Ahh, I know what happened. I didn't finish the game the first time around because of the Hersilia is already dead bug, so I went back and on the second run kiled the lieutenants.
Good at least it works now thanks
When attacks remove the effect it would work as a temporary truce and does not act only when not attacked.
Hah, that would be a simple solution indeed. If there's time I might also implement it now, since would solve the problem of being too powerful against bosses
jack1974Feb 06, 2018
I implemented it and it's fun. I might remove the duration only if the hit does a certain HP threshold though. I like the fact that you can hit a paralyzed enemy without consequences. But maybe if you hit someone for a damage higher than 10% of his total HP, I could lower it. Need to make some tests
jack1974Feb 06, 2018
Made the new update: having a minimum threshold was too complex to explain and also was pushing paralyze back in dangerous "overpowered" territory. I have raised the duration by 1, but kept bosses reduction of 1. So at the Basic level you paralyze them for 2 turns. I also reduced magic chains SP draing on expert to 2, since 3 was crazy (5x3=15SP drain with ONE HIT! insane ).
I played a few boss fights and maybe the paralyze now is more powerful but not dramatically like before (also because many bosses can heal/debuff the paralyze condition). In summary I think it was a good decision that made the game more fun without penalizing those who like to play with Jasper/Vaeril team, thanks for the suggestion
myoksyFeb 06, 2018
> a simple solution
and it took only 4(?) RPGs until it was proposed ; )
grey_duckFeb 06, 2018
Logic bug: investigating the corruption in the forest with Kusho and Vaeril, I successfully used agility to sneak around the woodcrasher. When I returned after fixing the corruption, the "woodcrasher we killed earlier dissolved". Never killed it. Unless they did it while I was in the brambles
jack1974Feb 06, 2018
Haha good catch, will fix it
FrankaFeb 06, 2018
I don't know what you've done, but the enemy speed is through the roof. I'm fighting 2vs2. My 2 guys take 1 action, the enemy then takes 14 actions in a row, killing Galen before I get another turn. My Speed stat is 9-10 times higher than the opponents AND I have pre-emptive strike (sending a save).
jack1974Feb 06, 2018
It's that fix I did a while ago to prevent the crash if an enemy speed was too low (if I remove it the dwarves don't run at lighting speed anymore), but obviously it didn't work as intended Will try to find a better way to prevent that bug and this new one. Thanks
myoksyFeb 06, 2018
unsorted remarks/notes/observations/bugs
- "missha takaka-na". I lol'ed : ) and "{size=-10}Hear anything?{/size}" looks maybe nicer than "<whispering> Hear anything?"?
- usability: clicking twice on an enemy repeats the last action. clicking twice on a friendly char reopens the skill menu.
- gain item works only once per battle, even with different skills.
- at the beginning of act 2 visiting the desert shows two options, "talk with Larik" and "explore the tomb". chosing the first also removes the latter
- the skill guard break does not work? I targeted a guarded enemy, the guardian was damaged but no turn removed from the effect
- I like the new shut down effects. as side effect dual wielding has suddenly disadvantages wrt to paralysed enemies, slow but deadly 2-hand weapons are probably better when trying to optimize the benefit of chains/pinning
jack1974Feb 06, 2018
Made the update, now the dwarves don't move at lightning speed anymore
unsorted remarks/notes/observations/bugs
- "missha takaka-na". I lol'ed : ) and "{size=-10}Hear anything?{/size}" looks maybe nicer than "<whispering> Hear anything?"?
- usability: clicking twice on an enemy repeats the last action. clicking twice on a friendly char reopens the skill menu.
- gain item works only once per battle, even with different skills.
- at the beginning of act 2 visiting the desert shows two options, "talk with Larik" and "explore the tomb". chosing the first also removes the latter
- the skill guard break does not work? I targeted a guarded enemy, the guardian was damaged but no turn removed from the effect
- I like the new shut down effects. as side effect dual wielding has suddenly disadvantages wrt to paralysed enemies, slow but deadly 2-hand weapons are probably better when trying to optimize the benefit of chains/pinning
Thanks will take a look at them. The Larik/Tomb is not a bug though (was reported by another user too) but simply to avoid the player doing too many things at once (and then have to click end turn for 15 days ) if you do one, you must wait to do the other.
myoksyFeb 06, 2018
the only real issue is Guard Break, everything else is running commentary you can pick up or ignore ; )
Akar DornFeb 06, 2018
Several days after dealing with "Kusho's colleagues" I've got dialog with him... which seems isn't scripted or even written yet. Not entirely a bug, I guess, but I think you should know.
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/plot/kusho.rpy", line 664, in <module>
NameError: name 'kusho_future' is not defined
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/gameflow.rpyc", line 761, in script call
File "C:\Users\Me\AppData\Roaming\itch\apps\Cursed Lands pre-order\renpy\ast.py", line 1702, in execute
if renpy.python.py_eval(condition):
File "C:\Users\Me\AppData\Roaming\itch\apps\Cursed Lands pre-order\renpy\python.py", line 1843, in py_eval
return py_eval_bytecode(code, globals, locals)
File "C:\Users\Me\AppData\Roaming\itch\apps\Cursed Lands pre-order\renpy\python.py", line 1836, in py_eval_bytecode
return eval(bytecode, globals, locals)
File "game/plot/kusho.rpy", line 664, in <module>
NameError: name 'kusho_future' is not defined
Windows-8-6.2.9200
Ren'Py 6.99.14.1.3218
0.8.1
Tue Feb 06 19:56:56 2018
jack1974Feb 06, 2018
No even the repeat last action on party must be fixed, indeed I just did it I probably won't do another update today though, I did the speed one since was breaking the game completely
Also thanks about the Kusho's bug, indeed that scene is not ready to be played in act2 (should be in next act)!
myoksyFeb 06, 2018
The zombie abominations are cute. can I romance them? (and I think bosses are paralysed for one turn less? chain lvl 3 works 5 turns for both normal and boss enemies)
jack1974Feb 06, 2018
Yes bosses one turn less (tsk you don't read my marvelous changelogs!). Otherwise it could be still a bit too powerful
As for guard break I think it never worked (I copied it from QoT code)! lol
myoksyFeb 06, 2018
and you do not read my comments. chains works for 5 turns, for both the abomination (marked as boss) and his less cute normal friends.
more running commentary: does Leena have an upgrade for her bow? I didn't find a better missile weapon for her in any shop
jack1974Feb 06, 2018
Ah no, I thought boss=vampires. No only the vampire lieutenant have 1 paralyze resistance, not all the bosses (it's not a general rule).
As for Leena I'm not sure, she can use only light bows. She's more a close range fighter
myoksyFeb 06, 2018
define one of the other high-end bows as a small one? the weapon is part of her initial equipment and it would be strange if no upgrade exists, imo.
Tonic and Purify are extremely similar, but the latter is worse in nearly all aspects (delay, healed percentage, removed debuff turns). maybe lowering the SP cost by one? or make Tonic more expensive?
jack1974Feb 06, 2018
I checked and indeed there isn't another "Light Bow", so I'm going to add a few more (there are medium/heavy bows).
I could make Tonic more expensive, it's very powerful right now.
myoksyFeb 06, 2018
or lower the benefits of Tonic? a skill with 4 SP cost will be unloved, especially as it's "only" a single target healing spell