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Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 9:16 am
by jack1974
Did the update though I forgot to change the battle in catacombs to "Ambush" if you pick Joanne option. Anyway on next update will be done :)

Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 10:39 am
by myoksy
The protected marker is excellent, though it would maybe sound better if you use a wording like "Guarded by <bla> on position <foo>" - less technical and more within the story.

Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 11:08 am
by jack1974
Yes will do something like that :)

Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 2:10 pm
by myoksy
is it possible that the fully randomized mansions are not accessible anymore? I see only the ones with a fixed layout after doing dozens of them (but the Random Number God hates me, so this is not necessarily a real bug)

Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 2:16 pm
by jack1974
Ugh by mistake I left a fixed id for the Military :oops: the other ones should be OK though!

Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 2:30 pm
by myoksy
after poking around: you have for both merchants and nobles 8 mansion blueprints but for military only 7. you select one layout randomly between 0 and 6.

Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 2:36 pm
by jack1974
Yes I sent you an email about it. I just discovered that myself too! :lol:

Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 4:48 pm
by myoksy
sorry for the late reply, I was fooling around in the catacombs (the mushroom scene works nicely, thanks!). I just got one of the complete random mansions, so all's fine now.

something I realized after breaking into about a gazillion houses (I am slow sometimes) - except a few fixed or rare special encounters all foes are male. was this a design decision or happened by chance?

Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 4:49 pm
by jack1974
No was completely random to be honest :oops:

Re: Queen Of Thieves beta 0.7.9

Posted: Fri Aug 26, 2016 5:15 pm
by myoksy
back to the drawing board, I would say : P

two skill remarks:

"into the fray" is an unique skill I forgot way too often - but there is no incentive to invest more than one point: a slow attack with normal damage is not exactly sexy with all the other possibilities to invest 2 skill points. maybe something like this would make higher levels more interesting: instead of increasing the damage lower the delay. novice would be identical (50% dmg, 12 delay), journeyman again 50% dmg but a delay of 9 and expert would need a time of only 6.

"ice shard" is the only elemental damage spell with a delay of 10, the 3 other analogous skills use only a timer of 8. was this overlooked or is it the result of balancing?