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Re: SOTW 0.8.11 - Second Act Beta!

Posted: Sun Jul 13, 2014 6:40 am
by SenseiWhat
When a new character first joins the group, if you click Auto-Assign, then click Reset, they lose all of their initial points to allocate except for 6 of them.

Re: SOTW 0.8.11 - Second Act Beta!

Posted: Sun Jul 13, 2014 7:31 am
by cheska
woohoo....im downloading now. ^__^

Re: SOTW 0.8.11 - Second Act Beta!

Posted: Sun Jul 13, 2014 7:50 am
by jack1974
Themobboss wrote:Got an error message in the steam tunnels
Hmm I think is when an enemy was attacking right? probably there's some problem with a skill :) need to check!
yayswords wrote: Or well, whatever you do, it shouldn't be possible to get all skills in the end. Whether that means fewer skill points or more options.
You mean skills, or traits? For skills yes depends which level you reach, I think you need around level 30 to get them all, and in Act2 you should get up to max 14, so I think in the final game you could reach 25 max, so some skills would be left out.
yayswords wrote: Also not sure you saw it the first time but, even with all sound muted I hear some sound effects in combat.
Even if you mute the voices ? some "hit" sounds are assigned to that channel :)
yayswords wrote: Krimm does not regain mana from Rage when she blocks attacks. Makes defense a little double edged.
Yes, for now I want to leave as it is, since the rage should work only if BLOOD IS SPILLING! :twisted: so those blocks aren't good! :)
yayswords wrote: OH EM GEE that was a generous reward Jariel. Go back to act one and teach those Ninim cheapskates how to appreciate a hero.
He's a nice guy, isn't he? :)
Pace675 wrote:A sprite issue :
Haha no is on purpose! He's a powerful mage, so even without his left arm he can still use magic to wield a staff. The artist drew like that on his own, but I liked the idea. Taleweaver could write a story about how he lost his arm maybe :wink:
yayswords wrote:Speaking of which, I went to bet on the insect fight with a grand fortune of 1 gold coin. When I tried to bet 15 coins, it said I don't have that much but the plot continued as normal, and I won 45 anyway.
Ah yes I didn't do that check, will do it.
yayswords wrote:I think thief front row tanking needs some thought. The initial idea is good, allowing hunters and presumably Jariel/Chalassa to be in the front row. But when you force an enemy archer into the front row it's only really exciting for the warrior in front of it, the rest do really meh damage. Maybe a surprise factor that doesn't let the thief damage reduction kick in until the thief's next turn?
The other thief should still do good damage on the enemy thief (honestly now don't remember how I decided to code it). But the easiest solution is that the damage reduction applies only Warrior->Thief and not Thief->Thief.
Themobboss wrote:I just encountered another bug. I've completed Chalassa's flashback mission but two fights later I had alerted Horus guards popping into normal group fights with mercs replacing the entire back row of enemies. When the fight was over it kicked me back into the end of Chalassa's flashback mission.
Ah yes forgot to reset the "cutscene" variable of the fight! :lol: thanks
Themobboss wrote:I've also noticed another issue with trying to buy stackable items from vendors. When I use the clicker to increase the amount of potions or whatever that I'm trying to buy it stops at one and locks up. The only way I can select more is to right click back to the options menu, then back into the game.
Hmm I think I'll need to ask Anima about it. I remember in Loren we had some issues with the silder to choose. But I don't remember any bugs with the -/+ buttons. Unless by clicker you mean the slider/bar ? (sorry don't understand exactly the meaning :oops:).
yayswords wrote:Soo... Riley's quest. Nightmare mode. Did anyone beat that "fairly"? I found myself scrolling a lot so that his wild tricks would work and I could avoid most encounters (I fought two guard packs only). I didn't realize from square one that he had regular potions too, so I could have fought maybe 1-2 more guard packs. I also theorized that his attributes affected his success with his wild tricks but it seems down to blind luck.
I spent lot on time balancing that one... is not easy because he's a mage and he's alone :) I ended up adding the extra potion thing that wasn't in the plot because otherwise was really too hard. I think the key to success is picking the right skills: if you pick the magic missile you can hit the enemies quickly, and using the potions to regain HP/SP quick.
SenseiWhat wrote:When a new character first joins the group, if you click Auto-Assign, then click Reset, they lose all of their initial points to allocate except for 6 of them.
That needs fixing :lol:

Re: SOTW 0.8.11 - Second Act Beta!

Posted: Sun Jul 13, 2014 8:01 am
by yayswords
No Riley's personal quest is a big disappointment combat-wise. It's a unique setting and yet he has to fight everyday junk mobs. It should be designed so that you really want Riley for it, not Krimm or Vaelis. Making him facetank all those guards is poor design.
The other thief should still do good damage on the enemy thief (honestly now don't remember how I decided to code it). But the easiest solution is that the damage reduction applies only Warrior->Thief and not Thief->Thief.
It has nothing to do with thief->thief. I'm just saying if I force an enemy thief to the frontline where I have three warriors, only one of my warriors is gonna be happy about it. The rest are gonna do the same damage they would do by just shooting arrows at the thief while it was in the back row. The thief side damage reduction mechanic is good for letting thieves be in the front line if you want that, but when you force a mage into the frontline that can be outright devastating. But not for a thief who already has more defense than a mage before this mechanic. I like the idea for letting thieves tank in the front line, but when you force them there from the back row I think it should be temporarily inactive.

Also I'm on family quests. I did the Lugal one on nightmare and it was an okay quest. Now I'm checking the others but I turned it down to easy just to see them. The Gamesh quest is terrible. EVERY SINGLE TIME I deliver the drugs I get ambushed, and during the ambush someone steals drugs, and after that I have to get them back. RINSE REPEAT. Even after I deliver the last bag I get ambushed. Not only is it mindnumbingly repetitive, I also don't think I could handle that many battles without rest on nightmare mode.

Kiduu one also had a lot of encounters, though it still felt far more inspired than the Gamesh one. Maybe the Lugal one is just really easy? Almost no fights.

Galanna quest also many encounters. I guess Lugal is just easy. Bug anyway: If I click the wrong mirror after the alchemist boss and get sent back, and reach his room again, I have to redo everything I did there. Including fighting him.

Also I noticed traits increase base values, making most of them quite terrible.

Lastly I don't see an option to turn off voices?

Re: SOTW 0.8.11 - Second Act Beta!

Posted: Sun Jul 13, 2014 8:34 am
by jack1974
yayswords wrote:No Riley's personal quest is a big disappointment combat-wise. It's a unique setting and yet he has to fight everyday junk mobs. It should be designed so that you really want Riley for it, not Krimm or Vaelis. Making him facetank all those guards is poor design.
The problem is that the Mage class really can't "solo" in this game system :)
An idea I had, is that he uses a trick to summon mirror images of him. I might try to change it that way if there's time.
yayswords wrote: I like the idea for letting thieves tank in the front line, but when you force them there from the back row I think it should be temporarily inactive.
Well I can add a negative effect that lasts a few turns after the "switch skills". That should be possible :)
yayswords wrote: Also I'm on family quests. I did the Lugal one on nightmare and it was an okay quest. Now I'm checking the others but I turned it down to easy just to see them. The Gamesh quest is terrible. EVERY SINGLE TIME I deliver the drugs I get ambushed, and during the ambush someone steals drugs, and after that I have to get them back. RINSE REPEAT. Even after I deliver the last bag I get ambushed. Not only is it mindnumbingly repetitive, I also don't think I could handle that many battles without rest on nightmare mode.
Ah OK maybe I exaggerated a bit on the thief number, will check :lol:
yayswords wrote: Kiduu one also had a lot of encounters, though it still felt far more inspired than the Gamesh one. Maybe the Lugal one is just really easy? Almost no fights.
The lugal is the one where you kidnap Robinia, right? I think because it depends on a bit on the randomness of the mercenary encounters. I think I should put some fixed encounter so there are at least a few.
yayswords wrote: Galanna quest also many encounters. I guess Lugal is just easy. Bug anyway: If I click the wrong mirror after the alchemist boss and get sent back, and reach his room again, I have to redo everything I did there. Including fighting him.
Lol OK, this is a bug :)
yayswords wrote: Lastly I don't see an option to turn off voices?
Is under the Battle Volume, mutes the party voices and also some enemy effects.

Re: SOTW 0.8.11 - Second Act Beta!

Posted: Sun Jul 13, 2014 8:40 am
by yayswords
Is under the Battle Volume, mutes the party voices and also some enemy effects.
I had that muted since act one; all three were muted. But in this build it's not helping. I mostly hear swings. Not voices or spells.

For Riley's quest you could do something like, since Rafik is so old he surely commands some magic. Instead of guards, Riley has to deal with illusions. Each time he has to fight, he can win by figuring out which one is the real one and destroying it. You've made such creative use of victory conditions elsewhere, do it here too.

Re: SOTW 0.8.11 - Second Act Beta!

Posted: Sun Jul 13, 2014 9:00 am
by jack1974
yayswords wrote: I had that muted since act one; all three were muted. But in this build it's not helping. I mostly hear swings. Not voices or spells.
My bad I used a wrong keyword during the config. Now will work :)
yayswords wrote: For Riley's quest you could do something like, since Rafik is so old he surely commands some magic. Instead of guards, Riley has to deal with illusions. Each time he has to fight, he can win by figuring out which one is the real one and destroying it. You've made such creative use of victory conditions elsewhere, do it here too.
Yes will try to do that. I'm taking a bit of a break right now :lol: (if you consider a break still fixing bugs! haha) But next week will code this since seems worth it.

Re: SOTW 0.8.11 - Second Act Beta!

Posted: Sun Jul 13, 2014 9:36 am
by fabulaparva
yayswords wrote:Soo... Riley's quest. Nightmare mode. Did anyone beat that "fairly"? I found myself scrolling a lot so that his wild tricks would work and I could avoid most encounters (I fought two guard packs only). I didn't realize from square one that he had regular potions too, so I could have fought maybe 1-2 more guard packs. I also theorized that his attributes affected his success with his wild tricks but it seems down to blind luck.
I did one or two reloads on those choices to avoid one fight to save a few more potions for the boss fight. Does that leave 5 fights? Dunno, I got confused in my calculations, but I used up all the special potions. I might've fought once without any potions. The lovely thing about fighting most of them is that one gets a level-up! :PI had 4 health and 5 mana potions for the boss fight, which wasn't bad at all with Ghost Form, Magic Missiles and Magic Chains chosen. :) There's a possible typo at the end of it all:
Spoiler:
When Riley gets confronted by the Mogul:
"I opened my mouth for a witty retort, but the moment I did, the Grand Mogul lifted my finger, and my tongue froze stiff."
I think it should be "his finger"
I'm running slow with this. The green-clad assassin drove me mad last night. Talk about defensive overkill! :P I redid half of the cell-searching just to get my heroes' HP and MP levels even a bit higher before the Boss, but still he was flatlining them all...until I remembered Rowinda's candy. Hail to sugar-rush! Anyway, during my last and finally successful run-in with the Boss, something graphically weird happened to his head just before the fight:
Spoiler:
Image
Maybe the only reason I won was because his head split before the fight? :lol:
(I was using cntrl to skip prior to that, dunno if that's relevant. Version is naturally 0.8.11)
Skill-wise, I'm slightly annoyed about that Riley's Energize-spell. It takes 20SP and then you'll have to wait for 3 turns to get back all in all 30SP. The HP-amount is okay, because one doesn't pay in 20 HP to get the 30HP boost after 3 turns. Maybe it could give more SP per turn? *starts to haggle* How about 10/15 HP/SP per turn? :P

Re: SOTW 0.8.12 - Second Act Beta!

Posted: Sun Jul 13, 2014 9:55 am
by yayswords
I think no matter what though, Riley's quest should not automatically fail if a stunt fails. As it stands now, you have to fight every guard pack if you wanna be certain to succeed without relying on luck or reloads, but I don't see anyone pulling that off on nightmare.

About that assassin... before returning to the prison, I was like, okay it's back to the prison, I'm gonna rest, I'll just wipe out any mercs that are left on the map without minding my SP. Okay and then I had to fight other gladiators 5+ times, fortunately they weren't tough. And then after that I thought FINALLY some rest, and then he attacks. You know what roflstomps him? Purification x2 :)
Skill-wise, I'm slightly annoyed about that Riley's Energize-spell.
I'm using that spell for mana battery purposes. Who's surprised? Raise your hands!

But I think that one has struck a fine balance really. It's really slow. Trying to turtle up your mana takes painfully long, and then you have to use some of it again just to deal with whatever mob you left alive. It's not what Invigorating Prayer used to be by any means. Also, have I mentioned I love Krimm's resource management?

Lastly Jack, I thought we were supposed to reach max level in SotW, so therefore I assumed we would be able to unlock all 12 skills. Also having noticed that most traits affect base values (according to tooltip) I seriously regret ever going for the +magic, +attack and +defense traits. No way are they gonna pay off :( I think though, given that we get the traits for free, some classes (warrior/thief subsets) might just get opt to get 25 in every stat.

Re: SOTW 0.8.12 - Second Act Beta!

Posted: Sun Jul 13, 2014 10:24 am
by fabulaparva
yayswords wrote:I think no matter what though, Riley's quest should not automatically fail if a stunt fails. As it stands now, you have to fight every guard pack if you wanna be certain to succeed without relying on luck or reloads, but I don't see anyone pulling that off on nightmare.
´
Sounds like a challenge to me! :lol: Nah, kidding, I don't think I'll ever get back to try to do that, especially if the quest will change with the future updates. After completing the quest, I felt that doing it with all the fights wasn't that far off. But this was most likely the "quest-succeeded-high." I think maybe 1 or 2 of all failed stunts could lead to quest-failure, but maybe some of them could just give Riley some sort of negative status for first 1-2 turns into the fight? Just a suggestion, I'm not trying to delay the completion of the game here... :P
About that assassin... before returning to the prison, I was like, okay it's back to the prison, I'm gonna rest, I'll just wipe out any mercs that are left on the map without minding my SP. Okay and then I had to fight other gladiators 5+ times, fortunately they weren't tough. And then after that I thought FINALLY some rest, and then he attacks. You know what roflstomps him? Purification x2 :)
´
Yes, I did have some regrets of not having that skill,lol. For added challenge, I'm doing this on my very-low-on-healing-skills druid/hunter combo. It means no healing skills for the hunter and druid has Eagle's Grace and that's it for the twins. Vaelis has mana-regaining stance. Yes, I'm bat-shit crazy and Rowinda is my hero! :mrgreen:
yayswords wrote:
fabulaparva wrote:Skill-wise, I'm slightly annoyed about that Riley's Energize-spell.
I'm using that spell for mana battery purposes. Who's surprised? Raise your hands!

But I think that one has struck a fine balance really. It's really slow. Trying to turtle up your mana takes painfully long, and then you have to use some of it again just to deal with whatever mob you left alive. It's not what Invigorating Prayer used to be by any means. Also, have I mentioned I love Krimm's resource management?
*does not raise hands*

Anyways, yes, mana-turtling... As it is now, the turtles are speeding past me on this highway of mana and I'm stuck in the gutter running alongside. :P