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Alex81
>_> Still running 0.6.7 , should I download 0.7.3 now, or is 0.7.4 -just- around the corner?

Would love to download now, -but- have to use phone => limited data , would rather not download the entire client twice in two days
jack1974
I am waiting for the final main menu, artist said should make it before end of month. Anyway, tomorrow will do another update since I checked the changes I have done and there are some important ones (to fix some potential bugs in vendors for example). So please wait 8-9h and I should do version 0.7.4 even if I don't have the main menu yet :)
jack1974
VoilĂ , just made the 0.7.4 update. The next one will have the official main menu, but I don't think too many changes to gameplay (except any potential bugs left).
reader
Thanks for the new game. A bit confused over the equipment and clothing options. You can buy new: hats, boots, etc for each character. But believe it is mentioned that there isn't really a stat improvement for these. The weapons comparison for sale items to current inventory didn't appear to be large improvements either. The former guard sister can get a weapon that is indicated to be a good improvement over her existing weapon. But didn't see what was offered as being an improvement for the other 2 sisters. Am I not following the indicated weapons value being sold properly? Also, the witch sister collects some item left after the eyeballs fight. She says that she could sell this, but I haven't been able to sell it or see it in the inventory. Is this a bug or is there not the opportunity to sell this item?
jack1974
Yes the armors don't have stats themselves but you can put gems in them (I think this is explained in the game?).

Each vendor sells stuff for each sister: the blacksmith for Kira, at the docks for Joanne, and fredrick for Thalia. The stats in this game are on a smaller scale but the weapons are different, there are some which are faster, other that give more damage, then 2 "super" weapons that have overall higher stats.

I don't remember what they get in the eyeball fight, but if it's a potion I need to change the texts, since from the last update you can't resell usable items (potions or bombs). Everything else can be sold instead.
BobTheMob
This might be only on my comp, but when trying to use a potion in the first battle none of them were coming up...
jack1974
I just tried and works. If you haven't equipped them in the screen before the robbery mission, this could happen though. I think maybe it could also happen if you do the pickpocketing and get caught. But apart those two specific cases, it should work :)
myoksy
Never remembered my former user or mail address again - but hey! Random user names FTW!



A few unsorted annotations:



Catacombs - that the consumables' inventory is reset bugs me, it's one unnecessary micro-management step.



Military - 6 or so duels in a row in one room. As it was tedious/boring this was the first and only time I chose one of those robbing missions.



Nobles - Vault exchange flavour text should be only displayed once, as the room is often passed multiple times while exploring



Warrior's Blessing - feels very weak, 10% barely settles one of nearly all anti effects (bleeding, poison, freeze, ...)



Backstab - very/too powerful (cheap, fast, -4 armour is _significant_)
jack1974
The consumables doesn't reset in robbery, but only in catacombs? I think might be a bug then, I can't remember a reason why I wanted to keep it that way only for catacombs :)



The military scene with duel happens once, if you mean the fighting pit with the dogs, there are 3 combats in sequence. Anyway that's a common problem of all robbery missions, what I've learned from this game is to NEVER have randomized RPG combat anymore. I had made like 50 different rooms, with a lot of randomized variants (one time the thieves could flee, another could counter attack, another time again a ghost would appear, etc). But it doesn't matter the amount, because since it's randomized, there's the chance the player will see maybe the same event 2-3 times in a row and be annoyed :oops: Unfortunately nothing I can do to change this right now :(



Regarding Warrior's Blessing and Backstab, will do some tests and maybe tweaks :) thanks
myoksy
The consumables doesn't reset in robbery, but only in catacombs? I think might be a bug then, I can't remember a reason why I wanted to keep it that way only for catacombs :)


Every time one buys an adventurer package the inventory is reset.


The military scene with duel happens once, if you mean the fighting pit with the dogs, there are 3 combats in sequence.

I mean the duels with The Shakal, The Dark, The Killer (invented names, forgot the real ones) - multiple times in one military mission, even in the same room. I think I may have save games somewhere if you're interested.


But it doesn't matter the amount, because since it's randomized, there's the chance the player will see maybe the same event 2-3 times in a row and be annoyed :oops: Unfortunately nothing I can do to change this right now :(

while randomizing the mission create a list of already chosen rooms and if the Random Number God is in bad mood and creates a given room multiple times throw the result out of the window in invoke the generator again.





and one more thing:

it is cruel (CRUEL!) to allow paralyze and chained effects with a duration of one round. either make the lower limit two rounds or define 1 turn as a misfire (i.e. no effect)
myoksy
I was wrong - the inventory in the catacombs is reset more often. I just entered a new level without new stuff and started without consumables.
jack1974

Every time one buys an adventurer package the inventory is reset.

Ah OK, then it might be a bug in that case, will check it out :)

I mean the duels with The Shakal, The Dark, The Killer (invented names, forgot the real ones) - multiple times in one military mission, even in the same room. I think I may have save games somewhere if you're interested.

Yes if you have saves feel free to send them. In the same building it could happen indeed (but it shouldn't, I need to check), but in same room no, I don't think (need to look but I'm almost sure).

while randomizing the mission create a list of already chosen rooms and if the Random Number God is in bad mood and creates a given room multiple times throw the result out of the window in invoke the generator again.

I know that is the solution, implementing it on the other hand... would be a bit hard to do. I'll see what I can do, but this mistake in general was making the mission random. Was better to maybe have only 15-20 fixed missions (like the story ones) and nothing else. Anyway, live and learn :)

and one more thing:

it is cruel (CRUEL!) to allow paralyze and chained effects with a duration of one round. either make the lower limit two rounds or define 1 turn as a misfire (i.e. no effect)

That happens only because of target's resistance (very likely bosses). This was a problem of the engine since Loren's, will check if is possible for the paralyze to not have 1 turn duration.
jack1974
Checked your skill tweaks suggestions:

Backstab: I reduced the damage but kept the armor destroy. 4 armor is at maximum level (Expert) so I think it's fine. With strikethrough you can destroy 1 armor to 3 targets, with this one 4 armor to 1 single one. Reducing the damage should make it less powerful.

Warrior's Blessing: Yes considering the average party values, 10% will be usually 5-7HP. I wanted to differentiate it from Joanne's one, to give a slow regen distributed on several turns. For now I tried to put a very fast delay, from 10 to 2, so I think the healing should work better.
jack1974
I was wrong - the inventory in the catacombs is reset more often. I just entered a new level without new stuff and started without consumables.

Haha I found the bug. It had some side effect as well: the items were added to the part inventory (so NOT the storage). Which means that you could end up with more than the 5 items you're allowed to.

Anyway, I fixed it and now seems to work fine. I just got word from artist that the new/final main menu should be ready soon (even tomorrow maybe) so I'm waiting for that before doing the next update :)
myoksy
and another small thing: it would be nice if one would be aware of the recommended when the gold amount for the next story step is named named.



for the 25k step is was unclear what is expected and I finished the catacomb at lvl 25 before I continued the story. it was a surprise to see the lvl 20 suggestion
myoksy
I suddenly have a target list with 10 or so explored robbing targets. saw this once before, I think both times after I manually explored two houses - when the list should have been empty it's suddenly full of juicy targets.



bug or feature?
jack1974
and another small thing: it would be nice if one would be aware of the recommended when the gold amount for the next story step is named named.



for the 25k step is was unclear what is expected and I finished the catacomb at lvl 25 before I continued the story. it was a surprise to see the lvl 20 suggestion

I don't understand what are you saying haha :lol: one is the amount of gold REQUIRED to advance the main plot, the other is the recommended level (not REQUIRED, just recommended) to explore a catacomb level :) Catacombs are independent from the main story (if you want you can even ignore it completely, though the final boss battle will be different).
I suddenly have a target list with 10 or so explored robbing targets. saw this once before, I think both times after I manually explored two houses - when the list should have been empty it's suddenly full of juicy targets.



bug or feature?

No when you have fully explored a room it should disappear, if you have a save can you send it? I think it might happen in some cases but with a save I could restrict the range :) thanks
myoksy
I don't understand what are you saying haha


I'll try again : )



Collecting the gold to progress the story takes a while (= many robberies = a few levels increase). For a player (i.e. me...) it would be easier to plan the game if the recommendation for the story progress would be more transparent, not only the amount of gold but also the level suggestion.



In my current game (the first one after buying the full version) it was totally unclear what and when to do. So I collected (slowly) money and visited mostly the catacombs. The lowest level had a PC lvl suggestion of 25 and (for me) suddenly and surprising the catacomb was finished.



Afterwards I bought the next story step and realized that the recommendation is only level 20, and just a few minutes ago I opened the final chapter and saw that the suggested level is 25, while my chars are already around 30.



Had I known the level suggestions earlier I would have robbed much less and used the auto-shop-thingy much more often.
myoksy
and another reset of the inventory: after beating Tomas before the last(?) fight the items view is shown with an emptied selection ; )



----



eta: also after the fights with only two available PCs
jack1974
Ahh OK now I understand! Yes I could inform the player earlier of the next plot mission target level, sure :)
and another reset of the inventory: after beating Tomas before the last(?) fight the items view is shown with an emptied selection ; )

During the mission itself? I manually empty the items in specific points, I don't recall adding something extra in the missions, though has been 3 months so maybe I forgot. If you can tell me exactly when it happens would be good. If you press F1 while playing, the current line is displayed on top-left (only during dialogues).