Creatures stats table - attempt at a guideline

Creatures stats table - attempt at a guideline

Postby Danimal » 22 Sep 2014, 15:44

Bertram made some really good creatures stats table that will allow us to tweak their stats, this opens lot of options to specialize some creatures and give them special behaviours; ill try to flesh out a initial creatures stats, Tiers and roles. (a few creatures are not included yet but planned (*), at least for evil side so ill just put down the most important ones, refer to viewtopic.php?f=35&t=5604 for more info)
I would only use small integers for the values since they are more explicit and easier to handle than floating ones.

Roles: creatures can be
Balanced
Tanker
Damage dealer (Damager on short)
Ranged
Support

Tiers: creatures can be split into four tiers, its an indicator of their power. Each tier has relatively similar stats values;
(ordered in ascending power)

Tier 1: Weak creatures used at start of level (or early campaign levels), low room requisites
Cave hornet - balanced; weak, used as scout, flies
*Roach - balanced, hp above average
Spider - Damager
Tentacle/s - balanced, good on water
*Swamp pup - Damager, good on water, future ranged abilities with skills
Slime - Tanker - good hp, magic only damage (acid), high Physical def, low magical def
Goblin - Damager, combined stats are overall better than the others, the king of the low tier
------ Hero side-------
*Dwarf miner - Support, weak but he can dig
*Fae dragon - balanced; weak, flies, used as scout, future ranged abilities with skills
Halfling - balanced, to substitute the gnome
*Dwarfzerker - Damager, low def (any of the dwarfs 1/2)
Adventurer - Balanced, good stats, but its many skills are his real weapon, the king of the hero low tier


Tier 2: Average strength units, the barebone of your army.
*Skeleton - Balanced, weak, doesnt sleep (only when healing) or eat and is cheap
Robominer - Tanker, as a special unit that only appears on some levels, digs really well, but cant claim or enter water/lava
Wyvern - Damager, high speed, flies
*Cultist - Support, healing, buff and debuff skills, your main mysthic worker, also decent researcher, average-low stats, magical damage
*Warlock - ranged, researcher, average-low stats, high magical damage
Lizarman - balanced, fast speed
Orc - Tanker, good physical damage
Kreatur - Balanced, the king of his tier
------ Hero side-------
Knight - Tanker, high hp and physical def (its sad how few heroes models we have)

Tier 3: Strong units, expensive, but they are worth it
Scarab - Damager, very good stats
Troll - Tanker/Damager, best physical defense, decent magical def
Dragon - Damager/Tanker, high physical and magical damage, good physical and magical defense
------ Hero side-------
DwarfSmith - Tank, Slow but good Hp, good Phy/Mag def and dual phy/mag damage dealer (Dwarf 3), blacksmith ability


Tier 4: The strongest, most exigent and difficult to manage
Pitdemon
------ Hero side-------
BigKnight (I would call him king)
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Re: Creatures stats table - attempt at a guideline

Postby Akien » 22 Sep 2014, 17:26

Sounds like a good plan :-)

Danimal {l Wrote}:BigKnight (I would call him king)

What about simply "Hero", if it's the leader of the Hero faction?
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Re: Creatures stats table - attempt at a guideline

Postby Bertram » 23 Sep 2014, 10:47

The order sounds fine to me. :)

What we'd lack as developers, is the rooms and room size needed to "attract" these creatures through the corresponding portals.
Evil and Hero side.
This + the stats more or less done, and we'll have all what's necessary as for game data before the release.

Best regards,
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Re: Creatures stats table - attempt at a guideline

Postby Danimal » 23 Sep 2014, 14:34

Bertram, Is your stats table already functional ingame? this is something that needs to be tested outside of paper
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Re: Creatures stats table - attempt at a guideline

Postby Bertram » 23 Sep 2014, 14:43

Hey, :)
Danimal {l Wrote}:Bertram, Is your stats table already functional ingame? this is something that needs to be tested outside of paper

Unfortunately not yet. But I'm sure one of us will come to it rather soon.

Next, I'll be on fixing sounds latest known bugs, some victory/loose simple message addition, and on making the first treasury tile cost nothing.
Once this is done, I may have a look if nobody else did in the meanwhile.

Best regards,
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Re: Creatures stats table - attempt at a guideline

Postby hwoarangmy » 23 Sep 2014, 15:32

About Wizard (Warlock ?), shouldn't it be tier 1 ? He will probably be the main researcher so he has to be one of the first available creatures, no ?
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Re: Creatures stats table - attempt at a guideline

Postby Danimal » 23 Sep 2014, 15:45

Campaign-wise he will be available only after you graduate from tier 1 (no library for the first levels), i woulndt put him in tier 1 since once it learns attack skills he should be a powerful ranged unit, his low stats should make him initially not dangerous at lower levels; so having many of them at early level is not much of a threat for anyone; only when heavily trained they become fearsome.
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Re: Creatures stats table - attempt at a guideline

Postby Bertram » 24 Sep 2014, 13:34

Hey, :)

Are there tier for workers, too, btw?

Will there be "workers" for hero teams, or just diggers?

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Re: Creatures stats table - attempt at a guideline

Postby Danimal » 24 Sep 2014, 14:39

Diggers could very well be under tier1 or have their own, they are just the weakest around... Heroes could use the kobold as well since its supposed to be some earth spirit given form or we can create another version of the miner dwarf that basically behaves like a kobold.
Its just as easy as copying the kobold line on creature.def and asigning the miner dwarf mesh
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Re: Creatures stats table - attempt at a guideline

Postby Bertram » 24 Sep 2014, 16:48

Indeed. But would you be more for Hero's Kobolds, or Dwarves workers?
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Re: Creatures stats table - attempt at a guideline

Postby Danimal » 24 Sep 2014, 16:59

Somehow i feel dwarf workers would be better, they could be used as comic relief alongside the kobolds. What do you guys think? (By the way i plan to redo the kobolds model in the future)
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Re: Creatures stats table - attempt at a guideline

Postby Bertram » 25 Sep 2014, 08:07

I'm more for the Dwarf worker type. :)

It's cool to know we may have better kobolds in the future. :D
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Re: Creatures stats table - attempt at a guideline

Postby Danimal » 25 Sep 2014, 14:36

i do like it, so it will be a better version of it with smoking pipe included, maybe even a little scottish flavored
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