Anyway, during my last and finally successful run-in with the Boss, something graphically weird happened to his head just before the fight:
Haha yes it was wrong sprite alignment, fixed
Skill-wise, I'm slightly annoyed about that Riley's Energize-spell. It takes 20SP and then you'll have to wait for 3 turns to get back all in all 30SP. The HP-amount is okay, because one doesn't pay in 20 HP to get the 30HP boost after 3 turns. Maybe it could give more SP per turn? *starts to haggle* How about 10/15 HP/SP per turn?
Not sure, for now I'm thinking to keep it as it is
I think maybe 1 or 2 of all failed stunts could lead to quest-failure, but maybe some of them could just give Riley some sort of negative status for first 1-2 turns into the fight? Just a suggestion, I'm not trying to delay the completion of the game here...
No I know, are good suggestions, need to think what to do with this quest. I agree that maybe having "sudden death" isn't cool, there should be something else. Maybe like first stunt 100% chances of success, and then the other ones gradually decrease (like 90-80-70-60-50 etc). Right now each stunt has 30% of chances to succeed and maybe is too low, since is enough one fail to fail the whole quest...
Lastly Jack, I thought we were supposed to reach max level in SotW, so therefore I assumed we would be able to unlock all 12 skills. Also having noticed that most traits affect base values (according to tooltip) I seriously regret ever going for the +magic, +attack and +defense traits. No way are they gonna pay off I think though, given that we get the traits for free, some classes (warrior/thief subsets) might just get opt to get 25 in every stat.
I can do that, I need to decide yet. I think I misinterpreted your early post where you said that players shouldn't be able to get all skills, perhaps you meant traits ?
And yes traits need some work, I think probably 25 is too low, I don't want each char to get ALL stats So this is surely one thing that will need to be tweaked. I think actually using some cheats I can already see some possible scenarios without need to beta test it manually. Will make some tests and adjust the values
And thanks for the graph
jack1974Jul 13, 2014
OK ROFL, using cheats, already at level 23 I could get TWO traits with Chalassa. Nah, time to tweak those values! I want players to be able to get max two toward the ends (level 28+). Maybe if needed will increase the bonus given by traits to compensate.
Thinking to have a main/secondary, like:
Toughness: Constitution (40) - Strength (25)
I think having 50 would be too much as primary requirement... doing some tests
TaleweaverJul 13, 2014
Idea for Riley's quest:
When he fails in one of his stunts, he still gets into a combat but cannot use a potion beforehand AND starts the combat paralyzed for 2 turns or so. If you choose to stand and fight, you get your usual buffs.
No auto-lose on not pulling a stunt, but still a nasty disadvantage to it, right?
jack1974Jul 13, 2014
Yes, though in this case some of the text outcomes should be changed
renke_Jul 13, 2014
not sure if already reported:
when Riley joins the party I switched to another char and got an exception with "AttributeError: 'PCDruid' object has no attribute 'UattributePoints'" (drop a line if you need the full dump or the save game)
This may be related to the save (rather oldish) but I though I mention it anyway.
jack1974Jul 13, 2014
It's a fix I have added to prevent the wrong reset of attributes bug, I tried various other methods but the only real solution was to add a field to the Character class. On reload (or when you load an old save) I add it automatically to the various char object (to avoid asking people to start from scratch... ). I tried here a bit and was working, I think happens if only one character levels up or something.
I hope the only solution isn't to start again the game from the beginning
edit: I tried to load a save just before you recruit Chalassa, and was fine. Not sure why triggered for you...!
you can reach 50 in an attribute if you put all points in it by level 24-25, so still some room before the end. In some cases I was able to get TWO traits, but at level 29 so it's fine
The last 3 traits are interesting, since require less skills but of a decent level. In any case, are less important than the first ones (even if you have high resistances, the spells will still do damage and anyway they're useless against melee).
Yes! This is the DEFINITIVE FORMULA! *nods*
renke_Jul 13, 2014
I hope the only solution isn't to start again the game from the beginning
as of unwisely applied modding I don't have any useful Act 1 saves left and started anew
jack1974Jul 13, 2014
Haha I'm sorry, though honestly I don't mind having someone who started from the beginning to make sure everything works fine
Applied the new traits, I changed so that all needed 2, because otherwise the layout looked bad, but the secondary stat for the first skill is 20 so easily obtainable, while the last 3 needs 35 x 2. Now is even better I think. Will be live on next update, waiting for more bug reports.
renke_Jul 13, 2014
the goblin camp is a windy batte area? no fair, now my selected druid nukes are not compatible to all fights anymore
yayswordsJul 13, 2014
No I meant skills Jack. We shouldn't be able to get every skill. There isn't really a skill build like that, only an order to achieve that 12/12 build. But if we can't reach 30 then ok.
That being said there's sure a lot we could do with traits. I feel like my characters are a total mess now because I've aimed for this and that trait, and then first found out that traits don't require skill points, and that they work with your base values, and now that you are changing them anyway. But it's a beta, if my act one ideas would be right all the way through you wouldn't be changing much at all
50 points in one attribute is very very steep. I could see myself going 20 will, 20 con, 50 something maybe. But damn would that take long. Know however that +15% base magic is like nothing compared to all the magic I get from gear.
As for Elementalist. If you are willing to blow 30 points into arcane and will, you are a mage anyway and have high magic and don't need the resistances too. It's gonna help the characters that don't need the help only. The other two feel more like "I probably don't wanna go 30/30 in these but for this trait I would", from a warrior/thief perspective, and that's better.
But now at last I can play with mah own music. \m/
jack1974Jul 13, 2014
the goblin camp is a windy batte area? no fair, now my selected druid nukes are not compatible to all fights anymore
Heh sorry time to insert more windy battlefields!!
No I meant skills Jack. We shouldn't be able to get every skill. There isn't really a skill build like that, only an order to achieve that 12/12 build. But if we can't reach 30 then ok.
Yes that is something I still need to tweak, together with traits. Maybe I'll reduce from 50 to 40 and put level cap of 25. I tested and at 25 you get 10 out of 12 skills, so indeed I could stop at that level so you don't get all the skills available!
fabulaparvaJul 13, 2014
What's New in 0.8.10
- ACT 2 DONE!!! obviously, still missing lots of final art like some skill icons, family banners, the BIG ARENA tileset in map, also an extra music track, etc.
From the first post. Is "The Thing" in the Lugal dungeons (Kiduu quest to kidnap Robinia back) one of those art-pieces that are still missing on purpose, or is this a bug:
EDIT: In the actual fight the sprite shows normally.
jack1974Jul 13, 2014
Ah no is a bug!! Somehow I didn't add the sprite to the code. Thanks fixed
renke_Jul 13, 2014
In Riley's skill both Shake and Magic Chains are described as dealing earth damage - was this intentional? Would be rather untypical for your approach to elemental damage
[and after seeing Riley's skill set I feel the druid is even more bland. And so far my gang is only half complete]
yayswordsJul 13, 2014
You gave Chalassa an air bow. You bastard. You've no idea how long I've been disappointed in her damage. Time for her to own. Could you perhaps give NPC's a normal weapon by default?
Also what was it, all thief abilities use their ranged weapon for damage calculations right?
jack1974Jul 13, 2014
Oops you're right! Damn is because I redid the skilltree lots of times
After checking them all, I think need to add a Fire spell since is missing. I'll probably change the magic chains to be Air, and turn the magic missiles in magic spark so are fire-based
(p.s. the druid is the only caster with all balanced elemental spells! can hit any enemy with the best element )
You gave Chalassa an air bow. You bastard. You've no idea how long I've been disappointed in her damage. Time for her to own. Could you perhaps give NPC's a normal weapon by default?
Is actually randomized But the weapon damage reduction shouldn't be too big, I mean I think matters more the actual base damage than the element.
Also what was it, all thief abilities use their ranged weapon for damage calculations right?
Uhm I think so (should check, but taking a bit of a break today except fixing serious bugs).
I think Chalassa might even be overpowered if you pick No Chances + Sudden Strike can defeat the frontline almost alone standing on the backrow
yayswordsJul 13, 2014
Yeah I didn't take No Chances... not sure why now.
I'm gonna regret saying this but, the Trinkets 'n' Treasures shop is a bit...
Well, I go from basically not ever finding any regen items (elsewhere in the game), to seeing jewelry here with up to 6 regen. Casino could be very rewarding here. The weapon selection is a bit limited but I've picked up two 5 HPR flails for my ranger too.