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jack1974
OK I was able to reproduce the 1st one :lol: interesting. Haven't found the second yet though!
myoksy
The first one was the same run, and first time the party visited the house. And I have a save game standing on the entrance field - interested?
jack1974
Yes, though I think I found what are they - the "fully randomly generated ones". I think those have problems. I will just change the layout or edit them a little. Also found a crash bug sometimes with the new gold assignment code so need to update anyway :) thanks
myoksy
I think my first example was one of the original fixed layouts? Not sure, though - and I just sent you the save game.
jack1974
Yes the first example was one of the original layout, the second one. Anyway just to be sure I moved the possible entrances distant from each other, so on next update shouldn't happen again :)
myoksy
And now I know why all your original houses have such a crazy layout ; )
jack1974
The fun thing is that I didn't design them like that because of this issue, I didn't even know back them. Was completely random :mrgreen:
myoksy
unsorted annotations:



fully party automatic level up: the button is only displayed when skill points are available (so every 2 levels), but attributes can be handled by the function.



enemy scaling: catacombs and story missions have a recommended level but if the party enters with a lower level the enemies are scaled down (and it is rather easy(ish) to explore the catacomb on lower levels). it would feel better when the recommended party level would be also the lower limit of the enemy strength - the foes should be overwhelming when a stupid party on level 8 enters the catacomb with a level suggestion of 12



"teleport": in the catacombs one can jump to every explored room, this is not the case for mansions (file under 'meh, consistency is not THAT important')
jack1974
enemy scaling: catacombs and story missions have a recommended level but if the party enters with a lower level the enemies are scaled down

Enemy in catacombs aren't scaled down, they have fixed values. When I try to enter with a party level 8 on dungeon recommended for 12, my party is wiped in 2 turns. Of course, if you have 50 gems equipped, that's another story :lol: However nothing can be done, it's not like I can't allow gems to appear until the player has done a specific dungeon level.

I will probably change the text somehow, since the meaning is more "if you aren't super-equipped with 50 gems, this dungeon was designed for level X".
"teleport": in the catacombs one can jump to every explored room, this is not the case for mansions (file under 'meh, consistency is not THAT important')

Well the limit can be added also to catacombs :) Originally was supposed to work like this too for houses, then I changed it but honestly I don't remember anymore why I did it!

edit: ah yes now I remember, because this way you could skip certain battles, since in the house you can leave some locations and go there later.
myoksy
enemy scaling: catacombs and story missions have a recommended level but if the party enters with a lower level the enemies are scaled down

Enemy in catacombs aren't scaled down, they have fixed values.

I found the "problem": Somehow my game is currently easy. And easy is really easy, you don't lie : )
jack1974
Haha OK good!
myoksy
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
Yes good idea will change it!
myoksy
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.
jack1974
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.
myoksy
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?
jack1974
you asked for more reports? sure, no problem :

If are real bugs or good improvements, sure. Apart this, no time for it since want to release the game this month :)

Robbery Screen: Why is the only exit an "ends day"? A "go back to map" knob would be appreciated.

This doesn't matter, since there's no timer/deadline. You can go back to the map the day after :wink:

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.

Yeah not worth it.

Snake Pit: Loosing the fight does not end the robbery directly - it is possible to explore the room completely.

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.

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?

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 :) thanks
myoksy

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?

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 :) thanks

it seems as if all spark hits, regardless of the target, are decreasing the shield.



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
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 :)
myoksy
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?