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Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 3:56 pm
by Anima_
It deals whatever damage type your weapon has.

Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 4:01 pm
by yayswords
Ah, of course. I found myself in a moodset where I was intent that something of all that was happening had to be a bug, but now I've ruled that out too. On that note, I don't recommend loading a mid-combat 0.8.5 save under the new version and expecting any advertised numbers to be correct :P

I still think it's too hard to stagger enemies... but I haven't gotten far yet.

Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 4:33 pm
by jack1974
Try to play a fight in Hard mode, that one has the default stagger value (1.0 multiplier, while Nightmare currently has 1.1). If that one is right, perhaps for Nightmare I won't touch it (or at least reduce to 1.02 or something).

Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 4:53 pm
by yayswords
I will. Err, a monster info window is permanently on my screen :)

http://i.imgur.com/XS3zjJE.jpg

Well, it disappeared after my next battle but still :P

Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 4:54 pm
by jack1974
Haha that's weird. Did you do anything particular? was it present also in the post-battle screen? weird :lol: (easy to fix, but I wonder why happened only now after you tested 130198 battles!)

Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 5:08 pm
by yayswords
If it happens again I'll make sure to immediately write down what might have caused it, but I can't think of anything in particular now :P

Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 5:12 pm
by yayswords
Have mercy?

Okay, I think that spawn is bugged. It's the animal pack inside Ninim. I can keep reloading it but every time it randoms two spawns, one for each row.

BTW the difficulty feels quite great. It's very rare that I have a nightmare playthrough without 7/8 quests done in chapter one. I'm on 4/8 now on the night of day 25 so it doesn't look too bright... also the map is quite littered with spawns that I haven't killed. Mormont was a handful for sure. I started using midbattle saves just for him. Even so I wouldn't have beaten him if he wasn't kind enough to use Defend when he could use his 30 dmg magic bolt.

Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 5:39 pm
by jack1974
Glad to see the difficulty is good :)
Haha about that random encounter, I decided to buff it up if you had Vaelis. But I exaggerated a bit obviously :mrgreen: Instead of more enemies I'm probably going to increase their levels.

Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 5:46 pm
by yayswords
Ratmen were also a very narrow victory after many reloads.

Hell, I think I shouldn't have pushed so hard to complete the quests... now I left like 8 spawns up as chapter 2 started :P this is good tuning, shame I'm tempted to break it with IP play :P

Didn't do spiders/kodiak in that time btw

Re: SOTW 0.8.6a - First Act Beta preview!

Posted: Fri May 09, 2014 6:31 pm
by jack1974
You'll be pleased to know that I've just added the poison dagger skill to hunter as replacement to the IP :wink:
edit: correction! Anima implemented the skill to get the next action at 0 SP. Since I had to steal the poison from Chalassa, I'll put it back to her skilltree. She is an assassin so poison fits better :mrgreen:
This "pay 0 SP for next action" seems quite fun to play so far, still going to test it before adding next update :)