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Topics - KZ

#41
Random Projects / Telepath RPG Wiki: vandalism reports
February 22, 2010, 05:42:50 AM
On occaison some people purposefully amend the articles with some nonsense that we later have to clear up. To ensure that such offenders don't go unpunished and keep on repeating this, the best course of action is to undo their edits, then report their IP address here, so that CraigStern can then ban it either temporarily or permanently, depending on the severity of the offence.
#42
TSoG / The new GUI
February 19, 2010, 10:00:12 AM
I am sorry to say this, but I'll be brutally honest: I think the re-doing of the GUI was the biggest single major decision I strongly disagree with as it significantly reduced the appeal of the user interface, in my opinion. Here is a list of the most bothersome things I've found just from a 2-3 minute glance at the new GUI:

-when the game itself is loading, we see a hand with some random symbols on it and in the background: they have no relation whatsoever to what happens in-game and add a very superficial layer of "mystique", the simple hand was a much more powerful graphical design, as it showed the essence of Psy abilities- natural, no need for any extra fancy stuff, in addendum, the hand looks as if the skin was removed off it and the blue lines are representations of deoygenated blood in veins- a very repulsive image, to say the least
-when I tried to load the game, I realised that I cannot read what on earth is written in the save files as a). the print was tiny b). the font of the text almost completely blended in with the surroundings
-the GUI in-game gives a much darker and much more cliche feel: not only has it been used many times before, but the associations with other games are not really postive at all, nor does it add to the professioanl feel of the game; the text now is very difficult to read, 'cause the contrast between the background and the font colour is significantly reduced, and this makes it a significantly less pleasing experience to read text, and given that the game is text-driven and there is a lot of it, this is one very major drawback
-the battle-GUI also completly clashes with the tileset and makes the screen look much more cramped visually because it's so much dareker; it also blends into the tileset as it is not as differnet from the light blue with the black border used before, so it really is a nuisance to have on the screen at all and it's much more difficult to see the buttons; the re-working of the attack icons- that's another issue area as now they look completely unappealing, hard to see on dark background, using the most generic images used practically in any half-serious amateur RPG, instaed of using the unique, easy-to-identify, simple, and not visually daunting attack-icons- simple doesn't mean unprofessional; in addition, losing the original icons means that a very strong connection to TRPG2 has been lost, and I think that's a big drawback, as many players will otherwise be familiar with the icons from other games in the series
-when the objectives screen comes up for the battle, the button looks completely out of place, making a very unpleasant impression as it completely doesn't fit in with the writing stile nor the background- what was used before was much, much better and more natural
-the way the in-game menu has been re-arranged, and with the new style, I find it labourious to switch through the submenus and look at them: the GUI is visually very heavy, the contrasts are small and it's simply unpleasant to use it, as well, with the dark colours used and low contrast, it, again, feels very crampt and it doesn't look comfortable to use at all

One postive feature- the GUI does manage to convey the arabic feel a bit in the load-up page... but that is more than balanced already by the in-game graphics.

Overall: I strongly, strongly feel that the game lost a lot of visual appeal from this GUI overhaul and I very strongly recommend that the old GUI is brought back, along with the old attack icons. 'Cause the feeling I get from seeing this is a failed attempt at making the game look "professionally" made, so that people buy it, but instead, it lost a lot of its simplicity in style and easy-on-the-eyes, no distracting from battle/reading text/concentrating on the game visuals. I am confident that people would not mind having a relatively simply-designed GUI, that has a distinct style, but which is easy to use and isn't too graphically simple.
#43
TSoG Wish List / Somnus Wishlist
February 10, 2010, 07:06:33 PM
Carriying on from a popular thread in the old forums (see here) by im2smart4u.
What would you like to see in Somnus (w.r.t. new areas, NPCs, old teammates, old NPCs, changes, etc)?
#44
TSoG / TSoG Walkthroughs
February 09, 2010, 05:25:40 PM
Kindly share your thoughts and opinions on the state of the walkthroughs, the way they're divided, the way the info is provided, what other things you'd like to see, etc, etc, etc. Any feedback will be welcome!
(Just to point out, fuller versions exist on the old forums, whilst we're moved onto the new ones and, since the game isn't completed, the walkthroughs are not complete.)
#45
TSoG Walkthroughs / Side quests walkthroughs
February 09, 2010, 01:05:34 PM


Will add this in asap.
List on old forums can be found here, though it hasn't been fully updates yet.
#46
TSoG Walkthroughs / Character Upgrade's at Nameless One's
February 09, 2010, 01:04:03 PM
So that people don't miss some interesting abilities out by accident ;-)



CharacterAbilityStrengthPsy AttackPsy DefenseCost
GriffinBackhander-2-50
GriffinSlash123-250
GriffinDouble Strike99-500
RahelSplit Shot-2-50
RahelSplit Shot 2-6-250
RahelTrueshaft---10
SetMega Shield---50
SetLong Shield--11250
SetBig Shield--14500
SetStatic Shield-412500
SetSolid State Shield--17500
LucaJuxtapose-8-250
LucaJuxtapose 2-11-500
MalisShadowport-8550
MalisShadowport 2-108500
MalisShadow Blast-124250
ArmanLeap--550
ArmanMega Stab-10-250
DuvalierElemental Blast-7-50
DuvalierElemental Shield--750
DuvalierElemental Area Attack-1010(possibly less)500
DuvalierMega Shield--850
DuvalierFeedback--9100
DuvalierLong Shield--11250
DuvalierVengeance--131000
DuvalierBig Shield--14500
DuvalierElemental Big Shield-???

Extra requirements:
Some attacks, before become available, need to have another attack trained up to a certain level.

Luca:  Juxtapose requires Transfer  level 1
Luca:  Juxtapose 2 requires Juxtapose level 0.01

Duvalier: Elemental Blast requires Mind Blast level 2
Duvalier: Elemental Shield requires Mind Shield level 4
Duvalier: Elemental Area attack requires Elemental Blast level 2
Duvalier: Vengeance requires Feedback level 2 (2.01 due to rounding error)





I'll be addding more attacks to the list when they become available/I get enough gold in my game to unlock them.

PS
Added in Static Shield. Added in Slash and Double Strike.
Added in Main's new attacks. Added in Juxtapose 1 & 2. Added in Main's area attack stats. Added in Feedback, trying to figure out stats needed for Vengeance. Finally, got Vengeance, but have to check on the lower limit- I didn't level up other stats (e.g. Psy Def) when it was level 2.

In order to unlock all attacks for Rahel (the 2 extra so far), one needs about 1000 gold.
In order to unlock all attacks for Luca (the 2 extra so far), one needs about 1500 gold.
In order to unlock all attacks for Arman (the 2 extra so far), one needs about 1500 gold.
In order to unlock all attacks for Malis (the 3 extra so far), one needs about 2500 gold.
In order to unlock all attacks for Set (the 5 extra so far), one needs about 4500 gold.
In order to unlock all attacks for Griffin (the 3 extra so far), one needs about 5000 gold.

In order to unlock all attacks for the Hero (the 8 so far), one needs about 4000 gold. (This number varies with Hero's aptitude- the higher the stat, the less he has to pay to level up.)


This list is complete for v.143 (updated last 05/08/09)


#47
TSoG Walkthroughs / The Official Orb Walkthrough
February 09, 2010, 01:02:23 PM
Blood Orb

property: increases the Hero's hp by 15

available: from the beginning (or after mission 1 if initially chosen Psy Power stat is below 8 Â )

location: Crypt 1

method of acquisition: go into East Ravinale and enter the Library, go to the back of the Library and speak to the Guard there (the options you choose are non-consequential), then speak to the Librarian and accpet the side quest (walkthrough for the Librarian side quest can be found here). After this, go to the world map and enter Crypt 1 location. Solve all the puzzles and obstacles and reach Floor 4 (use the side quest walkthroughs if needed). On Floor 4, approach the chest and click on it:
-[Open the chest.]
-[Pick it up.]
-[Done.]

Finally, click on the books to be transported back to Ravinale.

disqualification: rejecting the Librarian's side quest and not getting the location of Crypt 1

Orange Orb

available: from the beginning

location:  West Ravinale

method of acquisition:

disqualification: completing Mahboob side quest in a different manner

I'll update this thread as new orbs come into play (I'll update the ornage orb walkthrough when I get some free time). Current as of v1.50.
#48
TSoG Walkthroughs / Initial Recommended Character Stats
February 09, 2010, 12:58:21 PM
"The best combination that will offer you the most advantageous start on brutal and lower would be a
"Psy Defence 7
Psy Power 7
Personality 11
Aptitude 11"
combination. The reason is that with personlaity 11 you'll be able to fit in all new teammates that you meet during the Prsion break mission and in Baz's Manor before you get a trainer in the game. This will be very useful for beating the cellar mission (especially on brutal) as you won't have to choose one teammate to leave out. Having 11 aptitude will allow you to complete a side quest connected to Arman in the most useful manner before undertaking the cellar mission (and the reward might come in very handy for it, especially on brutal). Having such low Psy Power and Defense will be compensated by teammates for the time being, and there won't be a single enemy in the game at this stage that could kill your main with one hit (potentially not counting Al'al or Azma, but if you play it smart, you won't have to fight them). And after completing the cellar mission you'll be able to level up your Psy Defense and Psy Attack easily enough."

For other opinions on the matter, you can look here, or post your own advice!
#49
TSoG Walkthroughs / Psy Duel: the mini game
February 09, 2010, 12:56:46 PM
TSoG has a more complicated cards mini-game in it, and for those new to it, it might not be quite obvious how to play it and what strategies to use. Thus, some time ago I compiled a quick overview of the game:

"Given that Psy Duel is a bit more complicated to play than Psy War, here is a list of basic actions and a few tips for the strategies.

You start off with 5 cards and each new turn you're given an extra card (unless your pack is full, that usually means that you can't play the cards available and the best strategy is to discard some of them by clicking on the rubbish bin and clicking on the cards you want to dispose of, then clicking again on the rubbish bin, to go back into normal selection mode).
Your and your opponents HP is 15 at the beginning of the game.

First of all, you can play more than one card during a single turn. There are essentially three types of cards: 1/3 of the pack are "merchants" and "smugglers", they provide different types of money (gold and silver, it seems) with which you can buy minions who can deal damage to your opponent's health; minions, up to 5 of which you can place on the board (you can place more than one during a single turn if you have enough money for the minions available to you) typically deal damage to your opponent, and their hp and damage they can deal are displayed on the minon card or by scrolling over the minion when it's on the board (the text will be displayed at the top of the screen), there are also special minions who can either augument your hp (the "Healer") or who can deal damage to other minions ("Energy Golem" and "Bowman") and one minion ("Assassin") who dodges attacks aimed at minions by other minions; the PsP cards that either affect the player's hp or affect minions- Pyro Blast, Feedback and Mind Shield belong to the former whilst Cryo Blast and Rage belong to the latter, and if you have enough PsP and two identical PsP cards (e.g. two Mind Shields) you can use them both in one go. Another useful thing to know is that discarding a card will give you 2 PsP.

So, during your first turn use all of the "merchant" and "smuggler" cards availbale to you by clicking on them twice (first click selectes them out of the pack, second click uses the card, if you want to de-select a card just click on another card or the "re-order" arrow above your cards). You'll see number of smugglers and merchants you have oppoiste their heads in your stats section in bottom right corner. Each card provides one gold/silver per turn and the merchant/smuggler will start providing the money on the next turn after you've selected them.

The next step in your first turn is to try and use any PsP cards you migth have:
-Mind Shield costs 3PsP and adds 3 HP
-Feedback costs 5 PsP and removes 3 HP from the opponent and adds 3 HP to you
-Pyro Blast costs 7 PsP and it removes 5 HP from your opponent.
I'd advise using them all in the first turn to gain maximum difference between yours and your opponents HPs.
During the first turn you'd have no use for the other two PsP cards just yet:
-Cryo Blast costs 4 PsP and deals 2 damage to an opponent's minion's health
-Rage costs 2 PsP and incraeses a minion's damage by 1

Click on "Done" to end your first turn.

Then it will be the opponent's turn and Ali will go through the same machinations. Then it will be your turn again, you'll recieve one card per turn (unless your pack is full). Here comes the tricky bit that requires luck: Â the merchants/smugglers should provide you now with gold/silver and you should be able to buy (sometimes that takes a few turns) a minion who could attack the enemy. Just select a card that you can afford, double click and the minion will appear on the board. Say you have 2 gold and a "Bowman" available to you. What you do next is press the "attack" icon and click on the Bowman on the boards (a little sword will appear next to the minion), you have to do that, otherwise the minion will remain idle. Then you click the "done" button ending your turn and your minion attacks. You can select all minions to attack your opponent or none at all if you're experimenting.

These are essentially the basics of the game. Just a few points to note: if you have a "healer", when selected to attack, it will deal 0 damage to the opponent, but will give you two extra HP. A nice combination would be to get a "healer" and then use a "Rage" card on him- this way he'll be healing you and attacking the opponent. Another useful thing is to use an "Energy Golem" or a "Bowman" because what they can do is attack an opponent's minions: if after selecting the "attack" button you click twice on a "Bowman/E.Golem", a little bow and arrow will appear, then click on an opponent's minion you wish to attack. The minion will then attack the opponent's minion instead of the opponent. Only the "Assassin" can't be damaged in that way as it dodges minion's attacks. Don't forget to use "cryo blast" as well- together with a, say, Â "bowman" you can take out a "Psy Fighter" that deals 3 damage.

Last two points to make: currently the enemy doesn't use his bowmen or energy golems to attack your minons (however, it does use cryo blast) and, apparently, in the future it will be possible to cheat at this game.

You're welcome to add your own tips on difficult situations and share your expertise.

Game modification: from now on, you don't lose gold when you don't use it during your turn, it accumulates.
Also, there is now a new PsP card: Dark Vortex, costs 9 PsP and deals 2 damage to all of your opponent's minions."

Also, here you can find the original thread and find what others have said about the mini-game. Feel free to post your thoughts and suggestions on Psy Duel. ;)

For those wondering where to find the mini-game, go to the Ravinale Docks and talk to Ali the Incorrigible, and play the game with him.
#50
TSoG Walkthroughs / TSoG Cheats
February 09, 2010, 12:51:16 PM
"For those of you who don't want to play fair, or find it hard to pass a hard battle in-game.
Beware: TRPG3 currently is the only Telepath project that has cheats in it (and not just exploitable bugs).
In order to use a cheat, start a new game and type (without brakes between words, capitalizing letters of each new word) the cheat as the name of the TRPG3 Hero.
The list of cheats and what they do is the following (and the user who discovered the cheat):

*highlight the text to read*

SoImpatient - Skip introduction (Prison Break) (Given)
Untouchable - Physical Resistance (KZ)
Charismatic - 99 Personality (KZ)
MrMoneyBags - 6K Gold (Given)
Inflammable - Heat Resistance (Barzul)
Unfreezable - Cold Resistance (Barzul)
RollingInIt - 90K Gold (Mr Manlyguy)
ABigCheater - Health and Power (the random one)
"

Here you can find the thread for trying to crack the remaining cheat codes.
#51
TSoG / TSoG Cheat Determination
February 09, 2010, 12:50:30 PM
As you might or might not know, TSoG will be the first projects in which there will be a number of cheats a player can use. However, Craig only gives hints at what the cheats do, but never gives them directly to us. So far our common efforts have yielded answers for all, but one of the cheats. And if any more will come, here is a place to share ideas, discuss any interpretation of the hints, show us succesful and failed tries!

Thus, as ender wrote, "in order to trigger cheats, enter them as the character name". They are all 11 characters long, can be several words, each words is written from a capital letter and there are no spaces between words. The cheat we haven't cracked yet is the one that gives Aptitude level 99.
What we know about it:
-the cheat is related to its effects
-it is 2 words
-the second word is a synonym for "scholar"
-it is two words, neither of which is an article
-one word involves knowledge or intelligence
-does not use the words: smartest, prodigal, brilliant, bright, pupil, or scholar
-does not contain any proper nouns
-no numbers

The last four points on the list were compiled together by Barzul.
So, what are your thoughts, folks?
#52
TSoG / What can you do in TSoG?
February 09, 2010, 12:33:09 PM
Quite a common question, this, and often crops up in development, so here is the succinct answer:

What you can do so far in TRPG3/TSoG:
-unfinished prison escape indtroduction
-talking to Ahmed in Ravinale Marketplace and getting randomly generated battles with bandits through him
-playing Psy Duel with Ali in West Ravinale
-completing the first mission in Baz's Manor (getting rid of the ghosts), with the final cutscene (at least, it is final for now)
-completing a side-quest for Arman that should take you to the docks
-a temporary area for randomly generated battles found in Deeper Downs, it will be replaced by something else later on though
-talk to the beggar in Ravinale Marketplace and if you're rude to him battle 3 Ravinale Guards
-talk to some of your teammates, read a bookshelf in Ravinale Library
-completing the second mission by visiting the Marid camp
-completing the 3rd mission by going south of the Docks (with possibly a cut-scene missing in the Bandit cave area)
-starting the 4th mission in HQ, aka Save Duvalier' parents mission (beginning of dialogue with Griffin, several cut-scenes, one battle, a bit of post-mission dialogue this mission isn't finished yet!)
-completing the first part of a side-quest for Umma (a woman in Marid Camp) that will involve a pet desert scorpion
-going to the Ravinale Docks, talking to the Businessman there, accepting his proposition then battling him and his gang
-starting a series of side-quests for the Librarian that will involve some crypts (crypt 1 completely in game, crypt 2 competely in game,  can get crypt 3 description only)
-visiting Psy Academy and talking to several people there including students, guards and a tutor
-completing a side-quest involving Mahboob, a woman from wealthy quarters and involving yourself in family matters
-starting a side-quest involving a drunk man Dayn
-starting a side-quest with the sinister assassin Al'al

I'll update this list when CraigStern adds in extra features. Current list valid for version up on 26/02/10
#53
General Discussion / Discuss sinisterdesign blog updates!
February 09, 2010, 12:32:57 PM
Post your thoughts on what CraigStern has to say in his latest updates on sinisterdesign.net!

I, for one, like where the new GUI is going, except for the look of the hand: this looks very-very starnge when not close up, as if someone simply removed all the skin from it... I definitely prefer the oridnary hand look. Other than that, the rest of the polish-up seems to be going rather nicely, with the GUI managing to convey the right atmosphere for TSoG.
#54
TSoG / Post / Download New Battles!
February 09, 2010, 12:25:43 PM
Honouring a long-time tradition, let's continue being creative!

This is what CraigStern has to say about it:

"This is now the official thread to post your own battles, and download battles created by other TSoG players. Here's how it works:

To Play Posted Battles
--Download the .sol file
--Find the directory where your maps have been saved ("the home directory"); if you want to keep them, back them up somewhere so they don't get overwritten!
--Move the .sol into the home directory.
--If you want the map to show up in a different slot, just rename it.
--Now just go into Map Editor, load that map, then hit Test Map!

To Post Your Battles
--Saved maps are named TelepathRPG3_map01.sol, TelepathRPG3_map02.sol, and so on.
--Find the directory where your maps have been saved. (Right-click C:, Search, type in the name of the file, and search. Make sure you've got searching for hidden files enabled!)
--Pick the .sol file with the number of the map you want to host.
--Post a screenshot, and attach the .sol file to your post."



PS
The thread was getting cluttered with a lot of messages with regards to how to post battles and download them, and any issues that arose during the process. All those useful/informative posts can be found in a new thread here. Now this thread has only submissions in it. ;) Upload and download them, folks!
#55
General Discussion / Posting Practice Thread
February 07, 2010, 05:27:52 PM
Right, now that we've moved forums, we have a slightly different system, somewhat, of adding extra features to your post apart from text. Some of you may know the system inside-out, whilst others have just started to slowly get their way around it.
This thread is for those who would like to vary their posts a little and to experiment around with tags (and hence, not clutter up the forums elsewhere): thus experiment away, create a post, then modify it as many times as you like until you get a desired result. Also, let the rest of us share in on your know-how so that we can all make full use of these forums. ;)
I'll then periodically purge this thread of experimental posts, keeping everything nice and tidy. :)


So, here is a useful code for hyperlinking to a word:
[http://url=www.somekindofaddress.com]here[/url]
#56
General Discussion / The Rules
February 07, 2010, 05:23:25 PM
As set by CraigStern on the old forums:
"All right folks, there are only a few rules for posting here (as of right now--more may be added later if the need arises):

-- no pornography
-- no hate speech
-- no spamming
-- no flaming
-- no advertising (as of 5-27-11)

Doing any of those things is a bad idea, and will probably get you banned from these forums.

What should you do, then?

-- be polite
-- use proper grammar
-- consult dictionary.com when in doubt about how to spell something

That's all. Now go off and have fun!"
#57
TSoG / TRPG3 Collab Side-Mission by LethalLaurie and KZ
February 07, 2010, 05:15:27 PM
I think this long-time-in-the-making thread would be a shame to drop, so here it is, the collab side-mission that was started well over a year ago by LethalLaurie and I. You can find all the previously published info here.  It's almost complete, or, rather, most of the dialogue is done, the stats are worked out for Gelf, the battles are more or less done (they require minimal adjustments like adding in new enemies). Main things that need to be done include character portraits, design and look of the "bird" pet, and a few other little bits and bobs. Hopefully, one day, it will make it into the main game.
#58
Forum Games / World Domination
February 07, 2010, 08:45:02 AM
Yet another popular game back on the old forums, started twice by "Game Crazy Kid", here is what he has to say about it:

"Well my first one happened to end successfully (all 220 points) so ill start a new one for more cash ^^

Its not called that for no reason. What you do is you add 1 point to a country while taking one off in each post.
WHEN A COUNTRY HAS 0 POINTS DO NOT REFER TO IT, ERASE IT FROM THE LIST.

And the end is when one country has gotten all the points. And then we start again XP

Small note: Switzerland cannot be added onto, it is free points.
You must show what you added onto and took off of.


Finally a small example
France: 11+
USA: 9- "

Here is the new countrylist:


Australia: 10
Canada: 10
Mexico: 10
Brazil: 10
New Zealand: 10
Belgium: 10
Norway: 10
Slovakia: 10
Turkey: 10
Nigeria: 10
Kazakhstan: 10
Thailand: 10
Kenya: 10
Maldives: 100

Le voila, let the best nation win ;)

Btw, an addition to the rules, to make the game more dynamic and not to stall, one cannot simply negate the actions done by the previous poster:

e.g. if someone goes  Slovakia: 11+, Turkey: 9-, you cannot make Slovakia: 10-, Turkey: 10+. Otherwise we can be stuck forever!

#59
TSoG Bugs / Gaps in and bugs in enemy AI
February 05, 2010, 07:48:12 PM
The initial thread can be found here. Essentially, help CraigStern imrpove the enemy AI in TSoG by making it more efficient- if you find a situation where the enemy could've made a better move, or attack in a way as to deal more damage to teammates, or simply glitched, write a short summary here (on occaison a screenshot can come in handy).
#60
TSoG Wish List / Formulated Enemy Ideas
February 05, 2010, 07:42:43 PM
Compiling posts from the old forums thread, with several "graduates" in the game already (e.g. Greater Ghost, Tigs).

"Given the lengthy discussions in the other topics with regards to new poential enemy units, where lots of ideas are brought to light, mixed in and discussed, but ultimately lost amidst all the paraphernalia, I'm opening up this topic where I (or someone else) will post ideas that have been suggested, widely discussed and supported by a variety of people: this way CraigStern will be able to notice the most significant ideas we come up with, whilst in those long discussion threads some ideas may not be noticed. Please, if you're going to post in this thread, post an idea along the similar format shown below that has been extensively discussed and widely liked, the best topic for putting out your initial ideas like that is here.

So, here is an initial list of ideas, with short explanations for each.


1). Initially, I proposed the Dev (halfway down first page, Uzbeki and neighbouring cultures reference) idea here about a year ago. Now that there are Jinns in the game (in form of Iblis), it would be nice to have a mobile Jinn (a Jinn possessing bits of rock, dust and sand, therefore highly mobile, though not as powerful as Iblis). Quite a challenging enemy to have, methinks, plus, the attack is a status-affecting one, in a way. And it will expand upon the ghost set. Â Rnadom attacks=unpredictable=challenging foe. Proposed stats:

Dev

Health: 30
Speed: 3
Attacks: Sand Blast (Range: 1 random tile, Damage: 8 ), Drain (one random enemy on the battlefield-same as Iblis, Draining: 6 PsP)


2). The Light Spriggat idea probably needs no introduction and it has wide support: a lot of people would like to see a Light Spriggat in action in TRPG3 (the general consensus on Light Spriggats being that they're all female, but not all female Spriggats are Light and that they're the strngest of the lot), as the general feel is that each element should have an affiliated Spriggat. The proposed stats, with a new status-affecting attack are as follows:

Light Spriggat

Health: 85
Speed: 3
Attacks: Light Breath (Range: 1-3, Damage: 18, reduction of max hp by 2)
Resistance: Light


3). With the introduction of Helenites to TRPG3, there was a general feeling that the Helenites will probably have better/different golems, so there are two ideas that got wide support. First, initially proposed by im2smart4u, is that of a mobile golem, with the mobility dictated by the use of a relatively light material: wood. Thus, it will be slightly inferior in most stats to the Stone Golem, but will have an advantage of being the fastest golem an enemy has. The suggested stats are thus:

Wooden Golem

Health: 30
Speed: 2
Attacks: Melee (Range: 1, Damage: 8 )


4). Another suggestion, again, by im2smart4u, is to have the Dorgon-prototype available as enemy- surely Helena would've studied Dorgon, and the Mechanics might've not had the resources to make another prototype. Plus, most of the graphics and stats have been worked out in TRPG2 already. And it will be a terrible enemy to face, as it will be a mobile Energy Golem, covering 3 rows on a map in one turn- quite a formiddable challenge! Hence, the stats may sound familiar:

Dorgon Golem

Health: 28
Speed: 1
Attacks: Laser Blast (Range: 1-11, Damage: 10), Burst Shot (Range: 1-3 horizontal, 2 Spaces; Damage: 15)

5). Also, with intorduction of Scorpions, Tig plants and, potentially Gelf with his pets, there has been also a general desire to see more animals in TRPG3 (seeing as that would add depth to the Telepath Universe). Going by the fact that the current animals seem all to be bigger than their typical real-life counterparts, and to make them easily fittable into a square tile, a few suggestions have emerged, notably that of a Praying Mantis, suggested by the random one, with a new Double Slash attack (from both sides, and possibly inflicting double damage on the person standing directly in front of it, since that person will be hit by two forelegs?). The proposed stats are as follows:

Praying Mantis

Health: 45
Speed: 2
Attack: Melee  (Range: 1, Damage: 12); Double Slash (Range: rightward and leftward arc, Damage: 10)


6). The Shadowling set has some sweet units in it, but there has been an idea to give it wider variety: as there has been some discussion about different types of classes, it would be interesting to see a Psy Asssassin class enemy around and see the difference in methods employed in order to achieve the same means, so im2smart4u proposed having a Shadowling Assassin and after some discussion, it was suggested the unit would use Shadowport, instead of speed 4, to get behind people and backstab them. Hence, here are the proposed enemy unit's stats:

Shadowling Assassin

Health: 45
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 10), Shadow Blast (Range: 2, Damage: 15), Shadowport
Resistance: Shadow


Hopefully, CraigStern, you'll like some of the ideas above and have time to implement them. I'll update with anything new that survives the test of time and of general opinion in the active discussion therads around."

A neat idea by im2smart4u:

"Mine

Health: 20
Speed: 0
Attacks: Explosion (Range: Omnidirectional+self, Damage: 25)
Counter-attack: Explosion (Range: Omnidirectional+self, Damage: 25)
Immunity: Mental"


"There is a general feeling that the Psy Academy enemy unit set would be nice to have in complete form, thus the following enemies were suggsested to complete it (especially as some were already featured in TRPG2). Plus, it would be nice to have a complete cape set (hence the general support for a Blue Cape unit) to play around with in map editor- methinks it will have great attraction (being complied of humans, and all) and it will provide for the most varied Psy enemies (as well as melee). An extra "bonus" is that all attack icons, the attacks themselves and the attackers have already been deployed in TRPG2 (or can be taken as compositions from different enemy units) and most of the attacks already have AI developed for them (e.g. Shadowling Guardian, Fernatus, etc), so less work needs to be done in implementing the entire lot. ;-)

Academy Guard
Health: 70
Speed: 3
Attack: Melee (Range: 1, Damage 15)

Black Cape (mental)
Health: 26
Speed: 3
Attacks: Mind Blast (Range 1, Damage  10), Feedback (Range 2, Damage: 15)

White Cape (Light)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Light Blast (Range: 2, Damage: 28 ), Light Bomb (Range: 3 X 3, epcientre 4 spaces away from the attacker, Damage: 20 )
Resistance: Light

White Cape (Pyro)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Pyro Blast (Range: 2, Damage: 28 ), Pyro Hail (Range: 3x3 cross, Damage: 25)
Resistance: Heat

White Cape (Cryo)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Cyro Blast (Range: 2, Damage: 28 ), Cryo Cross (Range: 1-2 Spaces Omnidirectional, Damage: 25)
Resistance: Cold

White Cape (Shadow)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Shadow Blast (Range: 2, Damage: 28 ), Dark Vortex (Range: 3 x 3, Damage: 20)
Resistance: Shadow

White Cape (Healer)
Health: 115
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 10), Mega Shield (Range: 1, Healing: 40), Big Shield (Range: Omni, Healing: 30)

White Cape (Mental)
Health: 95
Speed: 3
Attacks: Mind Blast (Range: 1, Damage: 15), Feedback (Range: 2, Damage/Healing: 22), Vengeance (Range: 1-3, Damage: 20)"

"Ok, this time around I revived an old idea of mine, and there was a general agreement that it will be a good enemy to complete the Ghost set (the Lesser Ghost name gave me the initial thought)- this could be used in later stage of the game, in crypts, etc:

Greater Ghost
Health: 65
Speed: 3
Attacks: Mind Blast (range 1, damage 15), Cryo Blast (range 2, damage 15), Cryo Cross (range- omnidirectional+1, damage 12)
Resistance: physical"

"Yet another idea by im2smart4u that got general support from the forumties, and may be quite useful to have in later crypts, pehaps?

Arrow Trap (Destructible Battlefield Object)
Health: 18
Speed: 0
Attacks: Piercing Bow (Range 1-3, Damage: 8 )
Immunity: Mental"


Let's hope that with time the number of suggestions will grow and we'll see more of these ideas being implemented in the Telepath projects!