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Video Dev Log #18 | Where's Me Gold?!

[previewyoutube][/previewyoutube][p]Video Developer Log #18 has just been uploaded to YouTube. This log focuses on the new enemies and loot containers that will be in the Demo. Let us know what you think, enjoy! ;)[/p][p]Dev Log Begins: 2:07[/p]
  • [p]We now have 3 main enemy types: Bandits, Wolves, and Rats.[/p]
    1. [p]Bandit Class[/p][p]Thug - Sword & Board Bandit that carries a Hand Club & Plank Shield at higher levels.[/p][p]Goon - Tank Bandit that carries a 2-Handed Pitch Fork; lots of Life Points.[/p][p]Ruffian - Ranged Bandit that carries a Short Bow; low Life Points and cowardly.[/p]
    2. [p]Wolf Class[/p][p]Gray Wolf - Extremely fast and aggressive with a medium amount of Life Points.[/p][p]Timberwolf - Tanky with high physical resistance to damage, slow but powerful.[/p]
    3. [p]Rat Class[/p][p]Giant Rat - Low Life Points & damage, easy to farm and earn experience.[/p][p]Plague Rat - Fat & slow but does more damage and infects the player's party with Rat Bite Fever which remains after combat.[/p]
  • [p]Enemies now have a random level between 1-5 and have a chance to drop a class-specific loot item upon death.[/p]
  • [p]Each enemy has its own unique sound effect for damage, attack, healing, & death.[/p]
  • [p]Random encounters in the world map have higher level enemies the further away from the main roads you get. The closer you get to forests, the higher % you will encounter a Timberwolf.[/p]
  • [p]Enemies in combat instances have random patrol routes and if you get within a certain distance (measured in tiles) of them, they will begin chasing you until you either fight or leave the map.[/p]
  • [p]Both enemies and loot containers in combat instances will scale according to the time of day; Daytime contain Tier 1 Enemies/Loot, Morning/Evening contain Tier 2 Enemies/Loot, Nighttime contain Tier 3 Enemies/Loot.[/p]
  • [p]All enemies & loot are reset every morning at 6am allowing the player to farm previously visited areas.[/p]
  • [p]Enemies & loot in combat instances are randomly chosen when entering the map for the first time that day, and remain until reset the next day.[/p]
  • [p]The party can run away from enemies in a combat instance giving them a chance to heal up after the fight. The enemies will then begin chasing the party once again after a short duration but will maintain the same amount of Life Points they had in the previous encounter.[/p][p]Note: Enemies in a combat instance heal back to full health when the party leaves the map.[/p]
  • [p]Party members that fall unconscious during a fight will NOT receive experience after the encounter concludes.[/p]
  • [p]Status penalties now play a sound effect when applied for the first time.[/p]
  • [p]Loot containers have a sparkle animation until opened by the player's party. Opening the container will play a breaking open sound effect , the sparkles will disappear, and the graphic will be updated with a broken container.[/p]
[p][/p][p][/p][p][/p][p]After watching the video, we would like to invite you to engage with us in feedback about what you saw and listen to suggestions and ideas that you may have to make this project even better. Feel free to leave comments here on Steam, on our Discord Server, YouTube channel, or Twitter Page.

If you wish to support this project, you can Wishlist AoT on the main page; that gets us extra exposure on Steam.

Thank you and God bless!
Apostle Games[/p]