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Re: SOTW 0.8.23 - Second Act Beta!

Posted: Wed Jul 30, 2014 10:12 am
by yayswords
finally my f5 key can rest

Re: SOTW 0.8.23 - Second Act Beta!

Posted: Wed Jul 30, 2014 10:19 am
by jack1974
So was you that was slowing down my server!! :lol:

Re: SOTW 0.8.23 - Second Act Beta!

Posted: Wed Jul 30, 2014 10:25 am
by yayswords
You didn't document the map arrow change ;)

The Ninim forge has a blue arrow :P

Re: SOTW 0.8.23 - Second Act Beta!

Posted: Wed Jul 30, 2014 10:44 am
by jack1974
Ah yes forgot that, right now all change-zone spots near the borders are automatically displayed as blue, need to do a better check for locations nearby the borders which should still be green.

Re: SOTW 0.8.23 - Second Act Beta!

Posted: Wed Jul 30, 2014 5:23 pm
by renke_
the goblin fight in Act 1 has the red battle and the blue exit arrow stacked - I think before the change only the red one appeared

Re: SOTW 0.8.23 - Second Act Beta!

Posted: Wed Jul 30, 2014 6:25 pm
by jack1974
Ah yes lol because they were same size. Was a bit lazy :mrgreen:

Re: SOTW 0.8.22.3 - Second Act Beta!

Posted: Thu Jul 31, 2014 3:27 am
by nightshadengale
The new transition arrows looks really nice!

Is it intentional that you can't backtrack though dungeon maps to leave and heal? It's fine (if occasionally annoying) as a gameplay mechanic, but it doesn't really make sense for some of them.

(Also, speaking of dungeons, Jack, did you see this post I made a few days ago? Probably should have put something in it besides the spoiler button... At any rate I still find this really jarring.)
nightshadengale wrote:
Spoiler:
Personally, my response to

"Jariel asked us to hang out in the bathhouse, but we can only get in through the steam tunnels, which are full of escaped slaves who we can't communicate with and who appear to think we're there to bring them in"

would have been along the lines of

"Maybe we should go back and see if he'll come out to look for us, since he knows we're coming"

rather than

"WHELP, I GUESS WE HAVE NO CHOICE BUT TO SLAUGHTER THEM ALL."


Maybe the lizardmen could be replaced with not-all-dead-yet giant ants?

Re: SOTW 0.8.23 - Second Act Beta!

Posted: Thu Jul 31, 2014 7:19 am
by jack1974
Yes I made the dungeons that way on purpose, to give some sense of danger. Otherwise if you could just backtrack and leave... don't know, would feel a bit weird to me :)
As for the post yes saw it, but don't want to replace the lizardmen since I think is a cool idea. They're forced to go well... they didn't know that there were lizardmen, remember Riley though would be just a matter of squeezing in the small tunnels and entering the bathhouse without problems, undisturbed. As usual his ideas aren't that good :mrgreen:

Re: SOTW 0.8.23 - Second Act Beta!

Posted: Thu Jul 31, 2014 7:34 am
by fabulaparva
^... and my brain just kersploded due to all the possible double entendres...

Re: SOTW 0.8.23 - Second Act Beta!

Posted: Thu Jul 31, 2014 7:36 am
by yayswords
My flowchart is "they give loot and/or xp" -> "WHELP, I GUESS WE HAVE NO CHOICE BUT TO SLAUGHTER THEM ALL."

I don't mind the party agreeing with me!