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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Anima_
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by Anima_ »

We could have a que with the last 10 actions or so as symbols/Icons. Then you could click on it to see the detailed log for the action. It would be way easier on the resources and probably quicker to process for the user as well.
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jack1974
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by jack1974 »

Nice, I approve this idea :)
(not for SOTW! for this game I'll just trim the log. For Loren I put last 10 actions, but even with last 100 actions was still fast).
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yayswords
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by yayswords »

If you could click something in the log to get the full tooltip of the action (not the result of it) that would probably be great for SotW though, since enemies are using a lot of Loren abilities and you can't really check your own characters' skill trees to see how they work.

I'm happy if you fix the performance drop though, always bothered me on long fights :)
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by jack1974 »

Yes I need to think about this, I think the easiest solution would be to have a "?" or "i" button near each enemy so you could see his skills. But is not on top of my priorities (in Loren there wasn't for example). Is surely a good idea, but will probably get to it in the last "polishing" stage of the development :)
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jack1974
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by jack1974 »

Image
in the end implemented a similar skill to the mana burn as a replacement for a less interesting skill of Riley. Since he shows up only in act 2 I didn't need to touch act1 again, but only test it with the act 2 battles. Also with those limits is balanced, it can still weaken enemy mages/healers but not reduce them to harmless beings in a few turns :twisted:
I need to test with boss enemies, since probably I'll make the skill not working with them though.
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by Legendzerox »

Is there a reason why the siblings can't use the same class?
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jack1974
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by jack1974 »

Well code-wise no, I could assign them both the same class. I just thought that was strange to have two druids/rangers/hunters ? it could also be a bit confusing? I am not sure how it would be for game balancing though!
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by Legendzerox »

Game balance wise, I really don't see any difference in the long run. In the short term, it could be considered too overpowered/underpowered.
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by jack1974 »

Well even in the long run if I have two Druids, both with high speed/magic, they could kill an enemy in backrow at first turn with the right spell :lol: Or two Rangers with high defense, each one casting Bramblecoat and healing alternately, they could almost kill a frontline without attacking once! :lol:
Anyway, I could enable it as "experimental feature" in a future update, but I won't be responsible for big unbalancing in gameplay :wink:
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by Legendzerox »

Well it is a beta, we should test everything we can, and if its too op, it can easily be taken out. Reason I said in the long run, because usually characters who are also kinda druidish also has magic spells, so its not just limited to the two MCs
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