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https://store.steampowered.com/app/237890/Agarest_Generations_of_War/
Who you marry the prior chapters affects the character you play.
I would love to see that mechanic make a come back.
I also love old school MUD's like Batmud or MajorMUD that give you dozens of races and classes to choose from. They allowed a lot more customization and different options than modern day RPG"s with more limited choices.
Using genes to make a character would be a lot of fun.
I didn't know that was on Steam! I played generations of war a long time ago. I'll have to pick up the complete pack.
The animation where you toss your sword aside and begin dragon transformation would send chills down my spine.
I still remember trance + radiance + infinity and failure + infinity were the gene combos for the ultimate dragon.
I didn't have a strategy guide so I had to discover all the unique dragon forms on my own. I remember chancing into the combo for Tiamat, the coiled up dragon with this shadow breath attack. It was awesome. I nerdgasmed.
A= elf
B = beast
C = human
D = spirit
CCCA = human
CCCB = human
CCCD = human
lifespan : 80 years
skill : crafting
no weakness or buff
** humans are the only race that even at just 75% pure remains human due their adaptability.
DDDA = fairy
immortal but very flimsy (very low hp easy to knock out, will not die but just be knocked ko for a day)
has very high evade so is hard to hit.
is extremely capable spellcaster.. but can only cast charm type spells (so no damage dealing or healing spells, but yes to mindcontrol detect magic, influence luck and such)
DDDB = dryad/nymph
immortal nature spirit
has low hp but very high evasion.
has druidic magic (entangle, poison, grow, control nature etc)
-is tied to a plant. can never leve far from their plant for practical reason they can take wity them a sapling of that plant als their pet.
if they or that sapling gets destroyed.. they respawn at their plant meaning they might travel all the way back to where their party is.
DDCC =
angel = immortal being with great power and immunity. flying..
has good hp and good evasion.
**can only attack opposite aligned creatures (so good vs evil and lawfull vs unlawfull)
*is otherwise limited
BBCC = centaur (half beast, half human)
BBAA = merfolk (half beast, hakf elf)
BBBA = troll, also mostly beast but with elf in the mix more control but weaker abilities. trolls have mostly average stats.. but have autoheal (if they are not at max hp each turn they regain a few points of hp)
they also have the hunter ability.. giving increased chance on a critical hit.
they are antisocial.. /egocentric.. they won't talk to others much including their team members.
they just do their part take what they think is fair share and give what they think is fair..
-if you try to confront them about it.. prepair for a fight..
BBBC = ork, mostly beast but just a little bit of human to get sentience.. human.. incredible strong in attack and hp but has lowest self control of all playable classes.. roll each combat turn if it can choose its target or go on rampage where it attacks closest target.. friend and foe alike.
dwarves / hobbits
goblins
werewolf
satyr
highelf vs elf vs drow
snakefolk..
and so on..
you likewise look for a combination of 4 genes that best fit that race and add them to the table..
say I select
AAAC x AABB for dad
and ABCD x CCBD for mom.
well than.
for a combination of 3+1 the chacve of that +1 to occur is 50%
so AAAC = coin toss.
if head AA gets passed along
if tails AC gets passed along.
(alternatively toss 6 sided dice and do even = AA uneven = AC)
for a 2+2 lile AABB there is
1/6 chance of AA
1/6 chance of BB
4/6 chance of AB
-
toss 1d6
1 = AA gets passed along
2 = BB gets passed along
3-5 = AB gets passed along
an 2+1+1 like that CCBD
2/6 chance at CB
2/6 chance at CD
1/6 chance at CC
1/6 chance at BD
so again toss a 6 sided dice..
write down before trowing which number is what set.
finally that ABCD
1/6 AB
1/6 AC
1/6 AD
1/6 BC
1/6 BD
1/6 CD
so again toss a 6 sided dice..
write down before trowing which number is what set.
these 4 tosses of a 6 sided dice give you the genome of your parents..
than you toss 2 times more to determine your characters genes and thus what race you be playing.
bonus : you can add nurture features.. like being raisef by a (insert race) adds certain effects..
so a more rare offspring thats less likely to occur will have a few extra buffs..
that means that I need as parents :
(lets use Y for any gene thats not the C we need)
CCCC x CCCC
OR
CCCC x CCCY
will always produce a human.
but you get no specially raised buff.
if you take a bit more risk (risking you might be playing a race you not want) :
you only get the bonus for other race parents...
CCYY x CYYY
CAN produce a human..
but only does so 1 in 12 kids
thats a rare offspring so you get a rather unique buff from being raised special.
CCYY x CCYY
has a decent chance
1 in 4 kids becomes a human.
less rare but you still get 2 buffs.
CCCY x CYYY
same 1 in 4 kids becomes a human.
you only get 1 buff but a potentially more unique (and powerfull) one.
CCCY x CCYY
4 in 9 kids become human.
you get 1 buff and a less potent one.
CCCC x CYYY
1 in 2 kids becomes a human.
you only get 1 buff but a potentially more unique (and powerfull) one
CCCC x CCYY
5 in 6 kids become a human
you only get 1 less potent buff
CCCY x CCCY
3 in 4 kids become human
you wont get any buff.
and thats YOUR parents.. what you pick is your characters grandparents.
this randomises your buffs add what you be playing much more..
the more risky your grandparent picks and rare your parents for the class you end up being forced to play the better your buffs..
you get 2 genes out of 4 from each parent.
as player you just select your grandparents its the gamemaster who will tell you to roll a d6 6 tines and than tells you your race and buffs.
but to allocate dixe rolls..
you have 4 genes.. leta call them ABCD
now if i put ABCD on notes and draw random 2
I can draw A and than B
i can draw A and than C
I can draw A and than D
I can draw B and than A
I can draw B and than C
I can draw B and than D
I can draw C and than A
I can draw C and than B
I can draw C and than D
I can draw D and than A
I can draw D and than B
I can draw D and than C
now I look for doubles :
A+B = B+A
A+C = C+A
A+D = D+A
B+C = C+B
B+D = D+B
C+D = D+C
so 6 combinations possible.
well now you tie those 6 to a dice
trow 1 get AB
trow 2 get AC
trow 3 get AD
trow 4 get BC
trow 5 get BD
trow 6 get CD
now you do that for both parents and add the 2 genes each give together.. that gives you their childs genome.