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Re: Potential Adventuring Gear and Mechanics

Posted: Thu Feb 13, 2014 3:36 pm
by thomson
Playing with fire - you could use torches in LoG1 as (weak) weapons. It would be cool if in LoG2 you could set some enemies on fire! Bone dry mummy haunting you? Not a problem if you have a torch. I'd love to see lanterns or oil lamps that you can light up. There could be windy tunnels where your torch could be blown out. Or if you happen to go through a swamp or water, all your torches would become wet. How about setting up a camp or small fireplace where you can dry up and rest? There's so much you can do with fire. Walking in a forest with a torch at night? Great, you can see everything, but the monsters are drawn to the light... How about other monster types that are scared of fire and run away? Do you have enough torches with you to go through the swamps before they get you?

Temperature - Petri said that he's not keen on implementing thirst. How about temperature? It wouldn't be a ticker per se, just a property that slowly moves off balance in unfavorable locations. You are wandering on a desert? Your party starts slowly to suffer from sun burns. They are walking in knee-deep snow bare feet? The temperature drops rapidly and they are suffering from cold. Full plate armor is nice when the orge is hitting you, but it doesn't help much in a desert heat. Are you cold? Then better light up a fire somewhere.

Fast travel - some form of fast travel would be very useful. It doesn't have to be a teleporter on every level, though. It's very useful if you need to go back for some item you thought you no longer need. I remember that I dropped all rocks in LoG1 once I had sufficient number of better throwing weapons and the had to backtrack many levels to find one. This could be a made as a set of roads or post-signs. Once you reach one of them, you then can fast travel to others that you already visited. As a side note, it would be awesome if there were a moddable "world map" with locations on it. It would add much more coherency to the mods. Instead of unrelated mods, they could give an impression of being loosely related.

Re: Potential Adventuring Gear and Mechanics

Posted: Thu Feb 13, 2014 3:48 pm
by Sol_HSA
thomson wrote:Fast travel - some form of fast travel would be very useful.
I've always liked teleports that you can move around. May cause all sorts of fun bugs though, especially since LoG lets you throw items around.. =)

Re: Potential Adventuring Gear

Posted: Thu Feb 13, 2014 3:50 pm
by thomson
thomson wrote: Magic sack: A sack that always weights zero, no matter how heavy items you put in.
How about levitating stones? Their weight is negative, so if you're lucky enough to find one, you can keep it in your backpack. The backpack then becomes easier to carry. It still takes up some space, though. There could even be couple tiers: levitating dust, flying stone, weightless rock etc.

Re: Potential Adventuring Gear and Mechanics

Posted: Fri Feb 14, 2014 3:18 am
by BuzzJ
One of the things I would really like to see is a "directional" lantern. The torch is omni-directional and lights up your square. What I would like to see is the functionality of a flashlight. something that lights up squares in front of you rather than immediately around you.

Re: Potential Adventuring Gear

Posted: Mon Mar 10, 2014 12:51 pm
by thomson
thomson wrote: Unidentified things: Their powers work, but are unknown to the player until properly identified (by a rare spell, altar or other difficult to perform ritual).
Two things in this category could be unknown potions, with various possible outcomes, both positive and negative. Just make sure the type is fixed, just uknown to the player, so it won't be possible to exploit save/load loop.

If you don't like unknown potions, because you saw that in too many games, here's an alternative. Isle of Nex is a tropical island. I presume all of the champions are not from Nex, right? So there could be strange and powerful fruits growing here.

Re: Potential Adventuring Gear and Mechanics

Posted: Mon Apr 14, 2014 8:51 pm
by Neikun
I just thought of this while playing Akroma's Labyrinth of Lies.
It would be really useful if the player could name their sacks and boxes. I think it would lead to a better organized inventory.