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Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 5:07 pm
by renke_
I think it would feel more natural if the guard effect is bound to a position, not a person - though I have no idea if the RPG framework allows position effects.

Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 5:11 pm
by yayswords
Yeah true. It used to be that they were protected even if both were in the same row though.

Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 5:24 pm
by renke_
the former behaviour you described is even worse, but the current variant needs some explanation in-game - not everyone reads the forum :)

but another thing: I think the writer missed a nice place for making fun in Riley's flashback. I totally expected the coal transformed in diamonds - but no, the boring old gold thingy... Why did you have to exhume the well-known Philosopher's Stone and didn't include something new like the Thinker's Compactor, able to convert coal in diamonds?

Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 5:29 pm
by jack1974
renke_ wrote:the former behaviour you described is even worse, but the current variant needs some explanation in-game - not everyone reads the forum :)
Yes, need to think how to write it so that fits the space :)
As for Slumber I'll put 1 as minimum just to make it trigger in any case!

Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 6:00 pm
by renke_
...works only if target stays in back row... [or similar]

regarding starting equipment: I had to invest most of the earned gold in the early phases of act 2 to bring Riley up to date - a little bit better than lvl 1 mage equipment would be imho okay

Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 6:02 pm
by renke_
harr, I just triggered a boundery in your damage calculation: predicted damage for one nuke is 63-57. do you still use a model with fixed steps for damage reduction?

Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 6:58 pm
by jack1974
No fixed steps reduction, how is that possible? lol send the savegame if you have it :) maybe I messed up with the +1dmg every 5 difference I added on last build!

Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 7:20 pm
by renke_
oops, I just overwrote the slot :/ but I will send you one if it happens again.

and I think Krimm changes her clothes while the flashback - before she wears the arena armour, afterwards her nomad's dress. and I wasn't able to peek ;)

Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 7:25 pm
by jack1974
You can peek later during the bathhouse scene :wink:

Re: SOTW 0.8.14 - Second Act Beta!

Posted: Mon Jul 14, 2014 8:43 pm
by renke_
are the family quests all like the drug delivery? this one was very boring & repetitive, deliver package, fight mercs, deliver package, fight mercs, package stole, fight thief, deliver package, fight mercs, ...

If all drug deliveries would be intercepted no one (not even one of the 4 mighty families) could use this as sustainable business :) and the Scent of Stars is announced as 10 % per round by the Gamesh clerk but the actual value is only 5 % - I will trust no one anymore in this rotten city....

something different: the effect symbols for bleeding and mirror damage are very similar, but the latter one looks like a temporary solution?