Page 26 of 103
Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 2:38 pm
by fabulaparva
Since they are one-time only items, I think they *should* work against a boss. If there's a fear that they'll break the game when one uses them in too many boss fights, then maybe just raise the price to 750-1000g so one can't afford to buy more than a couple.

Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 2:49 pm
by yayswords
If the poison doesn't work against bosses but the others do then that's a pretty big reason not to go Kiduu. Is the poison permanent BTW?
Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 2:57 pm
by fabulaparva
A few graphical inconsistencies and/or suggestions (part one, I'll probably have more later)
1) When the Master of the Pits sends the group to deliver the invitations, he gives the instructions with the arena background. This makes no sense as it seems like there's a whole audience of enthusiastic people watching them standing there and talking. I think the out-side-of-cells area (where they met Riley the first time) would be more suitable background for the scene. Or maybe a street scene.
2) Just before the fight against Krimm starts and the audience boos, Shea starts smiling. makes no sense whatsoever.

I don't remember catching this while playing from Althea's POV, but that doesn't mean it didn't happen. This is from while playing as Shea:
3) Oh, that thieverous guard Ardin, his sprite in the battle scene is not the same man we argued with on the streets. This is an impostor! He looks just like all the others!
4) Not sure if the lush green fields -background in Krimm's flashback quest is a placeholder. Makes no sense to me as they are in a very arid area, so why would they see such scenery on their way to the bloodied boar? If I remember correctly, it's just a few lines of text and there are no characters placed on the background. Since it's a transition between two scenes, it might as well be text against black background, imo.
Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 3:19 pm
by yayswords
In the steam tunnels, you can either walk over two steam vents or fight... five? Lizardman packs. The thing is, you only lose 10% health from walking over a vent. You will probably be in better shape to fight the boss if you walk over the vents than if you fight your way through. Then again it's obviously xp/loot to fight them too, though I don't recall any phat epix anywhere, and xp for monster packs is nearly symbolic compared to quests.
I'm not sure what choice you intend to present us with, but if running over the vents is supposed to be the "fast but painful" option, then maybe they could leave a debuff (which stacks to 2) that increases fire damage taken? That way you'll get to the boss faster but he'll also be harder. Right now the vents are the "super fast, least painful but no loot" option.
Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 4:25 pm
by jack1974
yayswords wrote:If the poison doesn't work against bosses but the others do then that's a pretty big reason not to go Kiduu. Is the poison permanent BTW?
The poison is an effect like the others, so if an enemy has a cure can clear it. But there aren't many skills that clear ALL party / enemy and by a lot of turns.
And yes considering that, I'll make them work against bosses, since they are also influenced by the resistance. I got confused with Bleeding that cannot be resisted
fabulaparva wrote:A few graphical inconsistencies and/or suggestions (part one, I'll probably have more later)
Yes good observations, will fix all of them now!
yayswords wrote:I'm not sure what choice you intend to present us with, but if running over the vents is supposed to be the "fast but painful" option, then maybe they could leave a debuff (which stacks to 2) that increases fire damage taken? That way you'll get to the boss faster but he'll also be harder. Right now the vents are the "super fast, least painful but no loot" option.
I'll have them leave a debuff on the party indeed, the Burning one seems appropriate after stepping on a very hot steam vent

Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 4:39 pm
by yayswords
Yes, but what duration does it have if left undispelled?
Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 4:46 pm
by jack1974
Ten turns, quite powerful

Of course if the enemy has Poison resistance 90%... the duration would be reduced greatly. But apart that, is deadly.
Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 4:52 pm
by renke_
minor observation: I tried to role-play act 2 - my party consists of lowly slaves, the master said I mustn't annoy the 4 families as even his master has not enough influence to stop the wrath of the mighty clans. To be consistent with my status I didn't fought the optional mercs battles. I stopped role-playing - for a simple (and rather obvious) reason: I need need need the loot, after 2 days all my "play it nice" was gone.
no idea if this was intended, though :)
Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 4:56 pm
by Taleweaver
Yup, that's the effect Dingirra's supposed to have on people ^_^
Re: SOTW 0.8.15 - Second Act Beta!
Posted: Tue Jul 15, 2014 5:00 pm
by yayswords
The twins are still hopelessly idealistic. The refusal to kill the arena elves feels completely wrong to me. Maybe as an act of defiance, but they should be pretty damn used to killing by now. Plus not like the elves didn't have it coming.
+5 SPR +1 HPR +2 magic ring, 1860 gold DIE DIE DIE >:(
Did you increase xp from mercs?