Desktop Forums Blog Support Patreon
Official Steam Group | Patreon Chat
jack1974
Bear in mind though that +magic for a druid is everywhere, whereas a warrior with as much as +10 attack from gear would probably be considered insanely well geared. There's just jewelry and the weapon. The magic vs. magic ratio is always gonna be much more favorable than the attack vs. defense one.

Yes true... even if with attributes you can still increase attack. Well it could be like in other games where the magic users starts a bit lower than other classes but then excel at higher levels :) Will do some tests and see what is better, I might just leave Quarterstaff as it is now and add a fixed dmg value bonus to Mages. Need to do some tests.

Oh also. You can open inventory in the battle setup screen but after like 20 builds you still can't use the hotkey for it :P FIX!

Is because the "screen" associated with the i key is hidden, but I can change it.

(P.S. You sure about no cap? I've seen Vaelis' damage variance be 80-102 and 100-102 and I think even a flat 102 once. Plateaus?)

Yes the only cap is the damage multiplier, but that's not a DAMAGE cap. Damage cap would mean that above value X I do some reduction so you can't do higher than that. In this case if you level up and keep adding attack/magic, damage will always become more and more powerful.
yayswords
Might be setting yourself up for headache though. Wouldn't it be easier to just make it equally difficult/easy to increase magic and attack?



As for increasing them with attributes. My current plan for druids is to get a few attributes to 25 (arcane, skill, probably agility) for traits and then go mad con/will. Or well, gradually get to that anyway. 2 attribute points for +1 magic feels very expensive when I can get it so easily from items. For a hunter on the other hand I would feel quite compelled to go very heavy strength because +attack is so rare.
Troyen
Bear in mind though that +magic for a druid is everywhere, whereas a warrior with as much as +10 attack from gear would probably be considered insanely well geared.

You sure about that? Thought I've seen at least helm, shoulders, boots with +attack and maybe bracers/gloves. (Of course, I just wiped all my saves, so I can't confirm, but it's one of the armor stats I prioritized.)
jack1974
Might be setting yourself up for headache though. Wouldn't it be easier to just make it equally difficult/easy to increase magic and attack?

I think if attack is a bit more difficult is fair, since as you said you can always use melee that is a fast attack and consumes 0 SP. While for mages you must use SP to do damage (the magic bolt isn't really that powerful).



You sure about that? Thought I've seen at least helm, shoulders, boots with +attack and maybe bracers/gloves. (Of course, I just wiped all my saves, so I can't confirm, but it's one of the armor stats I prioritized.)

It was like that in a previous build but was a display mistake, armors won't increase attack.



However thinking about what yaysword said, a solution would be to re-add attack for armors and also display the threshold value (the one that influences stagger). HP/SP regen should be very rare, so doesn't make much sense to display it for all the armor slots if then is going to happen only with jewelry... so yes I might do that.



I uploaded 8.8.8 which now has the attack/magic value balanced, reduced a bit the melee since was clearly overpowered vs Mages. But I might still do that gear change above, I need to do some tests creating a full high level equipment and raise characters to level 30 to see what values they could have first :)
renke_
This is basically impossible :mrgreen: I think you've been playing too much the first act.

I cannot prove it.



But I do have a save of shortly before the shop visit (ranger ownes a poison crossbow) and in the shop, ranger equipped with a air crossbow, a second air crossbow in the inventory and no poison crossbow to see (neither shop nor party inventar). And still 2 of the air crossbows for sell - this makes 4 of them, afaik shops create up to 3 pieces of an item.
yayswords
Why can't the magic bolt be comparable to a normal attack for damage then?



If mages do more damage with abilities and less without I think you're just risking they suck early and own late.
jack1974
Why can't the magic bolt be comparable to a normal attack for damage then?



If mages do more damage with abilities and less without I think you're just risking they suck early and own late.

Because the Quarterstaff have low damage compared to the other weapons as said before.

Late won't be a problem, as always will depend on how I define enemies. I am just going to have a solid base to start and after the armor item change, I won't touch ever again the damage calculations. I've spent more time on this than making whole Loren game :lol: (and besides, now is OK).
yayswords
I mean why does it have to be that way, can't caster and melee weapons do like same damage and +magic and +attack be as common/rare? :)
jack1974
I have experimented and defined the base quarterstaff as 8 damage: using your save, now the mage does 21 dmg with magicbolt and vaelis 29-33 with melee. So I'll keep this for now.

As for attack, I'm adding that to armor but is rare, because the armor have a lot of slots and should be used more for defense.



To your question is hard to answer because in theory their base damage is the same, but then there are 3120983021 calculations, resistances, position, etc so... I have no clue :lol:

But after next update things are working really good :)
jack1974
https://pbs.twimg.com/media/BoZkCMqIMAA9MP7.jpg:large" style="max-width:100%">

voilĂ , Vaelis level 30 with all rare items armors :o

Since it won't be easy to get ALL armor slot filled with a level 30 Rare item (if not impossible I think) those are the maximum values obtainable through attributes and gears.

The druid without any specific gear was 89 Magic and still had a decent amount of HP (490 something). Making those tests were useful to understand the progression that the character will have through the game.

Did also some test fights and everything seemed balanced. I might still make some occasional mistake in specific battles of course. But I REALLY think that I don't need to touch anymore the damage calculations, gears, leveling up, and so on (finally!! :lol:).
renke_
bah, just finished a 0.8.7j/0.8.8 game and you published a new build :-/



do you still need saves of the Act 1 ending?
jack1974
Yes, the only change I did in last version are the items, but on Dingirra I can buy new ones :)
ValHallen
I got a error when figthing against the skeletons in the graveyard:


I'm sorry, but an uncaught exception occurred.



While running game code:

File "game/plot/map.rpy", line 702, in script call

File "game/plot/sidequests.rpy", line 1259, in script call

File "game/script.rpy", line 2105, in script

File "game/script.rpy", line 2110, in <module>

File "game/RPG Framework/enviroment.rpy", line 736, in execute

File "game/RPG Framework/character.rpy", line 205, in die

File "game/script.rpy", line 71, in AddBattleField

File "game/RPG Framework/effects.rpy", line 63, in addTo

File "game/RPG Framework/character.rpy", line 64, in addEffect

KeyError: 'Default'



-- Full Traceback ------------------------------------------------------------



Full traceback:

File "game/plot/map.rpy", line 702, in script call

File "game/plot/sidequests.rpy", line 1259, in script call

File "game/script.rpy", line 2105, in script

File "C:\Users\Kleber\Desktop\Jogos\SOTW-0.73-all\renpy\ast.py", line 756, in execute

renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

File "C:\Users\Kleber\Desktop\Jogos\SOTW-0.73-all\renpy\python.py", line 1382, in py_exec_bytecode

exec bytecode in globals, locals

File "game/script.rpy", line 2110, in <module>

File "game/RPG Framework/enviroment.rpy", line 736, in execute

File "game/RPG Framework/character.rpy", line 205, in die

File "game/script.rpy", line 71, in AddBattleField

File "game/RPG Framework/effects.rpy", line 63, in addTo

File "game/RPG Framework/character.rpy", line 64, in addEffect

KeyError: 'Default'



Windows-7-6.1.7601-SP1

Ren'Py 6.17.5.492

Seasons Of The Wolf 0.8.9

Pace675
Lol dammit Jack downloaded 0.8.7j yesterday and now we're already up to 0.8.9? XD



Keep up the great work.
jack1974
I got a error when figthing against the skeletons in the graveyard:

You loaded a previous version save, right? otherwise that shouldn't happen anymore!
Lol dammit Jack downloaded 0.8.7j yesterday and now we're already up to 0.8.9? XD



Keep up the great work.

Lol thanks, hopefully next update will have act 2 :mrgreen:
jack1974
Thanks to some suggestions I got through email by renke, might add some new features to make the Druid a more unique class: in practice replacing his bolt that damage HP with one that damages SP (not drain, just reduce SP). Renke also proposed a "default skill" for the druid (not one you learn) that restores 10 SP with 15 delay.

I need to play a bit more the battles on Act 2 before confirming it but so far seems interesting. I need to make sure that doesn't unbalance the game too much, because if for example you can destroy Healers' SP, they will become useless quickly. So I think will put a high delay on it, or I'll need to raise the SP of those enemies.

Anyway overall seems worth it since makes that class quite fun to play and adds some interesting mechanics to the game :)
fabulaparva
SP-destroying skill sounds fun. :) However, if for balancing reasons the enemies' SP-spools will have to be much higher, I'm not sure how much fun it'll be in the end. I'd purrsonally prefer that it would make considerable (read: devastating :P) damage and had a high delay.
jack1974
Main problem is that some enemy AI becomes useless without SP! so if somehow you manage to reduce it to zero (or low), that enemy becomes worthless. I cannot change the AI myself (I don't understand anything of it :lol:) so need to be careful with it :)
fabulaparva
I guess I'm mainly hoping that I could be able to use such skill/default attack in the future to be able to prevent some of those pesky healers from hitting "Revive all" or "Cure all" :P (they could still revive single characters of heal them), especially if the enemy has 2 of those type of healers.
jack1974
Yes that would be the use, however it must be limited otherwise could become too easy. Of course if you use that, you can't cast a spell, so with a delay long enough could be balanced :)