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jack1974
I don't even know why I did it like that in the first place!

ah, the excellent Italian wine : )

Haha, I don't even drink much wine, I'm more beer type :)

first feedback for the changed AoE damage formula: I like it. Before I used Wreak Havoc without thinking more or less every time as initial warrior action - and this is not useful anymore and more planning is needed (the nuclear first-strike option is anyway so ... inelegant)

Yes that was my initial reaction too, clearly the AoE were overpowered before :) In particular Wreak Havoc.
myoksy
something's off with XP points - I'm at the beginning of the second chapter and already lvl 19.



the last encounter were 2 snakes and 2 skeletons and gave over 1200 XP for each char
jack1974
Haha wow, OK that needs changing then :lol:

The thing is that there were two formulas, but only one used. Probably I kept the wrong one :)
jack1974
Made update 0.8.3, I found the mistake I was always multiplying XP based on enemy level (hidden), but in the previous version I was doing that twice... with some bad results. Now is the same as was before (I tested with 0.8.0 several fights and got same amount).
myoksy
just downloaded it - and think I found an old-as-stone issue with merchant houses: one of the rooms is with a pendant, when one chooses to search the room instead of taking the heirloom the net result is the sum of both the pendant and the found gold : )
jack1974
Need to look since the outcome of the choice is random, maybe in one occasion can trigger that bug :)

Also found another issue with the XP: in previous versions the actual XP given was inferior to the one you'd see in the battle preview, so it's still too high vs before.
jack1974
just downloaded it - and think I found an old-as-stone issue with merchant houses: one of the rooms is with a pendant, when one chooses to search the room instead of taking the heirloom the net result is the sum of both the pendant and the found gold : )

I looked but I don't think it's possible what you say. If you choose "Leave the pendant but search the room", the outcome is that they get some gold:

"You find other valuables, in particular jewelry belonging to the couple, worth [RND_robbery] gold."



RND_robbery is of course a randomized value of the target's house potential gold amount :) So they don't get the pendant but find other jewerly/stuff worth X gold.



As for the XP this morning with fresh mind I finally found the issue: what you see before the battle is the TOTAL XP AMOUNT of the encounter. Then, on the post-battle screen, it gets divided by the party members (which in this game will almost always be 3). That's why they two amount didn't match before :oops: Now I have added a small text explaining how much each sister will get in the party setup screen so it's more understandable:

https://pbs.twimg.com/media/CrAp89FXgAEulXm.jpg" style="max-width:100%">

This will be on next update, but I'm waiting to see if something else shows up. Current version will still give much more XP than intended even if not an insane amount like before :lol:
myoksy
when one chooses to search the room instead of taking the heirloom the net result is the sum of both the pendant and the found gold : )

I looked but I don't think it's possible what you say.

We are both correct: The actual party gold is increased by the second amount (found valuables in the room) but the "Stolen gold" info of the robbery displays the sum.



[Party gold 2615]

[Stolen gold 0]

[..]

[Pendant with a worth of 164 gold]

[..]

[selection] Leave the pendant but serach the room

[..]

[box] You got 154 gold coins.

[Stolen gold 318 (= 164+154)]

[Party gold 2769 (= 2615+154)]



And while trying to find the pendant room (the Random Number God* _hates_ me):

New bug! New bug! If the watch dogs get the party when using the backdoor and one chooses to flee the robbery is not ended.
As for the XP this morning with fresh mind I finally found the issue: what you see before the battle is the TOTAL XP AMOUNT of the encounter. Then, on the post-battle screen, it gets divided by the party members (which in this game will almost always be 3).

I knew this. You should ask people actually playing the game about details : P


Current version will still give much more XP than intended even if not an insane amount like before :lol:

The pacing was imo nearly perfect - my last two play-throughs (after the first one mostly used for fooling around) ended with the needed 50k very near the recommended endgame party level (on normal, after lvl 4/5 I robbed only nobles and sold _lots_ of gems.



*) I am curious and have two RNG questions:

- What's the chance for a near-miss with halved damage? I don't have hard data but missing seems to be more often than criticals with a chance of 30+% (but this could be biased, negative experiences are more memorable than positive ones)

- The help says that exploring has a "small chance to get into trouble". I explored and robbed many many houses and never got into trouble. Can this actually happen or was I simply lucky?



--------------------------------------

eta


reached that point of development when I am like "come on stop finding bugs, I just want to release the damn thing soon!" :P #gamedev

haha. I already keep wondering why my forum account is not blocked.
jack1974
We are both correct: The actual party gold is increased by the second amount (found valuables in the room) but the "Stolen gold" info of the robbery displays the sum.

Ah yes because I stupidly do the total money stolen calculation in the same function I use to generate the random amount. Will need to change some stuff, this could have also happened in other scenes (not sure if / how many though).
The pacing was imo nearly perfect - my last two play-throughs (after the first one mostly used for fooling around) ended with the needed 50k very near the recommended endgame party level (on normal, after lvl 4/5 I robbed only nobles and sold _lots_ of gems.

Wait so you mean that the CURRENT XP amount reward is better than before? I could increase it a bit then... (the one I am testing now is the same of the 0.8.0 version).
- What's the chance for a near-miss with halved damage? I don't have hard data but missing seems to be more often than criticals with a chance of 30+% (but this could be biased, negative experiences are more memorable than positive ones)

If I understand correctly your question, the percentage is the one displayed below the damage preview, so 81% means has 81% of chances to hit.

Criticals you mean the critical hit stat? that is compared to the target's speed to determine the number above.

the formula is:
[code]round(75-pTarget.getValue("Speed")+self.user.getValue("Critical Hit")*100.0) <= RndInt(0,100)[/code]
so if target's speed and attacker critical hit are the same, the chances are 75% (the Critical Hit is multiplied by 100 because how it's used internally but the result is a round number).
- The help says that exploring has a "small chance to get into trouble". I explored and robbed many many houses and never got into trouble. Can this actually happen or was I simply lucky?

Ah no, I wrote that but I never implemented it, because it was too much of a pain. The only way you get into trouble is with pickpocketing. So yes need to change that text :) thanks
jack1974
Maybe I understand, you asked the critical hit formula? is this one:
[code] def crit(self, pHand):
base = 100 ##self.getValue(self.charClass.cStat)
#base /= 100.0
mod = self.getValue("Critical Hit", pHand)
if base*mod >= renpy.random.randint(1,200):
return True
return False[/code]

since the Critical Hit is stored as float number, I used base=100 * value. So in practice I think you could be right and the chances are halved, however I think as it is now works fine, increasing that chance would make the game a lot more random (since enemies can do criticals too). I'll check but maybe change the values displayed in the character screen to match the existing formula, definitely don't want to change this now!
jack1974
Oh also:
haha. I already keep wondering why my forum account is not blocked.

Hmm I never thought of that!!!!!! :twisted:

I'm joking, of course I'm just eager to put the game out :) so every new bug hurts, but on the other hand means that when it's out will be very well tested (for Loren for example I fixed some very serious bugs even 2 years after the release!).
myoksy
The pacing was imo nearly perfect - my last two play-throughs (after the first one mostly used for fooling around) ended with the needed 50k very near the recommended endgame party level (on normal, after lvl 4/5 I robbed only nobles and sold _lots_ of gems.

Wait so you mean that the CURRENT XP amount reward is better than before? I could increase it a bit then... (the one I am testing now is the same of the 0.8.0 version).

no no no, I meant the XP amount before 0.8.1, sorry if I was unclear.


- What's the chance for a near-miss with halved damage? I don't have hard data but missing seems to be more often than criticals with a chance of 30+% (but this could be biased, negative experiences are more memorable than positive ones)

If I understand correctly your question, the percentage is the one displayed below the damage preview, so 81% means has 81% of chances to hit.

ah okay, I never connected the game option "enable/disable misses" with this value. thanks and sorry for the stupid question. so my feeling _was_ biased : )
jack1974
Well you helped me to find out the critical hit % was wrong :lol:

I have changed it so that now gives 50% more damage (before was 100%, aka double) but the value is the one displayed. So if you character has 30 in critical, will critical hit 1 attack out of 3. But with 50% more damage instead of 100%, I think should be fine. Will do an update later today with this change.
myoksy
as a small remark: I don't like Magic Chains that much, though I'm not sure if I simply using it wrong - maybe other players have a very different use case. on the one hand the skill is extremely powerful (highest direct damage, does not trigger counter attack) but it is so darn slow and this makes it less useful as paralyze skill, arguable the main function of the spell.



when the target is chained for only 2 rounds it's nearly impossible to renew the debuff as waiting is shorter than the reload time of the mage (and 50 % slower than the second paralysis skill). I would like the skill much more if it would be less powerful (maybe similar damage like the elemental spells?) and a tad faster (10 would be identical to Rest, for a similar fast foe the debuff could be renewed)



as I said before: it is totally possible that I misuse the skill and paralysis is not the intended main function, so other players should chip in
jack1974
The thing is that if I had damage low, it would be basically useless against Bosses, so I kept damage high. It was a common complaint for SOTW paralyze spells. Though is possible that here is different since gameplay is quite different. As you say probably should get some more opinions before doing any changes.
myoksy
Lower damage, not low damage : D iirc the other paralyze skill has a damage of 150%, still in the "ouch! that hurt!" level.
myoksy
it is possible to walk through walls, the connections between rooms are without function. can I upload images here? I made screen shots of my not exactly nondestructive strollings in a couple of houses.
jack1974
No I disabled uploading images but you can always email or use http://imgur.com/ :)
myoksy
I don't like multi-stop solutions : P But anyway: http://imgur.com/a/c0h5T and http://imgur.com/a/xNbvX.
jack1974
Checked the images: the first, since there are two entrances, is OK, once you enter all entrances are unlocked. Unless it was on the same run?

The second instead I don't get it. Do you remember which area it was ?