Rift: new card; Dragon cooldown. Soulthieves: preliminary race revisions.

Oct 25, 2010 22:57

I had a helluva time finding this album at Best Buy today, since they completely stripped down their once awesome music selection. I guess that's the postmodern reality. Bodes well for the guy who would like to make a living writing books.

I also got to vote in the municipal election. Yay. I know my preferred mayoral candidate dropped out, but he was on the ballot so I selected him anyway. It's effectively the same as spoiling my ballot, which I had originally planned to do. There you go, baby boomers. I voted. It won't count for anything, but I voted. So I assume my right to complain, you fucking regressive fascist blowhards. Yay, my franchise is ostensibly not worthless.

But whatever. On to other things.

I made a couple important introductions to Rift several days ago. The first was a new Buildup Card, Extend Effect. Giving that card to a piece will extend the duration all effects of buff/debuff acts by 1 turn. It's a relatively rare card. I tweaked the ratios of other cards to maintain the 60-card deck.

The second change was a new condition for tbe Dragon piece, in my ongoing effort to balance it out. Since the Dragon attacks only with its fire breath, I've stipulated that it requires what amounts to a cooldown period between attack acts; it isn't allowed to attack on consecutive turns. Basically, the highest frequency it can attack at is every other turn. The cooldown only applies to its two attack abilities, so on the turn following an attack it can still be moved.

On to Soulthieves updates:

This evening, I began making changes to races. The most significant changes were the complete removal of centaurs, white drakos and black drakos. I had to substantially edit lauchorns' characteristics to take the bow affinity of centaurs as well as to remove comparisons to that race. There are now 21 races; along with the 30 classes, that makes 630 race/class combos, which is quite a bit slimmer than the high water mark of 750, from before my removal of hill giants.

I also made some other important changes. I decided to rename a number of races. I renamed all of the elf races. I did this to disassociate them from other interpretations, from folklore, literature, other games and whatever. I have, after all, been painting them into The Island's world, and I intend to increase that thoroughness with every race in the future. So:

The sweetest and horniest: high elves → fairy elves
The shyest and haughtiest: grey elves → snow elves
The most twisted and rejected: deep elves → shadow elves

I also renamed some of the drako races. I want to have consistent colour associations for dragon/wyrm/ddrama/drako species, and removing white and black drakos freed up those colours and allowed me to shuffle things and get creative. The fire-breathing red drakos and poison-blowing green drakos are at the moment unchanged. The others:

blue drakos → ice drakos (white with ice blue, sort of like Zoras)
yellow drakos → storm drakos (like this guy, down to the gecko-ness)
brown drakos → slate drakos (umm…slate grey)

The common drako ancestor is now dull brown.

I still have to reinforce all these race changes elsewhere in my documents, including throughout the manual. These sorts of changes are always time-consuming. The program itself would actually be easier to edit in such respects, I think.

soulthieves: pc, soulthieves in the shadows, soulthieves: beings, rift

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