The Labyrinth of Reptoran will have many innovative features, including:
- The ability to polymorph into another creature
- The ability to control multiple creatures at once
- Combinable spells (Dark Armor + Air Aura = Invisibility)
- Creation of items and map features (weapons, armor, potions, barricades,
walls, doors, traps, etc.)
- Potion levels determine effects (instead of B/U/C status)
- Monster combat AI evaluates friendly and enemy strengths and makes decisions
accordingly; for example, if a horde of goblins came across a hero, they
would attack since their combined strength is higher than the hero's. However,
once the hero carved up a few of them, the rest would run away, because their
smaller group can no longer stand up to that hero.
- A very easy content patching system that allows other players to add new
maps, monsters, items, and quests, as well as allowing for expansion sets
- A large amount of special levels
- Random and predetermined quests obtained based on a several attributes
(morals, reliability, combat, skill)
- Alignment, as well as the ability to change it; there will be many NPCs
with good alignment, many that are neutral, and many with evil alignment.
Pick your path - you will receive support and face challenges no matter what
you choose to do.
- Tactics that change more than your attack and defense bonus, such as non-lethal
tactics and blockading tactics, along with learnable combat techniques.
- A very large starting town with many interactable NPCs and realistic behavior
(stores are not open all the time, townspeople buy items too, maybe the occasional
thug in town who is chased by police)
- Skills increase is based on usage, plus you can learn from NPCs and manuals
(to a certain point obviously)
- A detailed storyline that sets up sequels (I have 3 planned)