Re: SOTW 0.8.11 - Second Act Beta!
Posted: Sun Jul 13, 2014 6:40 am
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.
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Hmm I think is when an enemy was attacking right? probably there's some problem with a skillThemobboss wrote:Got an error message in the steam tunnels
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: 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.
Even if you mute the voices ? some "hit" sounds are assigned to that channelyayswords wrote: Also not sure you saw it the first time but, even with all sound muted I hear some sound effects in combat.
Yes, for now I want to leave as it is, since the rage should work only if BLOOD IS SPILLING!yayswords wrote: Krimm does not regain mana from Rage when she blocks attacks. Makes defense a little double edged.
He's a nice guy, isn't he?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.
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 maybePace675 wrote:A sprite issue :
Ah yes I didn't do that check, will do it.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.
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.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?
Ah yes forgot to reset the "cutscene" variable of the fight!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.
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 meaningThemobboss 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.
I spent lot on time balancing that one... is not easy because he's a mage and he's aloneyayswords 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.
That needs fixingSenseiWhat 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.
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.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.
The problem is that the Mage class really can't "solo" in this game systemyayswords 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.
Well I can add a negative effect that lasts a few turns after the "switch skills". That should be possibleyayswords 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.
Ah OK maybe I exaggerated a bit on the thief number, will checkyayswords 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.
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: 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.
Lol OK, this is a bugyayswords 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.
Is under the Battle Volume, mutes the party voices and also some enemy effects.yayswords wrote: Lastly I don't see an option to turn off voices?
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.Is under the Battle Volume, mutes the party voices and also some enemy effects.
My bad I used a wrong keyword during the config. Now will workyayswords 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.
Yes will try to do that. I'm taking a bit of a break right nowyayswords 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.
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!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'm using that spell for mana battery purposes. Who's surprised? Raise your hands!Skill-wise, I'm slightly annoyed about that Riley's Energize-spell.
´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.
´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![]()
*does not raise hands*yayswords wrote:I'm using that spell for mana battery purposes. Who's surprised? Raise your hands!fabulaparva wrote:Skill-wise, I'm slightly annoyed about that Riley's Energize-spell.
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?