Ever wanted to make your own Stages and enrich them with your own stories and custom events, but not in a random procedural fashion?
Maybe slow things down, add more choices and make things less linear. Perhaps by having a custom event every other node that allows you to choose the node after it. Hey! Do you want to fight the elite or get for free three actions?
Or make things more combat oriented. Drop all events and have elite fight after elite fight.
Or maybe have the first 10 nodes filled with dead adventurers or a custom event that lets you pick cards to create something like a draft mode and pick actions and gear for the entirety of your next run?
Well now you can do all these.
This build includes all the tools you need to create even more unique Game Modes ;)
Moddable Custom Stages
- You can now define Custom Stage Sets as Mods
- Each Stage Set is declared as a .json file and needs to be placed in ../Content/Stages or in ../Mods/[Your Mod]/Stages
- Each Stage Set can contain up to 20 User Defined Stages, If the Game Mode contains more than 20 Stages, 21+ Stages will get procedurally generated
- All .json files in the above folders will be loaded to the StagesDB, but will be used only if the Game Mode makes use of this Custom Set
- You should always include ONLY one 'DungeonEntry' & 'Boss' nodes at Start & End of Stage
- Killing a Boss is necessary in order to advance to the next Stage
- Other nodes you can include are: Encounter, Elite, Camp, Intersection, CaveIntersection, BanditCampIntersection, DungeonIntersection, Town, Treasure, Event, Merchant or a Tale ID
- Stage Nodes can have as value a Tale ID, the icon will appear as a questionmark but the chosen tale will trigger once visiting this node.
- Since at this point the Environmental Graphics can't be changed it's advisable to use 'Intersection', and let the StageManager decide if this is a Cave, Bandit Camp or Dungeon
- Inside the stages folder you'll find a CStageTemplate.json file to use as a template, you are free to add as many nodes you like in each of the 20 custom stages, and use as many of them as you like in your Game Mode. i.e You may only want to edit & use the 3 first. In this case you can leave the Stages 4 to 20 as they are, since they won't be used. But if your mod user decides to add extra stages in their run, nothing will break.
New Game Mode Setting
- UseCustomStageSet:[Set name], if defined will use the Custom Stage Set named [Set name] instead of the vanilla procedurally generated Stages.
- When using a 'CustomStageSet' in a game mode you should never set a 'StartingStageLength' and won't make much sense to set a 'StartingNode'.
- On a different note, the StartingNode can now also be a Tale ID
Additions and Enhancements in the Tales system
- Tales can be chained by using the Tale ID as the function to execute (this will work if there isn't already a function of the same name)
- Current functions are: Camp, Rations, Chest, Backpack, Pouch, Grimoire, Journal, Merchant, Town, Cave, Bandit Camp, Dungeon, Path & Onwards
- i.e "Choice_1_ExecuteFunction":"Adventurer Corpse I", will load the 'Adventurer Corpse I' story when you click Choice 1
- When chaining Tales its not necessary for the choice to has its own text, as the chained tale loads instantly, so the choice uses the next tale narrative as its outcome
- This way you can write individual scenes and chain them together to create a 'choose your own adventure' story right now. But there will probably be a more efficient way for that in the future.
- It's recommended when creating large stories by chaining tales, to create each of these large stories as a separate mod.
- Level:x & Stage:x can be used as checks in the Tale & Choice 'requirement' fields
- Level:x, check is passed if the player level is higher/equal than x
- Stage:x, check is passed if the current stage is higher/equal than x
- NextNode:[Node] can be used as a choice reward to change the next Stage node into [Node] which can also be a Tale ID. ie. NextNode:Merchant, will summon a merchant in the next node, and NextNode:Adventurer Corpse I, a dead adventurer to loot.
Bugfixes
- Flight status would break at HP/3 instead of HP/2
- Card XP gain function was called twice on 'Self' cards
- Enemy Modification rules was displaying their values as +x% which was inaccurate, it now instead displays as x%
EA Build 0204.1
Bugfixes
- When an Action fizzles has damage output but deals 0 damage for any reason (low proficiency, flying enemy etc.) the message will now simply display that Action dealt 0 damage.
- Damage roll will only appear if either Damage or Intense Damage, or Split Damage exist and it's not converted to 0 due to low proficiency or flying enemy etc.
- Damage output will only Split (if there is a reason to) only if it haven't been set to zero for any reason (low proficiency, flying enemy etc.)
Tales System Additions
- Encounter:[Random] & [RandomElite] can be used as choice reward to trigger a random Normal or Elite Encounter
- Encounter:[Enemy - Lv x], can be used as choice reward to trigger encounter with a specified enemy (Enemy needs to exist in DB). i.e Order Recruit - T2, can be found from Level 2 to 12 (Non-Boss Enemies have a DB entry from Level [Tier] till Level [Tier + 10]).
- For example you can use "Choice_1_Reward":"Encounter:Order Recruit - Lv 2, Encounter:Order Recruit - Lv 3" to summon 2 Order Recruits to fight the player, if they take this choice. But "Encounter:Order Recruit - Lv 1" wouldn't have any effect as this enemy doesn't exist.
- You can see the Enemy Tiers in the compendium and calculate their level range
- When triggering encounters from Events, the event box will hide, and choice outcome will display in the combat log.
EA Build 0204.2
- Flamemare and a couple more enemies were factionless, creating (consistent) encounters with just them. It's still possible to get a full encounter of them, but it should be rarer.
- Slightly reduced Flamemare's Power & Health, Increased Tier to 5 from 4
EA Build 0204.3
Balance Changes
- Reduced Empower bonus in Concealment
- Slightly Reduced values/Nerfed Actions with the Kill effect
Bugfixes
- Air Conduit was incorrectly granting +3% concealment instead of the mentioned +5%
Tales System Additions
- All reward keywords can be turned into chance for a 'reward' by prepending 'Chance>x>' before the [Reward]
- i.e "Choice_1_Reward":"Craft:Firebolt, Chance>25>Encounter:Random"
- Will give player a 'Firebolt' in hand, but also has a 25% chance to trigger a random encounter
- i.e "Choice_1_Reward":"Craft:Firebolt, Chance>50>Craft:Firebolt, Chance>25>Cast:Firebolt"
- Will give player a 'Firebolt', adds a 50% chance to get an additional 'Firebolt', and a 25% chance to have a Firebolt blow on Player's face (with stats as if casted by the Player)
Card Text Modifications
- 'Equipment (Type) Requires Level x', when you don't meet the equipment requirements will now appear as: Equipment (Type - Lvl x)
- 'Sneak Attack' effect will now read: "Sneak Attack xY." and expanded: 'While Concealed, Action Deals xY Damage. You lose all Concealment'
- 'Festering Wound x' shortened to just 'Festering x'
- 'Silver' effect will now read: "Silver xY." and expanded: 'Deal xY Damage if the Target is Vampire, Lycanthrope or Monster.'
- 'Blessed' effect will now read: "Blessed +x." and expanded: 'Deal +x Damage if the Target is Undead, Spirit or Demon.'
- 'Fatigue x' will simply read: 'Fatigue +x'
EA Build 0204.4
- Fixed a formatting/display issue in the Sneak Attack effect description
- Fixed a formatting/display issue in the Merchant Event
- In Game Mode Editor 'Starting Stage' was incorrectly saying 'Start from Stage x (+x in Stage Length)' it was corrected to 'Start from Stage x (+x Stages to Complete Run). This means simply is that if you create a run that ends after 3 stages, but starts at Stage 3, your run will start at Stage 3 and end at Stage 6.
