Soulthieves.

Dec 24, 2008 02:03

I screwed up my Loathing tonight. I had Ode to Booze active for some adventures, left over after my top-off drink last night, so I started downing some booze. This is just to save the 50 MP it costs to cast the buff. But I was a little tipsy myself perhaps, because I drank myself right to 20 Drunkenness. This was before playing a single adventure. Oops. A couple kickers: this was a Muscle day, so some big Muscle gains are not; Crimbo is still on, and I still have lots to take advantage of, so basically I've lost a day of opportunities. I've even lost a few adventures, since now I have over 150 adventures; at next rollover, I'll miss out on some twenty adventures or so because of the hard 200 adventure cap.

But now that my computer is working, at least Soulthieves is progressing some more. I added some notes on relevant attributes to each category in the Skills section of the manual last night. This evening, I restructured the categories and added a new skill.

Rifling: Allows you to pick pockets. Picking pockets is a way to get items from other beings without having to do without (or without having to beat them up first). Obviously this is risky behaviour, and is not likely to be viewed as especially benevolent in and of itself.

I also wrote up the description for the Falconry skill. That's a skill I was considering removing altogether (along with Kayaking), but I figured I could make it an interesting enough inclusion.

I also changed the structure of months a little while ago. At first, months had four weeks of seven days each, a week being the stretch between major lunar phases (first quarter, full moon, last quarter, dark moon). My initial problem with this was that, with seven days per week (fourteen between dark and full and vice versa), the math for moonlight bonuses would have been very inelegant, with irrational numbers and such. Another problem I realized was that it's a computer game, and I don't want time to pass too slowly, especially when players might like to strategize based on moonlight bonuses. I wound up reducing the week to five days. It's probably short enough, and the math breaks down much more nicely. Basically, on the night of the dark moon when a paladin's magic is weakest, they'll only have to wait ten days for their moonlight bonus to go from zero to 100%. There's clearly a more elegant breakdown of bonuses on the intervening days, with the first day of the moon waxing crescent giving a 10% bonus, the next day giving 20% and so on. As opposed to the 0.071428571% and 0.142857143% that would've gone with the seven day week system.

There's also been some command reassignment done.

The household has been psychotic in recent days.

soulthieves: skills, soulthieves in the shadows, soulthieves: calendar

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