SOTW 0.8.9 - First Act Beta preview!

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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jack1974
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Re: SOTW 0.8.7f - First Act Beta preview!

Post by jack1974 »

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 :)
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yayswords
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Re: SOTW 0.8.7f - First Act Beta preview!

Post by yayswords »

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_
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Re: SOTW 0.8.7f - First Act Beta preview!

Post by renke_ »

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.
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jack1974
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Re: SOTW 0.8.7f - First Act Beta preview!

Post by jack1974 »

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_
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Re: SOTW 0.8.7f - First Act Beta preview!

Post by renke_ »

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_
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Re: SOTW 0.8.7f - First Act Beta preview!

Post by renke_ »

my druid here has a Water staff but does normal damage with his bolt - I believe this is incorrect?
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jack1974
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Re: SOTW 0.8.7f - First Act Beta preview!

Post by jack1974 »

renke_ 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 I'm aware of that bug, wasn't able to fix it, but will retry :)
renke_ wrote:my druid here has a Water staff but does normal damage with his bolt - I believe this is incorrect?
Yes is a bug, should do Water damage!

I'm tweaking the item generation since I noticed a problem, something that I probably wrote time ago but then I forgot myself :mrgreen: the armors don't give base magic resist (Fire, Water, etc). otherwise would be possible to gain resistances too high since there are many item slots. So I had planned that normal armors would give resistances to the conditions, while jewelry (Neck/Fingers) could instead give resistance to the four elements+dark magic.

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 :)
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yayswords
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by yayswords »

I'm feeling the resistance change right away. Goblins 75% resistance to burning :P

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
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Re: SOTW 0.8.5 - First Act Beta preview!

Post by Troyen »

jack1974 wrote:Now they're all stored under installation directory/game/saves :)
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).
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yayswords
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Re: SOTW 0.8.7g - First Act Beta preview!

Post by yayswords »

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.
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