SOTW 0.8.9 - First Act Beta preview!
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.7f - First Act Beta preview!
Yes definitely, no main healer, so that's why want to test it in act2, in case I need to give Riley some small healing spells 
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.7f - First Act Beta preview!
Actually my ranger is always the primary healer, with or without a druid in the party.
If at first try it doesn't explode, it ain't Jack who wrote the code.
-
renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: SOTW 0.8.7f - First Act Beta preview!
Yes, ranger IS the healer - the difference is more a tactical one, with a druid fitted with ice spike I had not only a nuke but also a way to slow specific target, regardless of their position. It took me a few battles to acclimatise myself with the new skill-set and useful ways to use the chars.
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.7f - First Act Beta preview!
Ah OK. Well anyway I just found that my "charm enemy" hack has a lots of issues (I didn't test it properly before) so I need to change that Riley's skill anyway
I have something fun in mind if I can implement it.
-
renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: SOTW 0.8.7f - First Act Beta preview!
small bug: dynamically placed random encounters (e.g. the wandering tiger west of Ninim) are not save-persistant. If you save on the isometric view the red arrow is visible but after reloading the tiger is gone - one has to leave and reenter the area to skin the cat.
-
renke_
- Elder Druid
- Posts: 580
- Joined: Sat Feb 22, 2014 1:26 pm
Re: SOTW 0.8.7f - First Act Beta preview!
my druid here has a Water staff but does normal damage with his bolt - I believe this is incorrect?
- jack1974
- Pack leader
- Posts: 15095
- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.7f - First Act Beta preview!
Yes I'm aware of that bug, wasn't able to fix it, but will retryrenke_ wrote:small bug: dynamically placed random encounters (e.g. the wandering tiger west of Ninim) are not save-persistant. If you save on the isometric view the red arrow is visible but after reloading the tiger is gone - one has to leave and reenter the area to skin the cat.
Yes is a bug, should do Water damage!renke_ wrote:my druid here has a Water staff but does normal damage with his bolt - I believe this is incorrect?
I'm tweaking the item generation since I noticed a problem, something that I probably wrote time ago but then I forgot myself
However, I forgot that high level jewelry could have MORE than one resistance. For example Fire 70, Water 20, Earth 25 (that's an extreme example and will be very rare to have).
So now I'm tweaking the item generation to consider this
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.7g - First Act Beta preview!
I'm feeling the resistance change right away. Goblins 75% resistance to burning 
My druid is damage capping very early. Just 23 magic.
My druid is damage capping very early. Just 23 magic.
If at first try it doesn't explode, it ain't Jack who wrote the code.
-
Troyen
- Elder Druid
- Posts: 957
- Joined: Fri May 06, 2011 2:23 am
Re: SOTW 0.8.5 - First Act Beta preview!
Okay, how can I clear out my list of saves? I have some saves from incompatible versions clogging up the first seven pages of the save screen and it can get a little confusing which ones are valid or invalid. I've seen saves stored in the game/saves folder, but it's somehow picking up saves from other folders (even deleted ones).jack1974 wrote:Now they're all stored under installation directory/game/saves
- yayswords
- Elder Druid
- Posts: 1436
- Joined: Sat Jan 25, 2014 5:34 am
Re: SOTW 0.8.7g - First Act Beta preview!
You can delete saves in-game but yeah I would also like to know where that cross-version folder is 
If at first try it doesn't explode, it ain't Jack who wrote the code.
