New alpha build available. Some bug fixes from last build. Trainers
This build fixes some of the bugs that I found in the last build's play test. For instance, if you chose to build a Khoth necromancer in the first character slot, you were forced into a cleric's role. Stupid stuff like that.
Of course, I found new bugs that will need to be addressed in the next build. The necromancer's XP to level is not correct.
The following have been added into this build:
TRAINERS! You can now train in all weapons, magic and armor skills. I finally got code written and all of the NPCs placed into the world. This took way more time then I had intended.
Locked Chests: I have created the lockpicking mechanic and chests were a good place to start. When the party encounters a locked chest, a dialog will be displayed giving you a choice to pick the lock or bash it. Bashing a lock is a strength check (of the character that you choose to bash the lock) vs. the lock's difficulty to be bashed. Failure to bash the lock will result in a destroyed chest along with the loot inside.
Picking the lock is a skill check (Lockpicking). If you wish to pick the lock without the skill, it is a dexterity check vs. the lock. Both of these attempts require a lockpick - new item in the game.
Trapped Chests: A skill check is made (Detect Traps) against the trap's difficulty. If no character in the party has the skill, perception check is made. If all checks fail to detect the trap (all party members are checked passively), the trap goes off.
The character that detects the trap will announce they found a trap. This will give you the choice to attempt to disarm the trap or leave the chest alone. Disarming the trap is a check against the chosen character's Disarm Trap skill or Dexterity. Failing to disarm the trap will set it off causing harm to the party. The loot inside is still intact. I'm thinking about adding a reflex check of the character disarming the trap if the trap is fired. Failing the reflex check, only the character disarming the trap would be harmed vs. the entire party. Not sure about that one yet.
I tinkered with the XP formula. Right now, it takes a bit longer to level then previous build. I think it is a bit too long and may need to tweak it again for the next build.