No commentjack1974 wrote:I don't know if Taleweaver wants to add something, but I am not commenting on Krimm for now, since... towards the end there's a big plot twist about her past
SOTW 0.8.24.18 - Second Act Beta!
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Taleweaver
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Re: SOTW 0.8.14 - Second Act Beta!
- fabulaparva
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Re: SOTW 0.8.13 - Second Act Beta!
Heh, I took it as light banter, what my answer was as well. Honestly, I thought yayswords had finished the act and was already running some different builds when I posted that.jack1974 wrote:Haha I think he meant it as compliment. I was surprised how quickly you finished it too! Though I think the bomb-cheat had a big impact, right?fabulaparva wrote: yayswords wrote:Fabulaparva has no life to finish it before me, obviously.
u mad, bro?![]()
Since we are still in the middle of the story, I'm trying not to draw too many conclusions on the characters and their development, past, etc just yet. At least not to the point of giving them too much critique. (but I'm tempted, hehe) It's good that you "warned" about further plot twists, though, on Krimm's part. Before act 2 came out -- based on my prejudices on whatever preview data there was on her -- I was a bit worried that I'd strongly dislike her and love her skills only.Taleweaver wrote: No commentJust this: Krimm's going to surprise you before the game is over.
- yayswords
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Re: SOTW 0.8.14 - Second Act Beta!
I'm not gonna touch the game for a few days I think. I like to build superparties. I can't do that if something important gets changed halfway, like traits did this time :Prenke_ wrote:to trigger a topic change - this is now the 0.8.14 thread :) [to make yayswords happy :P]
By the way, check this. Jack said act 2 would be huge, but in terms of time played to complete it compared to act 1, I didn't find it huge. I might be alone with this perspective, but... a major reason is...
Well, act 1 spans across far many more game-days, which means more opportunities for stores to refresh, which means more shots at roulette :)))
BTW the problem with getting too little exp from the act, Jack. Consider that we don't seem to get all areas explored. I'm not sure if I got quest set credit either, I don't really have a far progressed save where I can see the quest counter.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: SOTW 0.8.14 - Second Act Beta!
No is because those values aren't the right onesyayswords wrote: BTW the problem with getting too little exp from the act, Jack. Consider that we don't seem to get all areas explored. I'm not sure if I got quest set credit either, I don't really have a far progressed save where I can see the quest counter.
edit: I'll consider for the quest number also Riley,Krimm and Chalassa's personal quests, even if they'll give 0 fame (since is something in the past would be weird that had an impact on today's fame). But beside getting the powerful items they'll also count towards the total quest amount.
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renke_
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Re: SOTW 0.8.14 - Second Act Beta!
I just had one case of Slumber not working - no damage preview and after casting it neither damage done nor an active debuff. I believe the logic is somewhere along the line: Take 10 % of base damage, effect has 100 % chance. But what happens if the damage is rounded to zero?
- jack1974
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Re: SOTW 0.8.14 - Second Act Beta!
Hm that's a good question, it should still trigger it, but I'm not sure the code actually does that. I think safest thing is to set a minimum damage, like 5, so the effect will trigger (since does few damage, the main purpose of that skill is the debuff, and if that doesn't trigger... is useless!).
Also I counted the quests/locations:
Location = 10 (was missing to count the Ratmen in sewers)
Quests = 9 (I'm going to add each personal quest, and also I forgot to give the reward both on XP and also on quest count for the Gamesh quest, the drug package delivery!)
The bonus for each is 500XP so you can get another extra 1000XP if you complete this
Also I counted the quests/locations:
Location = 10 (was missing to count the Ratmen in sewers)
Quests = 9 (I'm going to add each personal quest, and also I forgot to give the reward both on XP and also on quest count for the Gamesh quest, the drug package delivery!)
The bonus for each is 500XP so you can get another extra 1000XP if you complete this
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renke_
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Re: SOTW 0.8.14 - Second Act Beta!
per my modding experience: effects of damage skills trigger only with actually dealt damage ^^jack1974 wrote:Hm that's a good question, it should still trigger it, but I'm not sure the code actually does that.
A minimum damage of 5 feels a little bit too high, as I regularly do damage in the 2-3 range (still at the beginning of act 2)
- yayswords
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Re: SOTW 0.8.14 - Second Act Beta!
Maybe that's why I couldn't seem to land Madness on Yeldin either 
If at first try it doesn't explode, it ain't Jack who wrote the code.
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renke_
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Re: SOTW 0.8.14 - Second Act Beta!
I just moved a backrow mob under guard to the frontline - though the effect is (according to the symbol) still active I can hit him without the damage redirected to the guardian.
- yayswords
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Re: SOTW 0.8.14 - Second Act Beta!
Yeah it wasn't always so but Anima changed it. I'm glad the buff stays though. I think it's perfectly WAI (working as intended). It would be annoying if you had to reguard people every time someone used something like Push.
If at first try it doesn't explode, it ain't Jack who wrote the code.
