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Hey, so i was reading through some of your uh...'reviewesr' of your mod, and thought i would throw out some ideas for extra classes.


maybe more Racial traits for the player character too?

Traits:

Fairy: +2 Magic Affinity +2 Agility -1 Strength, Endurance -1

Drow: +1 Agility, +1 Magic Affinity, -1 Strength. Reputation with Amberguard is Slightly Lowered.

Seraph: Agility +2, Endurance -1, strength +1. Grants a gold increase to all non-sex jobs by 10%. Reputation with all areas slightly increased

Dryad: 15% extra chance to encounter snails. +1 Magic Affinity

Slime: Endurance +2, strength +1. Cannot be experimented on in laboratory. Reputation with Wimborn and Amberguard are slightly lowered

Arachna: Agility +3, Magic Affinity -1, Endurance +1. Reputation with Wimborn slightly lowered, reputation with Frostford slightly increased.

Dragonkin: +2 strength, +1 Endurance, -1 Agility, -2 Magic Affinity

Lamia: +1 Agility, +1 Endurance. -20% toxicity gain.

Classes: 

Mercenary: To you, the only thing that matters is getting paid, not getting laid. Sex jobs earn 30% less gold, but all non-sex jobs earn 30% more.

Centurion: All you've known is combat and leadership, so stick with what you're good at. Strength +2, Endurance +1. Starts off with extra Communal Rooms unlocked.

Scientist: They called you mad, you called yourself a visionary. Starts with the laboratory unlocked. Laboratory experiments cost less to use. +1 Magic Affinity

Magician: A genius in the magical arts...but nowhere else, unfortunately. Spells cost 40% less gold to purchase and 50% less mana to cast. -2 Endurance, -3 Strength, +3 Magic Affinity.

Thief: You've trained your whole life picking pockets, it's practically second nature. +2 Agility, -1 strength. +15 Gold at the end of every day.

obviously some of these suggestions are unbalanced, but...i figured i'd spitball, you know?

I like them! Very doable. If you think of any more, let me know and I’ll test and work them into a future version.

(1 edit)

I really like those ideas as well. But you are right that some of them are a bit unbalanced. For example with the slime class, not being able to experiment on them in the laboratory will pretty much make sure that they cannot gain those 2 bonus points that any other race can get for both strength and agility by using said laboratory. Would that not be a little bit harsh? Maybe instead give them a -2 to magic instead.

As for the thief class that you mentioned, while it is a great idea it also is extra money without a penalty for it. If we would expand upon it a bit then a good thief would not get caught but after a while people would still realise that they are starting to miss money, and eventually would connect the dots, with you being close every time some of their money goes missing.

Would a small loss of reputation at the end of every week in the city where your mansion is located be a sufficient counter penalty for your thief class?

EDIT: Also another small idea, but i truly do not know if this is possible. But maybe set the players stats by race, instead of giving the player the ability to pick their own stats. (What i mean by that is normally after the player picks race they can decide how to divide their stats, with my suggestion your stats would be dependant on what race you pick. For example, the player picks a demon as race instead of getting to decide yous status after that have it literally have the status of an ingame demon.) Namely at the max without improvements 5 to 4 to 4 to 3 in strength, agility, magic and endurance respectively.

With high regards,

Reinyn

I like the idea, actually, but it's all up to Aric whether it's even implemented or not. 

I wouldn't give slime strength. Slimes are basically all endurance, because they are so hard to harm. But being very liquid-like means no real strength. 

For Dragonkin, I'd say +1 natural armor

Arachna +3 agility is way too much. Arachnas are big, no way they'll be agile. You could give them (and lamias) the poison ability (chance to reduce random enemy stat by 1 per hit or something similar) or webbing (basically natural slow ability, no mana required)

Drayad - since they are plant/tree like, I'd probably give them good STR and END, but low AGI. Slow and steady. Bonus on farm jobs, lumberjacking

Elves - I'd balance them better, give regular elves nature essence, with elves being mostly agi and magic based (drow might be more STR but less MAG)

Angels and Fairies get Flying, which is a great thing, but with proper weight penalties would be better balanced. The STR penalty of fairies would come into play, making them evasive, magic support, since they can't carry as much as angels, nor can they hit as hard in melee.

Angels... heal bonus or bonus on nurturing jobs (Nurse)?

These are great suggestions and I’ll dig more into them after the update, however:

Arachna’s won’t need the Agility updates. They have (as of the v.9 update) a race-specific Mass Web ability. It is similar to a weaker Debilitate with a longer cool down, but should add some fun racial quirks to fights. I needed a distraction from the farm upgrade one night and played with it.


I like the idea of a poison for Lamias. Eventually any race (or person, if added via laboratory) with wings will have the Fly ability. Beyond that, if you think of any others that could be appropriate to various races (vaguely based on existing  abilities just for simplicity and sanity), chime in!

Barkskin for drayads? Vine manipulation?

Demons/succubi might have seduction or drain kiss? I guess bonus on sexual jobs?

Wolfgirls - pack bonus (+1 damage or +1 defense for every worlfgirl in party?)

Kitsunes/fox girls - bonus on spell efficiency/mana reduction?