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 0.8.9 - First Act Beta preview!

Post by jack1974 »

Yes that is an interesting setting :) but for SOTW... hmm hard to find something like that :lol:
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Miakoda
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by Miakoda »

jack1974 wrote:Yes that is an interesting setting :) but for SOTW... hmm hard to find something like that :lol:
Another instance of why we say, 'in a future game'. ;)

But you could certainly justify certain mountain scenes, or even a tower in town being aligned with the 'air' element.

For that matter, a wide open space like an open air market (yes, a deliberate choice of words) could also count as an air element as well as ground.
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jack1974
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by jack1974 »

Yes true, I have to get a bit creative to justify that kind of battlefield :) your examples seems good!
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Miakoda
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by Miakoda »

jack1974 wrote:Yes true, I have to get a bit creative to justify that kind of battlefield :) your examples seems good!
And you can certainly introduce battlefields which also carry two kinds of elements...especially in a future game. A fog encrusted battle could count as both air and water, for example.
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yayswords
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by yayswords »

jack1974 wrote:Yes, is a bit hard to find out an "excuse" for that environment. I think that probably some battles that take place in mountain should be Air (like many of the first act), and not Water (since there'll be a plenty of Water battles in the 3rd Act).
Well look, I'd say that resistance reduction is significant. If there isn't a fair share of air environment battles, both random trash and important boss fights, it just means we'll avoid taking air nukes. I think this game is already doing too much with resistances. The environmental effect is maybe cool from a lore PoV, but not so much from a balance PoV. If you're gonna keep it, you need to overrule lore a bit to get some air environments in :P
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jack1974
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by jack1974 »

Image
we don't have Planet Stronghold-like non-combat skills, but I'm trying to add some choices like in that game. The person you pick to do the task won't be available during the combat against the guards that have been alerted by your noises :mrgreen:
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by renke_ »

jack1974 wrote:also, NON CUTE rats encounters! :wink:
a little bit more consistency in the artwork would be much better :P
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yayswords
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by yayswords »

I'm gonna pick Chalassa for this every time so I can ask myself how lockpicking could be as noisy as brute forcing.

noob thief :P
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 »

renke_ wrote: a little bit more consistency in the artwork would be much better :P
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Lol no, just takes a hat to make it look less dangerous instantly :mrgreen:
yayswords wrote:I'm gonna pick Chalassa for this every time so I can ask myself how lockpicking could be as noisy as brute forcing.

noob thief :P
Ahem, yes but I needed an excuse to offer another choice beside blasting the door open with magic and using Krimm gentle manners :)
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yayswords
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Re: SOTW 0.8.9 - First Act Beta preview!

Post by yayswords »

Maybe someone else could be accidentally noisy while she does it.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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