Taleweaver
Jul 14, 2014
I don't know if Taleweaver wants to add something, but I am not commenting on Krimm for now, since... towards the end there's a big plot twist about her past 
No comment

Just this: Krimm's going to surprise you before the game is over.
fabulaparva
Jul 14, 2014
yayswords wrote:Fabulaparva has no life to finish it before me, obviously.
u mad, bro?
Haha I think he meant it as compliment. I was surprised how quickly you finished it too! Though I think the bomb-cheat had a big impact, right?
Heh, I took it as light banter, what my answer was as well. Honestly, I thought yayswords had finished the act and was already running some different builds when I posted that.

Anyway, I cheated with the bombs only 1 -2 times, just to try *if* I could do it. The bombs are pretty powerful even when used as supposed. I had a tactic of Riley casting energize on Krimm, Krimm kicking one of the annoyances from the back to the front and then Althea bombing them up, few times the enemy was dead before his first move.
No comment
Just this: Krimm's going to surprise you before the game is over.
Since we are still in the middle of the story, I'm
trying not to draw too many conclusions on the characters and their development, past, etc just yet. At least not to the point of giving them too much critique. (but I'm tempted, hehe) It's good that you "warned" about further plot twists, though, on Krimm's part. Before act 2 came out -- based on my prejudices on whatever preview data there was on her -- I was a bit worried that I'd strongly dislike her and love her skills only.

Seems that this is not the case at the end of act 2, and further plot twists are another bonus. Plus, my appreciation of Vaelis has gone up a big notch.
yayswords
Jul 14, 2014
to trigger a topic change - this is now the 0.8.14 thread
[to make yayswords happy
]
I'm not gonna touch the game for a few days I think. I like to build superparties. I can't do that if something important gets changed halfway, like traits did this time
By the way, check this. Jack said act 2 would be huge, but in terms of time played to complete it compared to act 1, I didn't find it huge. I might be alone with this perspective, but... a major reason is...
Well, act 1 spans across far many more game-days, which means more opportunities for stores to refresh, which means more shots at roulette

))
BTW the problem with getting too little exp from the act, Jack. Consider that we don't seem to get all areas explored. I'm not sure if I got quest set credit either, I don't really have a far progressed save where I can see the quest counter.
jack1974
Jul 14, 2014
BTW the problem with getting too little exp from the act, Jack. Consider that we don't seem to get all areas explored. I'm not sure if I got quest set credit either, I don't really have a far progressed save where I can see the quest counter.
No is because those values aren't the right ones

I just put some numbers when starting it so the XP bonus wouldn't trigger, but I have to actually count exactly. I think the quest might be 8, the locations surely less than 12. Will do it in next days.
edit: I'll consider for the quest number also Riley,Krimm and Chalassa's personal quests, even if they'll give 0 fame (since is something in the past would be weird that had an impact on today's fame). But beside getting the powerful items they'll also count towards the total quest amount.
renke_
Jul 14, 2014
I just had one case of Slumber not working - no damage preview and after casting it neither damage done nor an active debuff. I believe the logic is somewhere along the line: Take 10 % of base damage, effect has 100 % chance. But what happens if the damage is rounded to zero?
jack1974
Jul 14, 2014
Hm that's a good question, it should still trigger it, but I'm not sure the code actually does that. I think safest thing is to set a minimum damage, like 5, so the effect will trigger (since does few damage, the main purpose of that skill is the debuff, and if that doesn't trigger... is useless!).
Also I counted the quests/locations:
Location = 10 (was missing to count the Ratmen in sewers)
Quests = 9 (I'm going to add each personal quest, and also I forgot to give the reward both on XP and also on quest count for the Gamesh quest, the drug package delivery!)
The bonus for each is 500XP so you can get another extra 1000XP if you complete this

renke_
Jul 14, 2014
Hm that's a good question, it should still trigger it, but I'm not sure the code actually does that.
per my modding experience: effects of damage skills trigger only with actually dealt damage ^^
A minimum damage of 5 feels a little bit too high, as I regularly do damage in the 2-3 range (still at the beginning of act 2)
yayswords
Jul 14, 2014
Maybe that's why I couldn't seem to land Madness on Yeldin either

renke_
Jul 14, 2014
I just moved a backrow mob under guard to the frontline - though the effect is (according to the symbol) still active I can hit him without the damage redirected to the guardian.
yayswords
Jul 14, 2014
Yeah it wasn't always so but Anima changed it. I'm glad the buff stays though. I think it's perfectly WAI (working as intended). It would be annoying if you had to reguard people every time someone used something like Push.
renke_
Jul 14, 2014
I think it would feel more natural if the guard effect is bound to a position, not a person - though I have no idea if the RPG framework allows position effects.
yayswords
Jul 14, 2014
Yeah true. It used to be that they were protected even if both were in the same row though.
renke_
Jul 14, 2014
the former behaviour you described is even worse, but the current variant needs some explanation in-game - not everyone reads the forum
but another thing: I think the writer missed a nice place for making fun in Riley's flashback. I totally expected the coal transformed in diamonds - but no, the boring old gold thingy... Why did you have to exhume the well-known Philosopher's Stone and didn't include something new like the Thinker's Compactor, able to convert coal in diamonds?
jack1974
Jul 14, 2014
the former behaviour you described is even worse, but the current variant needs some explanation in-game - not everyone reads the forum 
Yes, need to think how to write it so that fits the space

As for Slumber I'll put 1 as minimum just to make it trigger in any case!
renke_
Jul 14, 2014
...works only if target stays in back row... [or similar]
regarding starting equipment: I had to invest most of the earned gold in the early phases of act 2 to bring Riley up to date - a little bit better than lvl 1 mage equipment would be imho okay
renke_
Jul 14, 2014
harr, I just triggered a boundery in your damage calculation: predicted damage for one nuke is 63-57. do you still use a model with fixed steps for damage reduction?
jack1974
Jul 14, 2014
No fixed steps reduction, how is that possible? lol send the savegame if you have it

maybe I messed up with the +1dmg every 5 difference I added on last build!
renke_
Jul 14, 2014
oops, I just overwrote the slot :/ but I will send you one if it happens again.
and I think Krimm changes her clothes while the flashback - before she wears the arena armour, afterwards her nomad's dress. and I wasn't able to peek

jack1974
Jul 14, 2014
You can peek later during the bathhouse scene

renke_
Jul 14, 2014
are the family quests all like the drug delivery? this one was very boring & repetitive, deliver package, fight mercs, deliver package, fight mercs, package stole, fight thief, deliver package, fight mercs, ...
If all drug deliveries would be intercepted no one (not even one of the 4 mighty families) could use this as sustainable business

and the Scent of Stars is announced as 10 % per round by the Gamesh clerk but the actual value is only 5 % - I will trust no one anymore in this rotten city....
something different: the effect symbols for bleeding and mirror damage are very similar, but the latter one looks like a temporary solution?