Tiny note, and this might already be changing since it's not the final version -- but armor is spelled two different ways on the image posted. "Armour" in armor category and then "Armor" every where else.
Also, loving the look of this game!!
about this RPG
- jack1974
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Re: about this RPG
Haha yes, I always use US language, while the coder used to write it in the UK way, so armour instead of armor, but I'll make armor everywhere 
- yayswords
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Re: about this RPG
Farming gear to get the right combination of FIFTEEN different resistances, while also having appropriate stats for the respective classes, is not really my idea of an interesting way of overcoming a great challenge. I hope Nightmare will be more about timing skill combos in battle than that.jack1974 wrote:I added the display of resistances on the left, since is very useful when you select the items for your characters. Will be especially useful for those crazy Nightmare mode players who want to get high resistances to defeat specific boss enemies
In fact, I should like the following change to resistances. I realize you probably won't touch them now but anyway
Also on the topic of inventory. Nothing stopping you from changing gear in combat in Loren. I never experimented much with that and I hope I never will have to, but you could definitely pass around the hardest hitting weapon like that for example. What would happen if you used equipment with a lot of offensive stats for your turn, and then swapped on defensive stats inbetween? What would happen if you swapped on +speed gear inbetween? I hope you will just disable combat gear swap so nobody has to mess around with this.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: about this RPG
Depends on tastes, but I am pretty sure you'll be able to win without the NEED to have elemental resistances. They have an impact, but the most important thing are the 4 base stats (Attack, Defense, Speed, Magic). And of course, the skillsyayswords wrote: Farming gear to get the right combination of FIFTEEN different resistances, while also having appropriate stats for the respective classes, is not really my idea of an interesting way of overcoming a great challenge. I hope Nightmare will be more about timing skill combos in battle than that.
No unfortunately can't do such changes right now. However, beside the hit/miss chances, also the turns/duration is affected by the resistance. And for the damaging over time conditions, the damage is also proportional to the resistance. Is already somethingyayswords wrote: In fact, I should like the following change to resistances. I realize you probably won't touch them now but anywaycondense burning/weakened, frozen/slowed etc so the two become one. That's fifteen down to eleven if memory serves. Also, make the resistances themselves less binary. Currently if you are resistant to shattered, it means it's unlikely to affect you, but if it does it does so at its full power. I would rather see it not affect the chance of the debuff applying, but rather the strength of it. For example if you have 25% resistance to the shattered ailment, you're as likely as anyone else to be affected by it, but it reduces your defense by 15% instead of 20%. This reduces RNG and it lets thieves use their moves on bosses that are typically freaking resistant to everything.
Yes, I'm thinking to disallow the combat gear swap since is totally unrealistic.yayswords wrote: Also on the topic of inventory. Nothing stopping you from changing gear in combat in Loren. I never experimented much with that and I hope I never will have to, but you could definitely pass around the hardest hitting weapon like that for example. What would happen if you used equipment with a lot of offensive stats for your turn, and then swapped on defensive stats inbetween? What would happen if you swapped on +speed gear inbetween? I hope you will just disable combat gear swap so nobody has to mess around with this.
"Hey wait, I'll just change my chain mail to a full plate mail while fighting a horde of goblins with one hand!"
- yayswords
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Re: about this RPG
That makes resistances very powerful though if they double dip like that. Effectively you get their value ^2. Since it's a close subject anyway, I was wondering something about stagger duration. I've always been under the impression that once you fill the target's stagger bar, they get a stagger duration partly based on how much "overkill" stagger (like 57/60 and you add 12 stagger points means 9 overkill) you gave them. Is that correct, and more importantly, is it the same in SotW?
In WoW you can only swap your weapons in combat. It's nice because shields grant a huge amount of armor (basically +10% physical damage reduction) and unlock a few defensive moves, but your attacks are weak with a one-hander - some attacks even require a two-hander or two one-handers - so it's a powerful choice letting you trade offense for defense. It doesn't feel totally unrealistic. However there should be some easy way to swap them then to have something like that in these games, because whether or not you keep any form of equipment swapping in combat, the UI is clearly not designed to make that fast and easy.
In WoW you can only swap your weapons in combat. It's nice because shields grant a huge amount of armor (basically +10% physical damage reduction) and unlock a few defensive moves, but your attacks are weak with a one-hander - some attacks even require a two-hander or two one-handers - so it's a powerful choice letting you trade offense for defense. It doesn't feel totally unrealistic. However there should be some easy way to swap them then to have something like that in these games, because whether or not you keep any form of equipment swapping in combat, the UI is clearly not designed to make that fast and easy.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: about this RPG
Yes I didn't touch that part, so is going to be the same.yayswords wrote:That makes resistances very powerful though if they double dip like that. Effectively you get their value ^2. Since it's a close subject anyway, I was wondering something about stagger duration. I've always been under the impression that once you fill the target's stagger bar, they get a stagger duration partly based on how much "overkill" stagger (like 57/60 and you add 12 stagger points means 9 overkill) you gave them. Is that correct, and more importantly, is it the same in SotW?
Swapping weapons is less weird than swapping whole armors in battleyayswords wrote: In WoW you can only swap your weapons in combat. It's nice because shields grant a huge amount of armor (basically +10% physical damage reduction) and unlock a few defensive moves, but your attacks are weak with a one-hander - some attacks even require a two-hander or two one-handers - so it's a powerful choice letting you trade offense for defense. It doesn't feel totally unrealistic. However there should be some easy way to swap them then to have something like that in these games, because whether or not you keep any form of equipment swapping in combat, the UI is clearly not designed to make that fast and easy.
- yayswords
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Re: about this RPG
But from a fanservice PoV armor swapping in battle has nothing but possibilities 
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: about this RPG
And voilà, random loot works too!

That is just a test I did after the first battle, obviously in the normal game you'll never get such a good loot after a battle
The best items are highlighted with the color and the letter of the tier.
Now I have everything I need to begin coding the game FINALLY!!!!!

That is just a test I did after the first battle, obviously in the normal game you'll never get such a good loot after a battle
Now I have everything I need to begin coding the game FINALLY!!!!!
- yayswords
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Re: about this RPG
omg sexist game, they did not split the xp evenly
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: about this RPG
He got the bonus for kills
I have added a very small XP bonus percentage for the party members who kills more enemies (just for fun since I don't think will change much even in the long run).
