Queen Of Thieves beta 0.8.7
- jack1974
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Re: Queen Of Thieves beta 0.8.5
Haha OK good!
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Re: Queen Of Thieves beta 0.8.5
The pre-combat screen describes the effect of an ambush as "double speed", this is not the case anymore according to your change log. It would be better to use "<party/enemies> can attack first" or so.
- jack1974
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Re: Queen Of Thieves beta 0.8.5
Yes good idea will change it!
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Re: Queen Of Thieves beta 0.8.6
new version, new nit-picking : D
if the party has to fight the alchemist in merchant houses she calls guards (or guards hear the explosion, I think those are the two outcomes with a fight) - but I remember only encounters with dogs.
if the party has to fight the alchemist in merchant houses she calls guards (or guards hear the explosion, I think those are the two outcomes with a fight) - but I remember only encounters with dogs.
- jack1974
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Re: Queen Of Thieves beta 0.8.6
They're guard-dogs! haha OK will check that. Of course I won't do an update just for this, so will wait more days before doing one in case something else shows up.
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Re: Queen Of Thieves beta 0.8.6
you asked for more reports? sure, no problem :
Robbery Screen: Why is the only exit an "ends day"? A "go back to map" knob would be appreciated.
Mad Inventor: The first few times are fun, later .. not so much. The main issue is the complete game of chance (I presume?), it would be great if the chars could learn about mistakes ("hey! I recognize this trap!") - but this would mean a global store of states and I don't know if this would worth the implementation time.
Snake Pit: Loosing the fight does not end the robbery directly - it is possible to explore the room completely.
Magic Shield (or how it's called?) and Sparks: Enemy had three rounds of the mirror buff thingy and one spark treatment disabled the buff completely. Should this be the case?
Robbery Screen: Why is the only exit an "ends day"? A "go back to map" knob would be appreciated.
Mad Inventor: The first few times are fun, later .. not so much. The main issue is the complete game of chance (I presume?), it would be great if the chars could learn about mistakes ("hey! I recognize this trap!") - but this would mean a global store of states and I don't know if this would worth the implementation time.
Snake Pit: Loosing the fight does not end the robbery directly - it is possible to explore the room completely.
Magic Shield (or how it's called?) and Sparks: Enemy had three rounds of the mirror buff thingy and one spark treatment disabled the buff completely. Should this be the case?
- jack1974
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Re: Queen Of Thieves beta 0.8.6
If are real bugs or good improvements, sure. Apart this, no time for it since want to release the game this monthmyoksy wrote:you asked for more reports? sure, no problem :
This doesn't matter, since there's no timer/deadline. You can go back to the map the day aftermyoksy wrote: Robbery Screen: Why is the only exit an "ends day"? A "go back to map" knob would be appreciated.
Yeah not worth it.myoksy wrote: Mad Inventor: The first few times are fun, later .. not so much. The main issue is the complete game of chance (I presume?), it would be great if the chars could learn about mistakes ("hey! I recognize this trap!") - but this would mean a global store of states and I don't know if this would worth the implementation time.
Yes, I noticed this mysefl while testing last night. I think though that would work: if the sisters escape jumping out of the pit (Thalia uses a rope or something, I don't remember) the snakes can't climb so they're safe. I thought would make sense in this specific case.myoksy wrote: Snake Pit: Loosing the fight does not end the robbery directly - it is possible to explore the room completely.
No it should reduce the target's buffs by 1, all of them: so if for example the target has 2-3 buffs should reduce duration by 1 to all of them. But not what you describe. I need to take a look then thanksmyoksy wrote: Magic Shield (or how it's called?) and Sparks: Enemy had three rounds of the mirror buff thingy and one spark treatment disabled the buff completely. Should this be the case?
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Re: Queen Of Thieves beta 0.8.6
it seems as if all spark hits, regardless of the target, are decreasing the shield.jack1974 wrote:No it should reduce the target's buffs by 1, all of them: so if for example the target has 2-3 buffs should reduce duration by 1 to all of them. But not what you describe. I need to take a look then thanksmyoksy wrote: Magic Shield (or how it's called?) and Sparks: Enemy had three rounds of the mirror buff thingy and one spark treatment disabled the buff completely. Should this be the case?
say you hit 2 enemies, the combat log reads like this
- <guy with shield> hit with sparks, reducing buff of <guy with shield> by one
- <guy with shield> was hit, reducing buff of <guy with shield> by one
- <guy without shield> hit with sparks, reducing buff of <guy with shield> by one
the first two are correct, the last not so
another thing: reducing the AoE effect has a side effect: encounters last notable longer. as the nuclear weapon of the warrior has now much less direct damage I (and I think others) use them more rarely and combats with especially many armoured guards are longish event. don't have a good solution, though - generally the current AoE is much better and preferable.
- jack1974
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Re: Queen Of Thieves beta 0.8.6
Ah OK then I know what's wrong. At least I think. Will take a look in the weekend (tomorrow busy with some real-life stuff).
Regarding AOE, yes I imagine now the battles will last longer, however as you said I am not sure what could be the solution. With the last tweaks though, people can get more money and gems early, so I think that could balance a bit the longer battles
Regarding AOE, yes I imagine now the battles will last longer, however as you said I am not sure what could be the solution. With the last tweaks though, people can get more money and gems early, so I think that could balance a bit the longer battles
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Re: Queen Of Thieves beta 0.8.6
regarding misses: I counted hits and misses (not _very_ accurately, mind you. I am trying to play a game here!) and the miss rate is in the ballpark of twice as high than I would expect it. maybe a similar issue like the critical hit chance?