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Re: SOTW 0.8.4 - First Act Beta preview!

Posted: Wed May 07, 2014 1:16 am
by yayswords
Alex81 wrote:Have you noticed, that sometimes you activate special abilities just by hovering over them?
Never, actually. Haven't tested 0.8.4 yet though.

Jack, a concern. Like every third build you release makes old saves incompatible with the game. That's not much of a problem now. It will be in season four if we have to make a brand new party and play through the previous three seasons to get there again. Should we be worried? :P

Re: SOTW 0.8.4 - First Act Beta preview!

Posted: Wed May 07, 2014 3:06 am
by Troyen
jack1974 wrote:I think bosses might be still a bit too weak, in particular the Kodiak but not much can be done when you fight a single enemy boss with a party :oops:
Could theoretically raise the HP so that a rested party will burn most of their SP taking the boss down. (Note: I have not actually tested the boss on 0.8.4 so don't take this as feedback, just a possible suggestion.) Speaking of which, does your tuning system allow you to modify stats for a mob specifically on certain difficulties? Some of the future "too easy" tweaks might be better for nightmare and hard only.
Alex81 wrote:Have you noticed, that sometimes you activate special abilities just by hovering over them?
Happens quite often when I hover the mouse-cursor over Vaenis' special abilities
On some of the 0.7.x builds, hovering over fatal shot would set it off and cause some combat bugs. Maybe that bug is back?

Re: SOTW 0.8.4 - First Act Beta preview!

Posted: Wed May 07, 2014 4:30 am
by yayswords
renke_ wrote:It seems the damage for ranged attack and aimed shot are now identical. Probably a build were I will never use the second one :)
Largely correct. In fact I'm gonna take this to the combat thread because I'm posting about it in both simultaneously right now :P

Re: SOTW 0.8.4 - First Act Beta preview!

Posted: Wed May 07, 2014 5:41 am
by jack1974
Damn the damage reduction I did had an impact on the ranged shot haha screw it :lol:
And no this build isn't compatible with old saves because of the changes that were needed for the traits. That's why I'm testing so much this first part, once "is good", I won't need to change those values and all saves should be OK :)
Which are the skills that are automatically triggered? normally it shouldn't happen with all of them since they use same code...

Re: SOTW 0.8.4 - First Act Beta preview!

Posted: Wed May 07, 2014 6:34 am
by jack1974
Just uploaded 0.8.5 which should fix all the last build issues regarding damage. Is still lower overall so battles should last longer, but there shouldn't be anymore weird behavior like before!

Re: SOTW 0.8.5 - First Act Beta preview!

Posted: Wed May 07, 2014 7:54 am
by yayswords
When visiting Ninim the first time to sell the pelts, you can visit the healer's shop before selling the pelts but not after, yet you can visit the forge anytime.

Mmm, also aimed and normal shot still do the same damage to the back row, or to thieves, whichever it is :P

Trying Leap Attack for the first time to see it doing 2-3 damage... :P

Okay, this just isn't fixed. When a skelly archer comes to the frontline my arrows do the same damage and my hunter melees for more than she shoots for. Actually melee is still my best move. The shot does very slightly more damage but the extra delay makes meleeing win.

I am out of descriptions for these funny observations but when you do your second fix of this, test it on Mormont. All the cool stuff can happen there apparently :)

Re: SOTW 0.8.4 - First Act Beta preview!

Posted: Wed May 07, 2014 8:09 am
by Franka
Alex81 wrote:Have you noticed, that sometimes you activate special abilities just by hovering over them?
Happens quite often when I hover the mouse-cursor over Vaenis' special abilities

SMACK! Enemy struck, even without me doing the click for confirm attack (;) perhaps a bit like Fidel Dahan in Jagged Alliance 2 ? Would randomly shoot full autofire (while laughing)
(same character would also tell you, the player "Go away! Fidel busy!)

Point is, these elves are eager to fight!
Yes, this has happened for me, but only with Vaelis.

Re: SOTW 0.8.5 - First Act Beta preview!

Posted: Wed May 07, 2014 9:54 am
by jack1974
yayswords wrote: Mmm, also aimed and normal shot still do the same damage to the back row, or to thieves, whichever it is :P
This is just not possible :( In 0.8.5 ? I changed that code, and tested it. First encounter with Goblins for example, different damages. Or you talk about some specific battle ?
yayswords wrote: Trying Leap Attack for the first time to see it doing 2-3 damage... :P
That's probably because of the damage reduction, so need to improve it :lol:
yayswords wrote: Okay, this just isn't fixed. When a skelly archer comes to the frontline my arrows do the same damage and my hunter melees for more than she shoots for. Actually melee is still my best move. The shot does very slightly more damage but the extra delay makes meleeing win.
But do melee and ranged weapons have same damage values?
yayswords wrote: I am out of descriptions for these funny observations but when you do your second fix of this, test it on Mormont. All the cool stuff can happen there apparently :)
If you have any saves, they're always welcome :)

Re: SOTW 0.8.5 - First Act Beta preview!

Posted: Wed May 07, 2014 9:57 am
by yayswords
I will send you the next save where I can see it happen, though as I said, try Mormont or even just the waves before him. Everything wrong that can happen, happens with the skeleton archers/mages.

The weapons were the default weapons. I actually upgraded my melee weapons (pretty huge upgrade actually) just now and on wolves I shoot harder than I melee. I think the problem lies with backrow mobs. Mages, archers, though maybe not the goblin ones. On ratmen I think I had it too.

Re: SOTW 0.8.5 - First Act Beta preview!

Posted: Wed May 07, 2014 9:59 am
by jack1974
Ah OK, so not in ALL battles, only in that specific one you see same ranged/aimed. I think I know why, the skeleton have low HP, and the code I used checks that you don't kill the enemies with one shot, but is better to use _renke suggestion and just give the backrow characters a +30% defense or something :)