alpha build 0.5.8
Posted: Mon May 25, 2015 8:43 am
Download link:
http://www.macgames.biz/games/QoT-0.5.8-all.zip (my backup server)
sorry not going to use CDN for just a prototype!
should still download fine.
What's New in 0.5.8
- added a "I" button that shows the various condition. It's obviously not complete yet, in the final version I plan to have the most common buff/debuffs listed
- Kira's Hold The Line skill now also does % damage reduction, after attack/defense calculations are done
What's New in 0.5.7
- Invisibility and Rally now have AOE target, to encourage the join/split party mechanics. Rally also reduces debuffs by 1/2/3 turns now.
- Tornado now targets single enemy
- Bramblecoat now does 3/5/7 damage, and duration increases by 1 so is 3/4/5 turns, meaning that at max level can deal 35dmg total! I think now is a good spell
- starting stats are higher now (both player and enemies), so that 1 point increase has less impact than before in damage computations
- improved Skeleton Warrior AI so they protect damaged allies
- Earthquake has shorter delay
- displayed any relevant enemy info like immunities in enemy details
What's New in 0.5.6
- the skill description now shows properly (before was hidden by the new detailed stat window)
- Kira can't use Protect on herself anymore
What's New in 0.5.5
- the current friendly active character and enemy selected target now are highlighted in a much better way
- the stats value are colored based on current/maximum values: white=no change, green=current > max, yellow=current < max
- fixed problem regarding pre-requisites of some skills (you could learn 3rd level of a skill without knowing the first two)
- changed Thalia's Dodge in an interesting way: now it will DECREASE Speed (since dodging hits would slow down a person) BUT now will always evade the enemy non-magic attacks for the skill duration (so not randomly hit/miss).
- Joannes' Magic Defense raises based on the MAXIMUM Defense value and not current
- enemy level now should be OK for your party and the AGGRO system should work better
- clicking on any character now shows a detailed summary of stats and resistances
What's New in 0.5.4
- shortened some of Thalia's buffs
- now I display the skill points to assign during level up screen
- changed Joanne's Invisibility skill to "Ward" that gives target elemental protection (useful against the magic attacks, probably not very noticeable in this demo)
- changed Dodge so that will give a "real" percentage based dodge. I know I said wouldn't use hit or miss, but I think this works, besides it would be a skill exclusive to the player (Thalia)
What it is
Is the final version of the skills. As you might read in previous thread, I gave up the "combos" idea because was just not practical with a party of just 3 and the goals of this game (avoid long battles like SOTW). So the combo skills are now normal skills. Like before you play against two group of undead and repeat it in endless mode leveling up every time, so you should be able to see all the skills.
Feedback I want
Mostly the skills. I really don't want to change a skill completely (I can't afford to spend as much time as SOTW this time). However if you feel a skill is totally broken, or one missing, I can think about it. But what I want to know if there's a specific skill that is too powerful, or too weak. In particular those who were ex-combo skills.
If a skill is powerful but requires 3 SP and maybe has a long delay, I think is fine since it should compensate it somehow. Anyway, let me know
And obviously, any bugs you find! A skill not behaving as expected, and so on.
What is missing
I still need to design all the items - so you SHOULDN'T be able to go much far in the "endless mode", at least in Hard/Nightmare mode. I made Easy/Normal a bit easier, since this is more a casual game
Description/Lore to the existing items have been added though, if you want to read them are funny.
Elemental damage: I just put a temporary elemental resistance sheet in character screen, I need still to design it better. Also need to show a more detailed preview of the selected character (friend or foe) when you click on it in the battle screen.
Elemental resistances will be low numbers too: a value of 1 in Fire will mean that it will resist 1 Fire damage. So a spell that would do 10 Fire damage will do 9 Fire damage. You should see all the info in the battle log. Some enemies will be immune to certain type of damage, like Skeletons are immune to Bleeding (lol obviously). However, the main spell still does damage, it's only the condition that won't trigger. For example a Fire Elemental could be immune to Burning, and so on.
http://www.macgames.biz/games/QoT-0.5.8-all.zip (my backup server)
sorry not going to use CDN for just a prototype!
What's New in 0.5.8
- added a "I" button that shows the various condition. It's obviously not complete yet, in the final version I plan to have the most common buff/debuffs listed
- Kira's Hold The Line skill now also does % damage reduction, after attack/defense calculations are done
What's New in 0.5.7
- Invisibility and Rally now have AOE target, to encourage the join/split party mechanics. Rally also reduces debuffs by 1/2/3 turns now.
- Tornado now targets single enemy
- Bramblecoat now does 3/5/7 damage, and duration increases by 1 so is 3/4/5 turns, meaning that at max level can deal 35dmg total! I think now is a good spell
- starting stats are higher now (both player and enemies), so that 1 point increase has less impact than before in damage computations
- improved Skeleton Warrior AI so they protect damaged allies
- Earthquake has shorter delay
- displayed any relevant enemy info like immunities in enemy details
What's New in 0.5.6
- the skill description now shows properly (before was hidden by the new detailed stat window)
- Kira can't use Protect on herself anymore
What's New in 0.5.5
- the current friendly active character and enemy selected target now are highlighted in a much better way
- the stats value are colored based on current/maximum values: white=no change, green=current > max, yellow=current < max
- fixed problem regarding pre-requisites of some skills (you could learn 3rd level of a skill without knowing the first two)
- changed Thalia's Dodge in an interesting way: now it will DECREASE Speed (since dodging hits would slow down a person) BUT now will always evade the enemy non-magic attacks for the skill duration (so not randomly hit/miss).
- Joannes' Magic Defense raises based on the MAXIMUM Defense value and not current
- enemy level now should be OK for your party and the AGGRO system should work better
- clicking on any character now shows a detailed summary of stats and resistances
What's New in 0.5.4
- shortened some of Thalia's buffs
- now I display the skill points to assign during level up screen
- changed Joanne's Invisibility skill to "Ward" that gives target elemental protection (useful against the magic attacks, probably not very noticeable in this demo)
- changed Dodge so that will give a "real" percentage based dodge. I know I said wouldn't use hit or miss, but I think this works, besides it would be a skill exclusive to the player (Thalia)
What it is
Is the final version of the skills. As you might read in previous thread, I gave up the "combos" idea because was just not practical with a party of just 3 and the goals of this game (avoid long battles like SOTW). So the combo skills are now normal skills. Like before you play against two group of undead and repeat it in endless mode leveling up every time, so you should be able to see all the skills.
Feedback I want
Mostly the skills. I really don't want to change a skill completely (I can't afford to spend as much time as SOTW this time). However if you feel a skill is totally broken, or one missing, I can think about it. But what I want to know if there's a specific skill that is too powerful, or too weak. In particular those who were ex-combo skills.
If a skill is powerful but requires 3 SP and maybe has a long delay, I think is fine since it should compensate it somehow. Anyway, let me know
And obviously, any bugs you find! A skill not behaving as expected, and so on.
What is missing
I still need to design all the items - so you SHOULDN'T be able to go much far in the "endless mode", at least in Hard/Nightmare mode. I made Easy/Normal a bit easier, since this is more a casual game
Elemental damage: I just put a temporary elemental resistance sheet in character screen, I need still to design it better. Also need to show a more detailed preview of the selected character (friend or foe) when you click on it in the battle screen.
Elemental resistances will be low numbers too: a value of 1 in Fire will mean that it will resist 1 Fire damage. So a spell that would do 10 Fire damage will do 9 Fire damage. You should see all the info in the battle log. Some enemies will be immune to certain type of damage, like Skeletons are immune to Bleeding (lol obviously). However, the main spell still does damage, it's only the condition that won't trigger. For example a Fire Elemental could be immune to Burning, and so on.
