jack1974
Oct 30, 2014
Argh is because I forgot to put double %% (a character encoding format). Will fix this and upload 0.9.9.1 (I want to do the 1.0 when I have the last missing skill icons, which should be later today).
rooke30
Oct 30, 2014
(I want to do the 1.0 when I have the last missing skill icons, which should be later today).
YAY! I'll finally be able to play :3. I've already bought it but I want to wait until it's officially "out of beta" before I start it up.
jack1974
Oct 30, 2014
Well if you don't mind some "wrong" icons, you could play the game already now

Just uploaded 0.9.9.1 to fix the tweak menu crash.
jack1974
Oct 30, 2014
I got the latest icons, but I'll wait a bit to update in case need also to change something else

fabulaparva
Oct 30, 2014
Did you change the wind sound at some point or am I now spooked by it just because I'm using headphones in the dark and Halloween is coming?
Added 1SPRegen to Cobra, Giant Snake, and such so they can always use their base skill "Bite" (otherwise they were just defending!)
The snow spiders seem to have the same problem in Act1. I took the Giant down before the little ones and towards the end of the fight they had run out of mana and were just defending.
jack1974
Oct 30, 2014
Yes I changed the wind sound

Will add 1sp regen to the normal spiders too. I'm uploading the version 1.0 shortly, then tomorrow will announce in newsletter, since the game has been complete since 15 days already. Of course I'll keep doing minor bugfixes or tweaks if needed, but this way everyone who is waiting for the "end of beta" can play it.
Troyen
Oct 30, 2014
Slaves: Aggressive, Aggressive, Neutral, Unfriendly, Neutral, Unfriendly, Unfriendly
These fights drag on because the healers do nothing but spam life, restore, and perfect balance. (And if you're D/R, you don't quite have enough ranged power to completely nuke a healer in one around, unless maybe you picked the earth nukes.) Average fight time was 3-4 minutes on fast animations with two enemy healers, but only 1 minute with a single healer. Six minutes on the fight against a group of six.
I ran on the second option: +20% Attack, 10% speed, -10% HP, -20% defense. With the five fights it took about 20 minutes for the whole sequence (skipping dialogue). Still much faster than the last time I did this. Plus, they actually killed Althea twice and everyone else was <100 HP, so it was definitely more threatening than the simple long slog it was before. Going into the assassin with everyone injured and low on SP was a bit interesting, but I managed (with one death and almost a second).
I do think there's a risk of being too challenging depending on what skills people took (purification helps vs the assassin) and what consumables they had (I used half of Rowinda's candy), but I prefer this version. As a bonus, it turns the assassin fight into an earlier-game tricky single-target boss, so maybe you'll know to get some anti-boss skills before you hit the Deceit wall in Act 3. (The boss himself isn't too tough aside from his 233 speed, but starting the fight at 50 HP with a poison dot that ticks for 30 can be!)
I didn't realize you were changing the Twin Axes skill icon, but that icon made me smile. Krimm holding up a thundercloud for Adrenaline Rush is still the best though! (Okay, it's not really a thundercloud, but still.) The new song icons look great too. It's too bad Spinning Strike and Wreak Havoc look so much alike.
jack1974
Oct 31, 2014
I have planned to do a new icon for wreak havoc and bramblecoat, but I am not holding up today "soft release" for that

As for the slaves, good will take a note of all the battles suggestions. I mean I won't keep those tweaks global since is risky but I can change some specific fights like that one, using the values, after people confirm that is still possible to win.
fabulaparva
Oct 31, 2014
I've only tinkered with tweak option @ the very first merc fights in Act2 at Hard and NM difficulty. Using the +30% option causes silly actions with Gamesh mercs...they are once again healing themselves in the very beginning of the fight with potions when their health is still full (because their initial HP is lower, already under the threshold?) . Having the speed on highest option on HARD also leads to a situation where you get in heavy hits and and then the merc quickly heals. You get in more heavy hits, the merc heals, so the fights aren't exactly shorter, they just give you the first hit that's heavier than before and then throw around potions ... fast. . +20% option isn't as wonky, but similar behaviour can be seen. I'll get back to what the situation looks like with +10% option and later in the story with more crew members a bit later. :D
jack1974
Oct 31, 2014
I think the tweak can work only for certain battles, maybe the ones that were too long, like the slaves, but not in general as "always on"

I'm going to keep doing changes to the game but will be careful since I don't want to break anything. I've just uploaded it on my site live!

scary stuff!
fabulaparva
Oct 31, 2014
I'm going to keep doing changes to the game but will be careful since I don't want to break anything. I've just uploaded it on my site live!
scary stuff!
Oooh! Good Luck and Happy Halloween!
jack1974
Oct 31, 2014
Thanks

still keeping it in "soft release" mode so it shows on the site but I'll wait to put a big banner. I'll probably wait mid-November and then release it officially and increase price

BTW in the live version I tweaked the slaves fight a bit (not with Troyen exact values but very close, I was afraid to make it too difficult).
fabulaparva
Oct 31, 2014
General comments (that obviously require no action, just babbling here) after playing mob fights (bar + Dingirran archers, swordsmen and lancers + Ardin ... these guys don't heal so none of that silly potion-action

) ) in Jariel's memory crystal quest (still early act 2, played in Hard and Nightmare, both D/H and H/R combos):
1) Since the tweaks are in percentages, the effect on the enemies is hardly noticeable between the default and the +10% option at this stage of the game.
2) +30% option makes all prep work futile during a fight...their defense and HP are low enough to make just going at them a better option than allowing them any extra turns to take your HP down too much while you just stand preparing.
3) +20/+30% didn't feel like was harder than before, nor did I feel more threatened because of their attack power..I've had some of my crew members [ko] plenty before. If anything, being able to take down enemies (especially from backrow) that do not heal/resurrect fast makes the fights only faster and easier, not faster and harder/same difficulty
4) I have a strong suspicion that especially this +30% option (but maybe with later enemies also the 10/20% options) will make the Restless trait very lucrative in the long run, because it'll allow you to cope better with the increased dmg they do on you between the battles while they simultaneously go down quicker.
Anyway, I'll see if any of these observations will be applicable
at all to later fights (Steam tunnels, Rowinda's undead in Act 2).

jack1974
Oct 31, 2014
Yes probably the effects will be more noticeable in act3, in particular the HP one

But indeed the goal is not to change the difficulty which is fine, but try to shorter SOME battles while keeping (more or less) the same difficulty.
oberonblu
Nov 02, 2014
I checked in last night and was thrilled to see the last Act available. :D
I'm enjoying it so far, but I noticed a bug. In combat, I'm selecting Major Mana and Health Potions, but sometimes I get the animation and (I think) boost from Minor Mana Potions (which I don't have any of).
Also, as I'm posting, something else was on my mind throughout the playthrough so far. In Loren, we could charge back up with potions outside of combat. I read some of the dev notes and threads on the new mana system. I'd love to be able to recharge after combat before starting the next fight. Last night, I was in really rough shape after 2 simultaneous fights in the second desert area. I was going to rest in camp... but no camp.

I headed into the next area, intending to rest at camp, but then there's the minotaur. Unfortunately, I saved just before the minotaur fight... which I'm too low on everything to have any hope of winning. I was overwriting my incremental saves in the desert as it all seemed like grinding. I didn't want to grind through it all, again, so I had to run from the minotaur.

Even before, I didn't see an in-game/realistic reason someone can't drink a potion outside of combat.
Minor things! I've enjoyed so far and am happy to continue!
jack1974
Nov 03, 2014
Yes for the potions I used two generic potion animations, will check that.
Actually in Loren you can't use the potions, you are simply healed after each combat except some scenes, so basically the opposite of this game!

in the desert area in act4 you can do the camp until the last day.
I guess I can add some autohealing before those battles like the minotaur though.