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2, thats a lot more for determination then the others
3, the whole world purified, i feel thats a bit too much, but then again idk when u unlock that
I think it is a good idea. Of course I may not implement everything, but I will try. I'm also not sure if I'll implement battles in the Undertale style with turn-based mechanics. But judging by everything, many are waiting for this, so we'll see.
Regarding criticism: Some details of the genocide can be added, but I consider the loss of the possibility of mercy to be unnecessary.
I will also note that now the maximum health is 20. more precisely the initial one. Now you can kill others to increase the level and HP therefore.
And I also think that all the consequences that you named for a pacifist are unnecessary. After passing the location (that is, the biome), all the monsters will disappear in it anyway, and by the end of the game, even more so.
Also note that vanilla NPCs also disappear and so. right now at the moment you will not be able to see a single frag or NPC (except for the guider). But still, I think it will be an interesting idea for customs NPCs.
I can't say anything about the rest. Everything will be as possible and I can't be sure about the balance right now.
And so on. Everything is fine, in terms of the length of the post.
I apologize if I made mistakes in the answer because English is not my first language. :_
2. i felt that to go full undertale fashion, i should change the pacifist route a bit. to SPARE an enemy, you can make the game pause when you hover over a button and allow you to perform options. for example, the ACT button. using ACT will weaken the opponent, and not you to avoid overweakening yourself to death.
if they lose ALL of their attack by the end of the battle, they drop 75% of the drops you would have gotten for killing them, and you automatically win and you spare them, turning it into a normal NPC that walks around aimlessly that you can even make homes for. to avoid making too many NPC homes, you have to use a specific, mod included material to make homes for the spared NPCS.
certain acts will be more useful against certain creatures. the closer the action is to the best, the more defense and attack the opponent loses. when you make a home for a spared NPC, they will defend the village that you created with their life.
if you spare a BOSS, for example, the eye of Cthulhu, it will start following you around and defend you against other NPCS, tanking the damage that YOU would have taken. taking 90% of the damage. if you have MULTIPLE spared bosses, the damage they will take will divide by half to each one (90% damage divided by boss amount). you CANNOT have 2 of the same bosses. if you want to spawn another eye of Cthulhu to gain more stuff, you have to kill your own eye, or release it (act - release, witch will make them go away and despawn like they'd do if it turns day and you haven't defeated them). if you want to kill your spared boss, it only takes 1 hit, as they will take 999999999 damage from your attack. others will deal normal damage to it.
for the moon lords crystals and stuff, the crystals will spawn enemies and stuff per usual, but you do have to kill them normally. this if fine because its not real! none of it was real! it was a dream! that's my excuse.
for sparing the MOON LORD HIMSELF, you have to destroy the hands and head eyes as normal, but when the CORE is shown, you gain the SAVE ability that replaces ACT for a bit. upon using SAVE, moon lord instantly dies and your world is instantly purified. you get stuck at 20 HP, EVERYTHING is spared now already, and any boss you summon will not attack you and be like a normal NPC.
or if you want to add asriel to the game as the final battle, make moon lord a NPC that hovers above the village you made and defends it. then have the normal asriel fight as you intend.
3. tell me how many lines are in this thread because i genuinely lost count 323 lines ago.
4, if you wanna know what i have in store for the other souls genocide and pacifist routes, just tell me what you think of the new idea. loved the criticism, please give more lol, and the turn based action i feel would be a little off, so make it not turn based. to act, use attack, mercy, and item, and all that, just pause the game until they make their action and put it on cooldown for like, 5 seconds. also, base HP being 20 and doing a boss like that is aura farming like crazy. i was gonna suggest in the pacifist route each enemy you spare gets you 1-10 randomly chosen extra defense until they die, but to make it even more fair, make the enemies you spare AND give a home to (MUST give a home) have the ability to follow you. when they're following you, they act like bosses do, but they take the FULL damage. 100%. this may seem OP, but when fighting a boss, this is your only hope with 20 HP. plus, bosses should take at least 5 acts to spare. 10 if you choose the worst acts possible. maximum ones who can follow you should be at MOST 15. at minimal 3, add items to add the ability to get more people to follow you i guess.
5. GIMME ALL THE CRITICISM
6. why did i number all this again?
You don't quite understand what I want to do. I want to completely redesign the progression. That is, including all vanilla enemies, NPCs, bosses, generations, and more. They will not participate. I'll cut them all out and replace them with new ones.
If you've been playing, you might have noticed that it's impossible to meet Npcs or enemies from the Vanilla Game in the game (except for the guide)
for example (determination soul only): performing genocide in the underground will cause you to exit with a knife that deals 9999 damage called the REAL KNIFE, but you exit with 99 HP (100 rounded up) and 99 defense with THE LOCKET. sounds OP, but like... you just went through an entire run of the underground. you deserve it. in the NEUTRAL route, youll come out with the worn dagger that deals 15 damage and the 15 defense due to the HEART LOCKET. to specify, THE LOCKET and the HEART LOCKET are different. one is genocide exclusive, one is neutral and pacifist. when in the neutral route and leave, that dagger may seem... well... weak. especially for terraria standards. thats why the worn dagger, it causes STUN. meaning that any enemy hit by it will stun them for 1.5 seconds, making it more of a support weapon! the HP you come out of from the underground is the HP you keep when exiting. the more kills you got without killing EVERYTHING, the more damage and health you have. if you leave without killing ANYTHING, you get the stick and the bandage. both giving absolutely nothing, AND youre stuck at 20 HP. this sounds.. absolutely HORRID for gameplay... thats why if you did pacifist, the bandage gives you LIVES (lives are indicated by your health bar now. dying meaning you lose 1 heart. lose all 10 hearts and you die for real). and the stick is a ranged weapon that stuns for a whole 5 seconds, making it perfect for well... running away. the reason you wouldn't want to kill anything after leaving the underground is if you gain even ONE kill, just ONE, the stick and bandage now lose all of their effects. meaning theyre literally useless. and you need to make a new weapon. the way youd... well... PLAY, is by using the item given to you called the ACT button. if you use the act button, the game will act as if its been paused, youll have 4 buttons just like undertale, the first one being CHECK. CHECK will expose any enemies attack and defense, as well as a description of their attack pattern. just like undertale. the other options can be different or the exact same, but depending on the action, you will gain more "mercy" on them. until you just... spare them, they drop their loot, and they walk/fly away and despawn. then after using the act, the enemy will be stunned for 1 second, allowing the player to get out of the way of any attacks thrown, then the ACT goes on cooldown for 5 seconds.
for the underground portion, give the player 4 buttons. the classic fight, act, item, and mercy. then show their LV and EXP (or just LV as a bar). Fight will take into consideration your LV, and not the weapon you currently have. in case someone tries to enter with the murasama (calamity mod) and deal way too much damage to easily get the genocide run. or take into consideration the weapon, but add a damage cap based on their level. fighting will use whatever you SOUL does. meaning if you attack with a melee soul, you make a slash infront of you, or if your soul is good at shooting guns, use a bullet, and so on. act is the... exact same. item will allow you to heal a random amount of HP between 10-99, or if you want to add a lot more, add the items of undertale in there and do all that. and MERCY will instantly spare any enemy over 75% "spare".
heres a list of all the souls and what i would imagine they would do, now that my mods arent RUINING EVERYTHING:
yellow (justice): start with the ability to fire a bullet at enemies for range as your attack. the bullet can be shot from anywhere but if it hits a yellow bullet thrown by an enemy (probably not seen until mettaton or a custom monster), both bullets get cancelled.
orange (bravery): throw 4 mid range fists that hit the enemy. each fist deals 1/4 the damage of a normal attack but can be thrown consecutively. gain extra speed when close to an enemy or bullet thrown by an enemy.
green (kindness): uses the normal attack, but gains the ability to also BLOCK attacks. however, while blocking, lose the ability to move at all. when blocking a bullet, gain a 2 HP heal.
purple (perseverance): you gain a ability that spawns consecutive horizontal lines that you can move on, technically allowing flight. however, you movement is SNAPPY and can possibly get you hit. when attacking, you flash purple, and if you're hit, you'll take the damage but you'll deal 25% extra damage with your attack and the next one. can stack up at 100% (x2) damage MAXIMUM, and this buff ends when you kill the opponent. upon missing the counter, you're stunned for 1.5 seconds.
dark blue (integrity): you gain a bigger jump than normal, as well as being able to fall a bit faster, making it easier to dodge. holding space will make you slightly hover, staying in mid air for a split second longer than normal before plummeting down. attacking requires you to be ABOVE the opponent, as your attack will always go downwards. however, you hit 4 times just like bravery. but this time you damage is only affected by 1/3, not 1/4, meaning you can dish out a little bit more damage.
light blue (patience): standing still gives you more patience. patience will make your next attack be stronger (35% dmg buff) and make you able to automatically dodge bullets if you're lucky (25% chance). if you move once however, these buffs go away until you stop moving. meaning to deal extra damage and dodge, you have to stop moving and THEN attack.
RED (DETERMINATION): you have plot armor. you gain the ability to dodge 50% of all attacks, moving or not, you always deal extra damage (10% extra dmg), your jump and movement are slightly better (not as high as dark blue, and not as fast as bravery's buff), you gain the ability to use SAVE POINTS, witch automatically heal you when you find one, and your attack is aimed to where you cursor is. meaning you dash into the position to hit your opponent, launching you next to your cursor, then instantly launching the attack as well, almost guaranteeing the hit. this can be risky as you might ram into a bullet.
im going to wait to give my ideas on the genocide neutral and pacifist routes for the other souls until i get criticism and/or find out i still have more stupid mods installed witch i SHOULD have disabled. and again, sorry for YAPPIN
I don't want to offend you in any way and I appreciate your comment. But I intend for him to specifically rework the progression. And I think it's unnecessary to implement what's with the mountain and the transfer of resources. But I think the idea with souls is interesting.