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Anima_
We could have a que with the last 10 actions or so as symbols/Icons. Then you could click on it to see the detailed log for the action. It would be way easier on the resources and probably quicker to process for the user as well.
jack1974
Nice, I approve this idea :)

(not for SOTW! for this game I'll just trim the log. For Loren I put last 10 actions, but even with last 100 actions was still fast).
yayswords
If you could click something in the log to get the full tooltip of the action (not the result of it) that would probably be great for SotW though, since enemies are using a lot of Loren abilities and you can't really check your own characters' skill trees to see how they work.



I'm happy if you fix the performance drop though, always bothered me on long fights :)
jack1974
Yes I need to think about this, I think the easiest solution would be to have a "?" or "i" button near each enemy so you could see his skills. But is not on top of my priorities (in Loren there wasn't for example). Is surely a good idea, but will probably get to it in the last "polishing" stage of the development :)
jack1974
https://pbs.twimg.com/media/BoongsdIIAAg7Rn.jpg:large" style="max-width:100%">

in the end implemented a similar skill to the mana burn as a replacement for a less interesting skill of Riley. Since he shows up only in act 2 I didn't need to touch act1 again, but only test it with the act 2 battles. Also with those limits is balanced, it can still weaken enemy mages/healers but not reduce them to harmless beings in a few turns :twisted:

I need to test with boss enemies, since probably I'll make the skill not working with them though.
Legendzerox
Is there a reason why the siblings can't use the same class?
jack1974
Well code-wise no, I could assign them both the same class. I just thought that was strange to have two druids/rangers/hunters ? it could also be a bit confusing? I am not sure how it would be for game balancing though!
Legendzerox
Game balance wise, I really don't see any difference in the long run. In the short term, it could be considered too overpowered/underpowered.
jack1974
Well even in the long run if I have two Druids, both with high speed/magic, they could kill an enemy in backrow at first turn with the right spell :lol: Or two Rangers with high defense, each one casting Bramblecoat and healing alternately, they could almost kill a frontline without attacking once! :lol:

Anyway, I could enable it as "experimental feature" in a future update, but I won't be responsible for big unbalancing in gameplay :wink:
Legendzerox
Well it is a beta, we should test everything we can, and if its too op, it can easily be taken out. Reason I said in the long run, because usually characters who are also kinda druidish also has magic spells, so its not just limited to the two MCs
yayswords
fuck yeah that spell



Also I think it's fine to keep the twins separate classes. You can't have two barbarians or two illusionists either. I'm sure you could come up with reasons why each twin duo might suck and might own but you can do that without them having the same class too. Even if it'd add depth I don't think it's worth the trouble :)
yayswords
When you move one party member over another in the battle setup, could that switch their positions instead of moving one of them into the member pool? :P



Also I wanna open inventory when pondering which quest reward to pick...



I think I like these damage formulas now, whatever they are. No damage caps, and you have nerfed my uber-defense Vaelis. I mean you haven't nerfed his defense, but he just takes more damage despite the godlike defense. Not in the sense that he's suddenly squishy, just that he can't go through an animal fight and take 10 damage total :P
jack1974
When you move one party member over another in the battle setup, could that switch their positions instead of moving one of them into the member pool? :P

Need to ask Anima for this since I know nothing about the drag & drop system :mrgreen:

Also I wanna open inventory when pondering which quest reward to pick...

OK this can do :)

I think I like these damage formulas now, whatever they are. No damage caps, and you have nerfed my uber-defense Vaelis. I mean you haven't nerfed his defense, but he just takes more damage despite the godlike defense. Not in the sense that he's suddenly squishy, just that he can't go through an animal fight and take 10 damage total :P

Yes that's the only solution possible, reduce the impact of the values on the battle, so even if there are very different characters you don't see Vaelis taking 10 dmg in a fight and Shea/Althea taking 100dmg :lol:
yayswords
Ranger: 30 attack, 14 normal damage weapon, 7-9

Vaelis: 32 attack, 15 water damage weapon (Xsabor), 14-18



30% water resistance and still Xsabor is doing twice the damage of a comparable normal damage weapon. You sure elemental weapons aren't flat out better than normal ones all the time? Target had 55 defense if it matters.



I went and got an air damage weapon for the ranger, the target being 50% air resistant (it's the polar bear). It randomed 52 defense this time for what it's worth, but even against 50% resistance he hits for 13-17. Still 30 attack, maybe tiny bit damage increase when I changed weapon. Still this is almost double damage.
jack1974
Yes elemental weapons have base attack + elemental. So a normal weapon does let's say 10 damage, an elemental weapon does 10 + 10 elemental damage.

It was the only solution, because otherwise if an enemy had 90% water resistance you could do 2dmg with melee and is not really good :lol:

Elemental weapons should be all more expensive too, if that's not the case is a bug :)
yayswords
Hehe so what, normal damage weapons are for idiots? :P



I think the better solution would be not to have elemental weapons at all actually.



Also I'll tell you what's expensive: A plate mail, maybe followed by some necklaces. Not weapons.
jack1974
Heh, I found a better solution and relatively easy to implement I think. The weapon damage will have a different calculation. In practice, if target has 50% resistance will do normal damage (like a normal weapon) if has 0% resistance will do 50% more, if target has 90% resistance (I capped it to 90% to avoid troubles) will do 40% less.

This way should be better balanced.

I've increased cost of elemental weapons anyway now :)
yayswords
How well equipped is Jariel? If you know what I mean... *wink*



No actually, could you give us a rough idea of the starting gear of the act 2 party members? I take it the plan is still to wipe our gold when we get captured, so I'm wondering if it's worth spending it on some items for future members.
jack1974
I think you meant Riley, well by default has some crappy stuff but no worries, you'll be able to shop immediately in Act 2, and luckily he's a Mage so gear is not so important as other classes. Also battles with more members are in general easier (I think so far probably too easy but when act 2 is ready nightmare players will be able to tell me).
yayswords
I just wanted to make an obscene pun, I didn't pay any thought to which of them I'd run into first :P



What's it matter that I can shop immediately if they take my gold first? Or did you change your mind there?