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averagemoe
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icon Re: Discuss the new RPG 2 features (+1)  
Were the MonsterX and MonsterY variables really necessary? I'm pretty sure you could have just applied those formulas directly to the _MyScript variables.

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kieranmillar
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The monsters could also be the ones to do the check for mist at their own position every turn and set their own GR value, then you would be able to see they drop different GR before engaging with them.

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04-26-2025 at 06:27 AM
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icon Re: Discuss the new RPG 2 features (+2)  
More new elements



Tendry's new adventure takes place at the same time as The Second Sky, and new developments in dungeon technology mean that he will have new hazards to deal with!

Fire traps are similar to hot tiles, but they can have a different damage rate, which can be either a flat value or a percentage. The default is a flat 1000 HP damage.

Fire traps can be turned on or off by orbs and pressure plates. When active, you can't use crates to walk over them -- the crate gets burned up if you try!

Thin ice is a trapdoor equivalent, with some crucial differences. The player drops it regardless of whether they have a weapon, so it's very handy for foolproof one-way systems and for weapon slots that guarantee your old weapon will be lost.

Thin ice can be melted by explosions -- be careful when using the Hand Bomb!

Powder kegs come in very handy when you need to destroy a stubborn monster or get rid of mist that has grown out of control. As you might expect, they blow up immediately on fire traps, or after one turn of being stationary on hot tiles. They can also be detonated by weapons or fuses.

And finally, we've imported cracked orbs, all three types of pressure plate, and the ability to disable force arrows -- just in case any of these help to make your room work exactly as you intended it to.

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04-28-2025 at 10:53 AM
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This is really cool, a lot of new features and almost all TSS's elements! I wonder if there will be time tokens and new weapons such as caber/dagger.

About the powder keg, does the explosion kill you instantaneously, or just a fraction of your health?

If I use the wall walking to bybass a wall and I end up on a crate, is that allowed?

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04-28-2025 at 11:49 AM
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Explosion damage works the same as in RPG 1: there is a variable _Explosion, and positive values mean a percentage, negative values mean a flat value. The default is, of course, 100%. The same variable is used for powder keg explosions and bomb explosions, so you can't give these different damage amounts.

Yes, the Wall Walking accessory can move you up half a step: from the ground onto a crate, from a crate onto a door, or from a door onto a crate on a door.

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04-28-2025 at 11:55 AM
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averagemoe
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On a note tangentially related to my comment about shovels, I've also been trying to develop an engine for Englos Defense type gameplay, and have adopted symbols from the new RPG U.I. for it. I'm using the Greckle icon as the shop, the Attack icon for a cursor to indicate the currently selected building material, and the Health icon as an in-room health bar.

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04-28-2025 at 06:02 PM
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Xindaris
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I'm curious about this: Are there any weapons Tendry can hold that will push kegs instead of exploding them when they contact them? Or is that a potential "weapon property": "Safe to kegs/mirrors", perhaps?

...I'm not foolish enough to think that full-on "pushing monsters gameplay" would make any sense for RPG, nope.

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04-28-2025 at 10:27 PM
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Nuntar
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icon Re: Discuss the new RPG 2 features (+3)  
Well, a couple of you already guessed what the next topic would be, so jumping right in....

New weapons



The dagger is a small weapon; it doesn't protrude into the next tile, and it's light enough that you don't drop trapdoors when carrying it.

The dagger is a metal weapon with ATK +10, but "small weapon" is a property that can be added to custom weapons, so you can make small weapons with any stats you like.



Indeed, we are not introducing pushing monsters. The staff's defining feature in RPG is that it doesn't set off explosives, but instead lets you push kegs like mirrors -- very handy when you need to retrieve a keg from an alcove. It also can't break mirrors or crumbly walls.

The staff is a non-metal weapon with ATK +30. Again, "explosive safe" and "wall/mirror safe" have been added as properties for custom weapons.



The spear retains its niche as a weapon that will cut tarstuff on any tile (and this time around, the main hold actually teaches you this before you need to know it!) You may notice the barbs below the head of the spear, indicating that a sideways blow will also initiate combat, break tarstuff or detonate explosives.

The spear is a metal weapon with ATK +50, nicely filling the gap between the short sword and long sword, so we can finally retire the "claymore" from that duty, with a long-overdue apology to our Scottish players. As with the other new properties, "cuts tarstuff anywhere" is available for custom weapons.

And on a similar note, the Really Big Sword's unique property of blocking aumtlich beams is also now available for custom weapons, so you can play around with a beam-blocker without having to deal with a +220 ATK weapon in your hold.

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04-30-2025 at 03:09 PM
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I don't feel like this is really worth actually going through the effort of making a variant on that Megamind meme, so I'll just give you the caption "No cabers?"

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Unlike the dagger, staff and spear, the humble mini-caber didn't have properties that seemed to be a good fit for the RPG gameplay. "Put all the 4.0 and 5.0 stuff in RPG 2" was never a goal for the project.

I think the new RPG-specific elements that have been shown are worth not having the caber, but I suppose I'm a little biased.

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04-30-2025 at 05:42 PM
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Nuntar
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I think it could have potential. One implementation would be a _MyExplosion variable that controls the player's explosion damage rate while a piece of equipment is held, so the player could take zero damage while enemies take full damage; then a weapon with _MyExplosion set to 50% or a flat value could also be interesting.

Maybe something to explore in a future expansion :)

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04-30-2025 at 05:57 PM
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Protecting the player from explosion damage is a simple use, but I think the real potential of the caber in RPG is protecting items.

There are lots of setups where an item is in bomb range to make it tricky to get without blowing it up. The caber would allow for more varied solutions here, especially if you can have enemies with cabers. You could have a room where you have to navigate to the other side with caber-wielding enemies in the way, but wait! At the end is a pressure plate which sets off bombs on firetraps. Only by keeping specific caber-wielders alive can you protect the valuable items from the explosions.

Not telling you to drop everything and implement it, of course. I just can see it opening up possibilities.
04-30-2025 at 06:04 PM
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Nuntar
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Better support for "special" monsters

One thing that has always set DROD RPG apart from other Magic Tower games is that monsters are not just blocks of stats -- many of them have individual features that can make room design a lot more interesting. However, these can be difficult to use. Roach queens can lay eggs on pressure plates regardless of the player's stats; but the eggs can't block the player any more after you reach 24 ATK. Tarstuff puzzles will always leave babies behind, and since you can't change their stats, you have to be careful about these becoming massive greckle farms. And so on.

Now we're changing all that.



Firstly, putting a monster's ID into the _QueenSpawn variable will make queens spawn that monster. The main use of this is to spawn custom eggs with any stats you want -- but you can make queens spawn any monster, so the legendary goblin queens (and even queen queens) can at last become a reality! In addition, the _MySpawn variable allows a hold to have many queen types, each spawning their own thing.



Similarly, by putting monsters' IDs into the appropriate variables, cutting tarstuff can spawn any monster (custom or default). Tarstuff switch tokens will work on whichever monster the tarstuff spawns; there are also variables to select one monster type as a custom mother for each tarstuff, and these are also switched by tokens.



The new "Set monster var" script command allows a script to modify the stats of any monster in the room. (I was hoping someone would notice it in the mist script I posted!) This is extremely powerful and has many uses, for example scripting magical attacks that reduce an enemy's ATK or DEF before you fight them; but it also means that large monsters and mimics can now have any stats you like without having to mess around with multiplier variables.

You could already give any monster an Aumtlich-like beam in RPG 1, but now you can also set the beam damage to any percentage or flat value.

And finally, custom Seep are better supported, with a "wall-dwelling" behaviour that means opening a door under them will kill them.

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05-02-2025 at 01:46 PM
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Are these features going to be used in the official hold? I mean, like, for more than just making versions of existing monsters that act the same but have higher stats?

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05-02-2025 at 07:10 PM
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kieranmillar
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We're not going to be spoiling anything about the official hold, you'll have to wait to find out.
05-02-2025 at 07:13 PM
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Nuntar
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New damage calculator

As you can see in the previous post, the damage calculator has been updated with several improvements:
* Stats are represented by symbols instead of text.
* Most behaviours have shorter text, e.g. "Spawns eggs" instead of the old "Spawns a tough egg when a monster is attacked". This ensures that the behaviour text will fit on one line nearly all the time.
* More properties are shown, instead of some being hidden information.
* Weaknesses are displayed as "X type" for monsters and "Strong against X" for weapons.

And on that note...





Monsters and equipment can now have custom types. The new _MyWeakness variable takes a text input, so the type can be named anything you like. They work just like the old Goblin and Wyrm weaknesses: your effective Attack is doubled if your weapon matches at least one type of the monster (but matching multiple types doesn't give any further advantage).

In addition, shields can also have types, and will double your effective Defence if it matches the monster.

There is also a new variable _MyDescription that lets you add any text to the descriptions shown in the damage calculator and on right-click; this allows architects to inform the player about any scripted gimmicks their monsters might have.

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05-04-2025 at 05:35 PM
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Hard pass on the tar that spawns aumtlich.

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05-05-2025 at 01:04 PM
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kieranmillar
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icon Re: Discuss the new RPG 2 features (+1)  
Just to clarify, in case that wasn't a joke, there is no aumtlich-spawning tarstuff, but you can technically make it if you want. The aim of the feature is to allow authors to have custom tarstuff babies replace the default ones when the default stats are not appropriate. But you can do anything with custom monsters, including tarstuff babies with aumtlich beams, if you really want to.
05-05-2025 at 01:32 PM
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Nuntar
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Aumtlichstuff was mostly a joke on my part; I felt it would be a more immediate way to showcase the feature than just showing a tar blob breaking into tar babies with non-default stats. But I can absolutely see aumtlichstuff having legitimate puzzle uses.

Consider that tarstuff can be cut by mimics; mimics are not damaged by standing in beams; anything spawned by cutting tarstuff faces the player; aumtlich beams break cracked orbs as they do in DROD; and (as mentioned in my post above) the beam can be set to constant damage if you want to avoid the pitfalls that come with percentage damage.

All of that means you could have a room where stabbing tarstuff to create beam monsters is necessary, and the puzzle is to do so while setting up the best possible configuration of beams to allow avoiding damage later. Of course, depending on what resources are available in the hold, this could be a puzzle where solving it optimally allows for higher scores, rather than being strictly necessary to solve to progress.

In addition, because _QueenSpawn and the tarstuff spawns are controlled by variables, they can be set for individual rooms while going back to normal (or to other architect-controlled values) for the rest of the hold.

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05-05-2025 at 03:16 PM
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So, that means it's NOT confirmed that pizza has been invented in the Eighth?

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05-06-2025 at 02:53 AM
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The screenshots are just mock-ups of things that can be done in the new engine. They are certainly not canon.

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05-06-2025 at 03:12 AM
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Now I'm imagining building a level set where the weaknesses/strengths are all communicated in really obtuse language, and part of the puzzle is the player figuring out what means what.

Like, "this sword has the property 'lemony'. Does that make it good against the monster with the 'fish' property or the 'lime' one?"


...Oh, wait. One better: Strengths/weaknesses are all pokemon types!!! Use the psychic sword against the fighting monster, but you better drop it before trying to take on the dark-type...

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[Last edited by Xindaris at 05-06-2025 03:30 AM]
05-06-2025 at 03:29 AM
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Ah, you can't do that. The text on the weapon and the monster has to match for one to be effective against the other.

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05-06-2025 at 03:36 AM
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Oh, I was imagining using the custom "_MyDescription" text alongside some deeper scripting trickery, rather than directly using the "type" system.

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05-06-2025 at 04:02 AM
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Time for me to talk about one of the features I'm most excited about, as this is something I've been hoping to see in the game for years!

Recolouring

If you've done any architecture with custom monsters, you've probably used _MyColor to make them look distinct from the default monsters. It's a neat feature, but it has its limitations.



_MyColor can turn up or down the red, green and blue values of a sprite, but it can't add colours that aren't present in the original image. The rightmost group of goblins have had their red and blue values tweaked, but they all look the same. Darkening and lightening the sprite works fine, but what if you have a large hold that will have several types of goblin-like monster?



The new _MyHue variable makes it very easy to recolour monsters that start off with a strong coloration. Now your Fire Goblins, Custard Goblins and Lavender Goblins can be told apart at a glance from each other and from the default goblins!



And _MySaturation allows you to go into the grey and white zone of the colour space, as illustrated by the goblins above.

_MyHue does not replace _MyColor; both features are available, and they can be used together, which is great for monsters that start out black or white. The top line of roaches use _MySaturation to soften the roaches' black, making them susceptible to recoloration with _MyHue; the bottom roaches use _MyColor in addition to enhance the colour of each one.

There is so much you can do, and making changes is very easy!



The new Character Options dialogue, inspired by the one in TSS, lets you modify these values for individual characters or for the default for custom character types. As you can see, it also has further cool features. "Processing sequence" is much the same as in TSS, and lets you tweak the order scripts run in -- great if you have a complex mechanism with many scripts working together. "Minimap treasure" lets your custom character count as a treasure for the purpose of default minimap coloration, so if you have a custom collectable, the player will be reminded of which rooms have goodies they haven't picked up yet.

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05-07-2025 at 04:55 PM
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Day one of wanting to know when this will be added to TSS, but not actively asking.

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05-07-2025 at 05:17 PM
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I also noticed the character list. From the visible parts of the partially obscured letters, and what the first letter would need to be for it to go in that spot alphabetically, I can deduce the following interesting names:

Goblin Queen
Ice Blade
Knife
Patron
Roachie
Rusty Shield

The first two were already seen as "joke" items for demonstration.

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05-07-2025 at 08:49 PM
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New room styles





As Tendry's new adventures lead him farther afield in search of his missing countrymen, we have imported and improved the graphics from the DROD 4 (GatEB) room styles to represent the variety of environments he must travel through. The Forest, Beach and Swamp styles each come packaged with the Travelogue music we all know and love.

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05-10-2025 at 12:30 AM
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Unless those yellow roaches always strike an adjacent player, it would be easy to get past them without taking any damage.

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05-10-2025 at 01:42 AM
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The room styles look nice! And I like the shovel shack in the second image.

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