza delivery: repeatable quest, mission assignment to deliver it to a random person on town
    • tips: random gold, huge variance, 1-5g(30%), 10-20g(50%), 80g(10%), -250g(2%)
  • Bar:
    • drink beer: +charm, -money
    • get into a bar fight
    • throw darts minigame

Quests:

  • The Depressed: Attemps to suicide by falling from the cliff
    • Give him the Painkillers (Yields Negative Karma and $75), he dies from them
    • Give him the Self-Help Book (Requires Charm, Yields Positive Karma and Charm)
  • Nigerian Prince: wants $10.000
  • Donation: Donate 10 times to the beggar, you get no confirmation hint that you did the right thing
  • A Man In Need: give toilet roll to the NPC stuck in the men's toilet

Xeno

Xeno:

Gameplay:

  • Night: at night the game is safer, as enemies have reduced vision radius, thus activate their skillshots only if you get really close
  • Damage: if you get hurt, your movement is decreased by 50%, thus dodging becomes even harder or impossible, if badly hurt you even get periodically knocked down unconsious for 4 sec = certain death, while unconsious you regenerate some of your lost health, normally the game features no sustainance or health restoration
  • Food: hunger deals periodic damage + collapse from food starvation
  • Abandoned Grocery Store: full of containers with food, x10-20 containers that have 3-10 food each = full hunger restored

Items:

  • Torchlight: requires batteries, can be equipped to light the area while you hold it, the light is area is a cone. Warning: pointing the torchlight towards the enemies will increase their vision radius and make them attack you so try to be careful when using it. Mandotary to use at night for visibility
  • Mouldy Bread: propably still edible [did you notice the propably statement?, if rng luck goes wrong you get diseased]
  • Painkiller: inflicts sleepiness, grants immunity to pain for the duration, stops dots, do not mix with alcohol = instant death

Traps:

  • Rotating Lighting Bolt Tower: a continuous stream of lighting rotates 30 degrees per sec, each position is constant (tower). It is like the tower projectile is tracing a circle, so you must rotate around it to avoid it catching you. The lighting does not pass through walls i.e if it touches a wall, its radius is decreased up to wall size
  • Moving Poison Gas: moves randomly, deals tons of damage, dont bother going near it, you will die as at close range, since then it starts becoming homing
  • Moving Robot: randomly wanders around the area as if a critter, fires a skillshot projectile that slowly moves in a straight line, just dont try to running backwards towards its incoming direction because it has insane range and you wont outrun it, just dodge it by moving left / right, you can also use trees / walls as pillars that absorb the projectiles = safety
  • Flaming Robot: moves randomly and spawns flames behind
  • Burning Building: the building will collapse, you have finite time to loot the place and escape, fire pillars deal constant damage, the flame pillars appear disappear at random positions so you have to memorize their spawn sequence to evade them, asphyxiation, oxygen supply low, building parts may fall on you and crush you=damage + knockdown, or the whole building collpases on you = instant death
  • Guarded Buildings: there is an enemy patrol, that enters the building then exits, usually the whole pathfinding takes 30 sec - 1 min, so dont stay too long at that building, or atleast hide when patrol arrives

Quotes:

aww, sucks, you died!, don't despair, though, it happens to all of us eventually, car battery, best source of power, empty fuel canister, item: dog food, canned meat, can of preserved meat, crackers, non rechargable batteries, cellphone, no signal, exhausted, bleeding, wounded

Wisdom Mage Talent

Wisdom:

  • As time passes in battle you gain temporal xp, these xp are lost when the battle finishes. The goal of this talent is to allow you to become stronger for longer duration battles, and allow you to slowly catch up to the enemy level if you manage to survive that long. E.x a lv 60 mage vs lv63 enemy would become lv63 after 5 min
  • Effectiveness: xp required for next lvl increases per lvl up, therefore the scaling of xp gain decays over the duration of the battle. Example: Gain [x] xp per talent lvl * duration [talent tick period]
  • Study Enemy: [alternative] when you get hit by a new enemy ability and survive it, you gain increased xp depending on enemy lvl. This allows you to quickly catch up to enemy lvl, e.g you gain +1-2 levels in first 10 sec [enemy combo] instead of having to wait 5 min[every enemy ability tasted]. Usually enemies unlock new skills if you take too long to finish them, and have an additional conditions to activate them e.x previous attack received was magical
  • Enemy Lore: The above could be a side effect of the proffession "enemy lore", giving it additional scaling depending on proffession lvl. Enemy lore reveals enemy stats depending on rank:
    • rank 1: %missing health
    • rank 2: actual health/mana
    • rank 3: stats
    • rank 4: abilities
    • rank 5: metagame strategy tips
  • Enemy Rank: how do you unlock the knowledge of the next enemy rank:
    • Require Specific Number of Kills: problem, bosses can only be killed once = strategy loss
    • Battle Duration Scaling: as time passes you learn more about your enemy, e.x every [x] sec the enemy remains alive, you increase your rank vs him, these ranks persist outside combat. Implementation idea: Enemy scan spell with 20 sec cooldown
  • Knowledge: [alternative] wisdom rank increases when you cast new skills thus forcing the mage to go into a very specific build with many weak skills[Sorcery Quest style skill tree]. wisdom effectiveness increases by x% per additional new skill used. Bug: reduced gameplay applications, only focuses on out of combat "building" aspect of characters, no gameplay variance, it is like diablo 2 every skill does the same thing, only with different damage scaling

Heartstone

Gameplay:

  • Drawing: each turn every player gains +1 max mana, and fully refills his mana bar [as if playing land]
  • Shuffle: From the starting hand you can choose to replace cards you dont like for free
  • Persistent Damage: minion health doesnt heal itself after a turn finishes [damage dealt is permanent]
  • Turn Order: 1st player: 3 cards, plays first[+1 mana on turn 2], 2nd player: 4 cards + the coin
  • Attack Target: you choose who to attack, any minion or enemy leader directly
  • Hero Power: each hero has a spammable ability that can be used once per turn
  • Hero Weapon: attacks once per turn until it runs out of durability, -1 durability per attack
  • Minon Cap: up to 7 minion on your side
  • Battlecry: when a minion is played from your hand (summoned), it activates that effect
  • Charge: can attack immediately the same turn it is summoned
  • Taunt: prevents enemy from attacking others (minions or leader) until killed
  • Secret: Hidden until a specific action occurs on your opponent's turn
  • Windfury: can attack twice each turn
  • Divine Shield: the first time a minion takes damage ignore it
  • Stealth: Can't be attacked or targeted until it deals damage
  • Enrage: While damaged, this minion has a new power
  • Silence: Removes all card text and enchantments
  • Overload: you have x less mana on next turn
  • Freeze: frozen characters lose their next attack
  • Combo: a bonus if you arleady played a card this turn
  • Counter: a card that is countered has no effect.
  • Balance: By turn 6, the big 10/10 minions come with 2 cards combo. 6 cost to kill them
  • Strategy: usually better to hold 5+ cost cards until enemy has 2 cards on his hand, else your super minions will get wiped instantly