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
Monks in ADOM II, second attempt
Labels:
adom ii,
monks,
professional abilities
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.
Labels:
adom ii,
adom ii design competition
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...
Labels:
adom ii,
adom ii design competition
Six hours left...
Labels:
adom ii,
adom ii design competition
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
Subscribe to:
Posts (Atom)