Modifiers Reworked

When I started Absurd Area, I was rather proud of my various efforts to completely workaround the severe limitations of the Loonyland 2 editor... I put in over a hundred specials into just the starting level, to read your modifiers and modify your starting equipment.
I just deleted all of those specials. I won't need them anymore. It's kind of surreal...
No need to use complicated specials when you can just rewrite the code.
My actual plans for the modifiers didn't change at all - most modifiers are unchanged, except for a few based around your starting equipment:
- Heir cannot generate artifacts
- Toy sets your starting equipment stats to 1 across the board, for an extra starting challenge. This works with Heir and it is funny to start with 1 damage gold items.
- If neither of the above is selected, three other modifiers have been changed to alter your starting equipment stats.
Literacy sets your amulet to 35% damage but your parka to 0 stamina, Gangsta sets your parka to 3 defense but your axe to 0 speed, Knight sets your axe to 4 damage but your amulet to 0 magic.
These modifiers then remove themselves from your profile, so they don't change your appearance or whatever. It just gives you a fun little difference in the starting areas. Have fun with it.
Absurd Area
Status | In development |
Author | CPEG |
Genre | Adventure |
More posts
- Custom Special Loot84 days ago
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