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General Discussion / Re: Multiplayer anyone?
« Last post by peewee_RotA on March 31, 2016, 05:02:22 PM »
Need to push back to 7:30pm Eastern tonight. Hope to see yall there :D
General Discussion / AA Favorite Details
« Last post by peewee_RotA on March 28, 2016, 11:29:22 AM »
I've never been the biggest fan of JRPGs, in fact they completely lost me in the late 90's and I've never looked back since. I'm more of a fan of what I like to call American RPGs. These were games defined by attempting to take the freedom of narrative tabletop role playing and fit it into a computer game. There were plenty of mechanical influences with turn orders and player stats, but the driving force was interacting with the world through narration. Games to keep in mind are the Forgotten Realms series, the Ultima franchise, Elder Scrolls, Wizardry, Strife, Stonekeep, and even the Japanese made Faxanadu for NES.

The thing that caught my attention with these games was the freedom. Players have many ways to solve problems and thousands of choices on how they want to start their characters. Everything in the world is interactive one way or another. The player character is really just a conduit for you as the player to touch the virtual world. That's awesome, and A&A makes the list with flying colors. This added lots of little gimmicks and jokes for players to enjoy.

So with that in mind, what are your favorite little details about A&A? Not major gameplay features, just little nuances that were fun.

For me it is the carrots giving night vision and the wand of lightning shocking players. There were such charming features to find out for the first time many years ago.
General Discussion / Re: Multiplayer anyone?
« Last post by peewee_RotA on March 25, 2016, 10:35:49 AM »
N/P. Catch you next time  ;D
General Discussion / Re: Multiplayer anyone?
« Last post by Chagero on March 24, 2016, 09:26:16 PM »
sry guys, I totally spaced this one.
General Discussion / Re: Multiplayer anyone?
« Last post by Bourbon on March 24, 2016, 07:33:34 PM »
I'd like to try this sometime, but I have to warn you, I'm pretty terrible at the game.  ;D
General Discussion / Re: Multiplayer anyone?
« Last post by peewee_RotA on March 24, 2016, 06:35:18 PM »
For any new players here are the install directions:

1) Get the windows client from the main page:

2) Then install the new Alpha client (1.05.2a)for the multiplayer updates:

Extract to your installation destination and overwrite aa.exe
Default installation is C:\Games\Amulets & Armor

3) Use the AA launcher and select network game. IP address is:

This game streams live on Twitch every Thursday at 7:00PM EST

Streaming Link:
General Discussion / Re: Multiplayer anyone?
« Last post by peewee_RotA on March 24, 2016, 06:16:38 PM »
Server is back up. Not sure why it went down  :(
General Discussion / Re: Screenshots and Media
« Last post by peewee_RotA on March 24, 2016, 09:50:03 AM »
General Discussion / Re: Multiplayer anyone?
« Last post by Chagero on March 23, 2016, 12:27:44 PM »
Editing A&A / Re: Peewee Mod Fork 1.3.1
« Last post by peewee_RotA on March 23, 2016, 10:56:34 AM »
I am working on a branch of pwmod to fine tune things a bit better (a big thanks to Markus Ramikin for the suggestion to do more playtests. You've been awesome!)

One change was to redo the monster type damage calculations. The axe had become way too powerful because roughly 50% of enemies in the game have plate armor or are "vs large" which gave a bonus. Many unexpected enemies have this armor type including Eastern Archers, Most Barbarians, and the Lost City guards. It seems like this was done as a balance to make sure that lightning and piercing damages could act as the largest bonuses for melee characters. It's also why the lightning spell does so much damage. So it's a great feature in the original game, but the monster type calculations kind of suffered because there is very little variation throughout the game.

So I fine tuned the bonus and also added small bonuses to elemental damage types even if they have an alternative effect. But I feel like there is a better approach to the damage modifiers.

What if different weapons used different random spreads? Many tabletop games use this concept to differentiate weapon damage types. For example:
d12 is 1-12 with an even probability for every result
d10 +2 is 3-12 with an even probability spread but a higher minimum.
2d6 is 2-12 with a high chance for a 7 and a low chance for a 2 or a 12.
3d4 is 3-12 with an even higher chance for 7's but a very low probability for 12 and 3

These many different approaches help to make different types of weapons a different experience. Kind of a customization thing.

So some details on how the melee damage calculation works. The base damage possible with each swing is Weapon Damage * Strength / 2. (Knights, sailors, and mercenaries get a bonus on top of this). Every individual swing does between this base damage and twice the base damage by doing (d100%) * base damage + base damage. Then accuracy is used to determine if it is a critical hit. You have half your accuracy % chance do a crit, which doubles damage. There is a slight change to the crit calculation in pwmod... but it's basically the same concept.

I think it would be better to do the following for weapon types:
Bladesbase + d100% damage (normal)
Axesbase + (d50% + d50%) damage
Bluntbase + (d25% + d25% + d25% + d25%) damage

Here's a chart showing how the randomization is distributed for these

There is also an opportunity on top of this. Games like RoleMaster used different critical charts for different weapon types. Long story short, swords had a low chance to crit but all crits were pretty devestating. Maces had high chance to crit but very few crits were devestating, most just added some damage.

So there is room for even more customization. Perhaps daggers only do base + d50% but have double the chance to do a critical. Perhaps maces are twice as likely to crit but only add half damage. I'm not sure on how to apply this detail yet, but it's a very powerful concept. I think I'll do a play through with different concepts applied to see how it goes.

But before I move on I did want to touch another concept that comes up from time to time. The calculation uses strength only to get melee damage. What if it were half strength and half speed for swords? Well.. this is a mathematical conundrum that is not very obvious. Let's take the Ultima franchise as an example here because they did this. So in Ultima 6 swords do damage equal to 1/4th STR + 1/4th Dex. That means that at 20 STR and 20 DEX you do 10 damage. Alternatively maces do half strength. So a Str of 20 and a Dex of 20 does 10 damage.

Now let's gain some levels and visit some shrines. We add 10 strength to get 30 STR and 20DEX. Now our sword does 12.5 damage and our mace does 15 damage.

But what if we were to focus on both? Instead we added 5 to strength and 5 to dex to get 25 STR and 25 DEX. Now our sword still does 12.5 damage and so does our mace.

This is because we're contributing to an average not to a sum. So the ratio of 1/2 in STR is directly summed. The 1/4 in STR and 1/4 DEX for the sword is actually increased on the average before applying a ratio. If we view it as a ratio it's STR / 2 for the mace but (STR + DEX) / 2 / 2 for the sword. A step to average two sums before taking the ratio.

So I just wanted to add an aside that I always consider partial stat contributions but am aware of the limitations.
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