Class selection improvement (part 1)

This commit is contained in:
2025-08-04 17:40:40 +10:00
parent 27c877d586
commit ec813331f9
29 changed files with 381 additions and 114 deletions

View File

@@ -6,34 +6,34 @@ Combat
DPSing <-> CCing
Health (aka recovery)
Healing
Curing (injuries)
Cooking
Gathering
Carving
Healing <-> Curing (injuries)
Cooking <-> Gathering/Carving
Light
Lighting
Searching
Warding
Lighting <-> Searching
Warding <-> Disarming
Movement
Balancing
Grappling
Squeezing
Climbing
Balancing <-> Grappling
Squeezing <-> Climbing
Each character crafts their own shit
Stuff about injuries:
Unable to use a broken arm (both broken = no fighting), slows many activities down, and outright prevents some. Both broken prevents a lot of things.
Unable to walk on a broken leg (one broken = 50% move speed)
Concussions can knock you right out, if dealt with a heavy blow. If not, then it dazes you, and you stumble around a bit for a few seconds. Then it gets a lot better, but you still risk stuff by being concussed.
Dungeons should be randomly generated. Each room should have several ways of getting through it, but some should be easier than others (figuring out which generally requires strong lighting to observe the whole room).
Most rooms have a treasure chest. Getting it is significantly harder than bypassing it, but it yields very good rewards (it should be enough to outright replace a role, if you collect every chest)
Other things you can collect:
Metal (various)
Oil
Water (restores mana)
Berries/mushrooms
Ropes
Berries/mushrooms (being full heals you, being hungry hurts you)
Ropes
Cloth (for bandages)
Leather (from organic mobs, carving)
Meat (^)
Wood