Franka
Feb 03, 2018
If the enemy is a scripted boss, the battle will end on a successful talent check (not the whole battle, just a step of it).
Well, you should update the descriptions or something. So far, the only talent I've ever used that actually did what it said it does is one of the "end fight" talents. All enemies so far have been immune or fights have ended when the text says they should do something else. That's just confusing.
Regarding the speakers it's because those are randomized, so I can't know exactly who is talking either. I don't think I can show the corresponding characters (haven't tried but doesn't seem simple).
Ok, if the lines don't reflect the speaker's personality anyway, I guess it doesn't really matter.
jack1974
Feb 03, 2018
Well, you should update the descriptions or something. So far, the only talent I've ever used that actually did what it said it does is one of the "end fight" talents. All enemies so far have been immune or fights have ended when the text says they should do something else. That's just confusing.
Yes I need to explain it better in the skills descriptions. It's explained in the first boss fight but of course it 's not like players can remember it. Also enemies who have "no personality" are immune to the talents (like golems, monsters). But in that case I always display 0% in the skill success chance. I thought to disable them completely but then the player might wonder if is not a bug

myoksy
Feb 03, 2018
> But in that case I always display 0%
not always, see my comment on the previous page
> Yes I need to explain it better in the skills descriptions. It's explained in the first boss fight but of course it 's not like players can remember it.
it says something like "can only won with social talents" and this frustrated me a lot - with chances like 4% i my first play-through I wasn't able to defeat the young vampire in 10 tries (or so). I was really happy when I noticed that I could simply club him to death to win the battle.
> Yes I need to explain it better in the skills descriptions.
the description "target attacks another random ally" needs reworking. I thought "ally" means one of _my_ chars and the skill works similar like the guard skill, only with a randomized damage taker.
jack1974
Feb 03, 2018
OK I investigated a bit more

I can actually have the effect work even against a boss. So like, Demand = you get the item AND then the fight phase ends (like before). But at least you get the item! less confusing for sure. Also, I noticed that you were supposed to get XP even winning with social talent but wasn't working. Now it works, though I wonder if I should give the same XP amount as if you won the fight normally, or a bit less (like half?) since you used the talent... on the other hand since you don't get the loot, there's still that penalty anyway. So probably will keep same amount of XP
Regarding the lizardmen - it's because if the encounter says "battle to death" all the talents which makes enemies flee or cease fire don't work. I'll need to explain better in the battle log probably...!
myoksy
Feb 03, 2018
> it's because if the encounter says "battle to death" all the talents which makes enemies flee or cease fire don't work
ah, good to know. this is not self-explanatory
> though I wonder if I should give the same XP amount as if you won the fight normally, or a bit less (like half?) since you used the talent
the encounter is won fair and square within the game mechanics, giving less XP feels wrong (and playing out the battle without social skills can give loot and money, so the short cut is anyway worth less)
Franka
Feb 03, 2018
I can actually have the effect work even against a boss. So like, Demand = you get the item AND then the fight phase ends (like before). But at least you get the item! less confusing for sure.
I used Foster Doubt on Adede and there was no item gain (unless it isn't listed in the loot window).
I also used it where there was an item gain, so it's not consistent.
jack1974
Feb 03, 2018
> it's because if the encounter says "battle to death" all the talents which makes enemies flee or cease fire don't work
ah, good to know. this is not self-explanatory 
I'll make a pop-up appear the first time you do a battle to death, or maybe I'll just change the success chance to 0% for those situations (probably better).
And yes full XP even for social victory then.
I used Foster Doubt on Adede and there was no item gain (unless it isn't listed in the loot window).
Yes, that's how it works currently, but on next update you'll get the item!

myoksy
Feb 03, 2018
> or maybe I'll just change the success chance to 0% for those situations (probably better).
this is tricky with the Rational skill - it has two variants and only one is affected by the battle condition. maybe suppressing the "flee" option when the battle type does not allow it?
jack1974
Feb 03, 2018
Ah yes you're right. I'll remove the flee option indeed, that's the best solution in this case.
myoksy
Feb 03, 2018
just noticed that "losing" the stat check at the jackal encounter in the desert is better: fighting the three (easy) foes gives XP : )
jack1974
Feb 03, 2018
Hehe there's plenty of other occasions where if you fail the checks you end up in a fight. So "grinders" might want to lose on purpose!

myoksy
Feb 03, 2018
> I also noticed randomly a fun bug, if you buy the normal weapons they get all grouped under the same "kind", so all daggers, but they display only 1
> icon. At first I thought the buying wasn't working, then I noticed that the new daggers were added to an existing stack. So the solution is to have all
> the dagger use the same icon (no more randomized like before). Anyway I don't think many people are buying the common weapons/armors
I never thought of this a bug, the same type stacks in the stash regardless of the icon (and mixing colours was quite fun, the dual wielders had all long swords, but with different icons ; )). but now you introduced one: the same item does not stack anymore. I currently have two short swords in my inventory - the same symbol twice, not a stack with two swords.
jack1974
Feb 03, 2018
I think perhaps I'll leave as it was before then?
myoksy
Feb 03, 2018
I can only talk about myself: I noticed that identical items with different icons stack, but never thought it's a problem - they are identical, after all. at the moment with non-stacking items the situation is worse, as it clutters the inventory.
Oh, just saw that Take Aim even works on KOed chars, will the centaur shoot dead poor Nuala a second time? : D (Take Aim is AoE? It looks as if the first target was not the unconscious char but the one next to her, looks like a missing check ["don't apply on target without HP"])
myoksy
Feb 03, 2018
uh, Jack. you nerfed Debiitate even *more*. the delay was 10 and now it's 15 - I am seriously unhappy with the direction.
and the attack gets slower with higher skill levels? it is now overall a barely mediocre skill, imo. in earlier versions it was way too powerful, but now it's not exactly useless but boring and uninteresting. to use it tactically (i.e. defanging a powerful enemy) one has to priorise Agility even more.
jack1974
Feb 03, 2018
Yes I think is better too - less cluttering in the inventory and they're basic items anyway. OK I'll revert the change then (will work when shops refresh though).
As for take aim no, it's a debuff, the other attacks will do more damage.
and the attack gets slower with higher skill levels? it is now overall a barely mediocre skill, imo. in earlier versions it was way too powerful, but now it's not exactly useless but boring and uninteresting. to use it tactically (i.e. defanging a powerful enemy) one has to priorise Agility even more.
Ok what you propose? Since you're the master of debilitate skill

Franka
Feb 03, 2018
Kusho's Poison skill (Expert) says it does 150% base damage. Against this foe I'm fighting, his normal attack deals 13 damage, his Poison skill deals 1 damage. Eh? Oh, and Backstab (Novice) says it does 50% base damage, and deals 12 damage. Ehh?

Franka
Feb 03, 2018
Oh, I see. It has to do with elemental resistances. That's not very intuitive when we don't know what elements our attacks are.
jack1974
Feb 03, 2018
Oh, I see. It has to do with elemental resistances. That's not very intuitive when we don't know what elements our attacks are.
Yes poison is considered "Dark" resistance. I think there should be space to show the element attack type though

jack1974
Feb 03, 2018


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VoilĂ , added the element to the skill during combat
