bah, just finished a 0.8.7j/0.8.8 game and you published a new build :-/
do you still need saves of the Act 1 ending?
SOTW 0.8.9 - First Act Beta preview!
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renke_
- Elder Druid
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- jack1974
- Pack leader
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- Joined: Thu Jun 16, 2005 4:43 pm
Re: SOTW 0.8.9 - First Act Beta preview!
Yes, the only change I did in last version are the items, but on Dingirra I can buy new ones 
- ValHallen
- Druid
- Posts: 400
- Joined: Mon Jan 28, 2013 1:56 am
Re: SOTW 0.8.9 - First Act Beta preview!
I got a error when figthing against the skeletons in the graveyard:
Spoiler:
- Pace675
- Druid
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- Joined: Thu Aug 23, 2012 9:13 pm
Re: SOTW 0.8.9 - First Act Beta preview!
Lol dammit Jack downloaded 0.8.7j yesterday and now we're already up to 0.8.9? XD
Keep up the great work.
Keep up the great work.
- jack1974
- Pack leader
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Re: SOTW 0.8.9 - First Act Beta preview!
You loaded a previous version save, right? otherwise that shouldn't happen anymore!ValHallen wrote:I got a error when figthing against the skeletons in the graveyard:
Lol thanks, hopefully next update will have act 2Pace675 wrote:Lol dammit Jack downloaded 0.8.7j yesterday and now we're already up to 0.8.9? XD
Keep up the great work.
- jack1974
- Pack leader
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Re: SOTW 0.8.9 - First Act Beta preview!
Thanks to some suggestions I got through email by renke, might add some new features to make the Druid a more unique class: in practice replacing his bolt that damage HP with one that damages SP (not drain, just reduce SP). Renke also proposed a "default skill" for the druid (not one you learn) that restores 10 SP with 15 delay.
I need to play a bit more the battles on Act 2 before confirming it but so far seems interesting. I need to make sure that doesn't unbalance the game too much, because if for example you can destroy Healers' SP, they will become useless quickly. So I think will put a high delay on it, or I'll need to raise the SP of those enemies.
Anyway overall seems worth it since makes that class quite fun to play and adds some interesting mechanics to the game
I need to play a bit more the battles on Act 2 before confirming it but so far seems interesting. I need to make sure that doesn't unbalance the game too much, because if for example you can destroy Healers' SP, they will become useless quickly. So I think will put a high delay on it, or I'll need to raise the SP of those enemies.
Anyway overall seems worth it since makes that class quite fun to play and adds some interesting mechanics to the game
- fabulaparva
- Elder Druid
- Posts: 761
- Joined: Sun May 04, 2014 9:58 pm
Re: SOTW 0.8.9 - First Act Beta preview!
SP-destroying skill sounds fun.
However, if for balancing reasons the enemies' SP-spools will have to be much higher, I'm not sure how much fun it'll be in the end. I'd purrsonally prefer that it would make considerable (read: devastating
) damage and had a high delay.
- jack1974
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Re: SOTW 0.8.9 - First Act Beta preview!
Main problem is that some enemy AI becomes useless without SP! so if somehow you manage to reduce it to zero (or low), that enemy becomes worthless. I cannot change the AI myself (I don't understand anything of it
) so need to be careful with it 
- fabulaparva
- Elder Druid
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Re: SOTW 0.8.9 - First Act Beta preview!
I guess I'm mainly hoping that I could be able to use such skill/default attack in the future to be able to prevent some of those pesky healers from hitting "Revive all" or "Cure all"
(they could still revive single characters of heal them), especially if the enemy has 2 of those type of healers.
- jack1974
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Re: SOTW 0.8.9 - First Act Beta preview!
Yes that would be the use, however it must be limited otherwise could become too easy. Of course if you use that, you can't cast a spell, so with a delay long enough could be balanced 
