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myoksy
- after freeing Galan one has to meet him in the city, but no marker indicates this. (side note: this is the only char introduces with the "New member. Congratulations." pop-up)
jack1974
Yes but there's a pop-up message if you try to advance time/forget to visit him, so I think it's OK :)
jack1974

in some early battles you could kill a Lizardman with Sylrissa with one hit!


just started a new hard game and this still works (though with only one of the two lizard thieves, the second would survive with 1 HP left)

I think depends when you do the mission, as you level the enemy levels too and gain more HP. So it might happens sometimes, others not. Since are early missions better they be easy than too hard I think :)



Regarding shield bash will fix the texts, for pre-emptive strike in practice I give a speed bonus to party members, but I have no ways to "ensure" that will fight first (depends on the framework). I'll see if I can improve it though.
jack1974
I'm going to do an update now also because I found out the vampires killed on second full moon aren't "saved". So if you reload a save after the event they won't be correctly marked as defeated (I noticed it now since was coding the 3rd full moon battle!).
myoksy
- The Daemonic Talisman is worse than the Cthulhu Ring but costs much more

- general remark on the chars' icons next to a location: as they are displayed not all the time (many of the recrution sub missions don't have a symbol on the map) they don't imho really stream-line the game play. at least I still click every day on all locations to not miss anything.

- the chains effect was not lowered by one turn after I Bluffed one of the foes into attacking his comrade, and Mirror Damage seems to be also not triggered for friendly fire attacks
jack1974
Item prices not necessarily must reflect the values, and the portraits are displayed only AFTER a character is recruited, not before :) Maybe I can add an exclamation mark for the recruitment quest (but in the quest screen is explained what you need to do).

The chains/paralyze not influenced by what you say it's probably too complex to code, I'll change the description texts I think :oops:
myoksy
(but in the quest screen is explained what you need to do)

that's actually the reason why I cycle through nearly all location. Vision of Enok? Visit the swamp. Undead Cruise? Help Senya, likely at the docks. Dasyra's fait? Travel to Hammerhands. Forest corruption? I have a map of the environs of GrandTree.


The chains/paralyze not influenced by what you say it's probably too complex to code, I'll change the description texts I think :oops:

it seems unlikely that this will be noticed by many players, you could simply ignore it (especially as it's not possible to select the target of the attack)
jack1974
OK cool. I'll make a note to add some indicators for the recruitment quests when I have time. For the other issue I think I'll follow your suggestion :mrgreen:
myoksy
hmm, why can weapons change the defense value but not the attack one? (mostly I am curious, I didn't notice this before and while it looks strange it does not need a change : ))
jack1974
No particular reason, but the weapons have the damage which is added to the base damage calculations so that value is already powerful (even against a enemy with 99 defense, a +9 damage weapon will always do 9 dmg minimum). I think if I added even the attack, the weapons would be too powerful :)
myoksy
I *like* powerful weapons : P [plausible explanation, thanks]
myoksy
the double click to repeat the last action does still not work for party members? I tried to repeat rest on a paralysed char - the skill icon is coloured/highlighted, but clicking again does not trigger it.
myoksy
the skill description of magic chains says "2SP per turn", the effect description "1SP".
jack1974
Thanks :)

Regarding Rest I think that's the only one I don't automatically repeat in case people click it by mistake (since makes you skip the turn doing nothing). The others should work though!
myoksy
imo UI inconsistencies are worse (and where to stop? disable it for healing skills because one can accidentally use it on a healed char? disable it for AoE attacks because one can accidentally use it when the enemies left and right are already dead?)
myoksy
something's weird with dual-wield and counter attack - a normal double attack shows two damage values in the blood bubble, but when combined with the counterattack effect at first a bubble with one value is shown, followed by the normal two-number bubble.
jack1974

imo UI inconsistencies are worse (and where to stop? disable it for healing skills because one can accidentally use it on a healed char? disable it for AoE attacks because one can accidentally use it when the enemies left and right are already dead?)

Well normally it works - it's another issue with the framework, because treats the rest/defend action differently.



About the other issue, if I understand what you mean, the counter attack is a single hit, not two hits (even if the target is dual wielding). That's a limit of the framework and not sure if I can change that (I can try though).
myoksy
nah, not exactly. normally when hitting an enemy with two weapons the damage indicator blob thingy shows to lines with the damage for each of the two weapons. while the enemy has counter attack active this isn't the case - I noticed this with Sylrissa's cross cut (and cannot reproduce it with a normal dual-wield attack): at first the damage blob on the enemy is one with a single number, replaced by one with two numbers.
jack1974
Ah well, a minor thing then. Considering all the hacks I did to this system vs the original version, is a miracle doesn't crash every minute or so :lol:
Harbinger1975
Got a problem, Jack. Running into an issue that in the first full moon mission to attack N'Mar, infiltrate...whatever, it tells you to pick 6 characters to infiltrate. I have that, but it's blocking me from continuing saying I don't have enough when I do. I have seven (which includes my own character but it's more than enough). Help!