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Finally back to twerk after a long weekend! This week I will be working on the next quest and weapons. The next quest will have you venture out into breezy mounds to find a missing explorer.

Today I've made a scrawnier gnoll (left) and shaman skin for it. It's a lot smaller and less prim hungry than the one on the right, which means I can add more than one or two per quest! I'm also considering adding a spitroast sort of animation to add to the gnolls, since the userbase will likely enjoy that.


Players have requested a way to track achievement progress. I'll add that to my to do list this week, as long as time and my memory permits. Poke me if I forget.


My current thoughts on how weapons should be implemented is:

  • Weapons are not limited to a class. Each user can wear any weapon they like. Casters will just use them for stats/decoration, they will not affect their animations. Monks will also only use their weapons as ornaments as they use their body to attack.
  • Weapons will be sidegrades, I will try to keep them generally balanced but some weapons might be better than others for a specific class.
  • I don't yet know how players will acquire weapons, but there will be a couple of starter weapons available to everyone.
  • Weapons will likely be tied to thongs. If you set a weapon while wearing a specific thong, you will auto-equip that weapon next time you equip the thong.

Questions for the users:

  • How should players acquire new weapons?
  • I want to introduce a new trap this quest. Any suggestions? It would need to fit the theme of: Ancient fort, rolling hills, and/or gnoll burrow.
  • What spells should the gnoll shaman have?

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Anonymous

Tie weapons in with a (secondary) crafting? Or make it random loot, people always love random loot. How about cages that emerge from the ground? or fall down from the ceiling. Classic tranquilizer/paralyzing darts? Paralyzing exploding charges? How about growing roots from the ground that root the player (keep them in place for a while).

Anonymous

- Weapons could be acquired as random loot, or use the crafting system with the loot being blueprints instead. But I think random loot would be more than enough. - I think Rori has good ideas for the other things