SOTW 0.8.24.18 - Second Act Beta!

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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jack1974
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Re: SOTW 0.8.12 - Second Act Beta!

Post by jack1974 »

Haha I'm sorry, though honestly I don't mind having someone who started from the beginning to make sure everything works fine :mrgreen:

Applied the new traits, I changed so that all needed 2, because otherwise the layout looked bad, but the secondary stat for the first skill is 20 so easily obtainable, while the last 3 needs 35 x 2. Now is even better I think. Will be live on next update, waiting for more bug reports.
renke_
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Re: SOTW 0.8.12 - Second Act Beta!

Post by renke_ »

the goblin camp is a windy batte area? no fair, now my selected druid nukes are not compatible to all fights anymore :)
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yayswords
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Re: SOTW 0.8.12 - Second Act Beta!

Post by yayswords »

No I meant skills Jack. We shouldn't be able to get every skill. There isn't really a skill build like that, only an order to achieve that 12/12 build. But if we can't reach 30 then ok.

That being said there's sure a lot we could do with traits. I feel like my characters are a total mess now because I've aimed for this and that trait, and then first found out that traits don't require skill points, and that they work with your base values, and now that you are changing them anyway. But it's a beta, if my act one ideas would be right all the way through you wouldn't be changing much at all :P

50 points in one attribute is very very steep. I could see myself going 20 will, 20 con, 50 something maybe. But damn would that take long. Know however that +15% base magic is like nothing compared to all the magic I get from gear.

As for Elementalist. If you are willing to blow 30 points into arcane and will, you are a mage anyway and have high magic and don't need the resistances too. It's gonna help the characters that don't need the help only. The other two feel more like "I probably don't wanna go 30/30 in these but for this trait I would", from a warrior/thief perspective, and that's better.

But now at last I can play with mah own music. \m/
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: SOTW 0.8.12 - Second Act Beta!

Post by jack1974 »

renke_ wrote:the goblin camp is a windy batte area? no fair, now my selected druid nukes are not compatible to all fights anymore :)
Heh sorry :) time to insert more windy battlefields!!
yayswords wrote:No I meant skills Jack. We shouldn't be able to get every skill. There isn't really a skill build like that, only an order to achieve that 12/12 build. But if we can't reach 30 then ok.
Yes that is something I still need to tweak, together with traits. Maybe I'll reduce from 50 to 40 and put level cap of 25. I tested and at 25 you get 10 out of 12 skills, so indeed I could stop at that level so you don't get all the skills available!
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fabulaparva
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Re: SOTW 0.8.12 - Second Act Beta!

Post by fabulaparva »

jack1974 wrote: What's New in 0.8.10
- ACT 2 DONE!!! :) obviously, still missing lots of final art like some skill icons, family banners, the BIG ARENA tileset in map, also an extra music track, etc.
From the first post. Is "The Thing" in the Lugal dungeons (Kiduu quest to kidnap Robinia back) one of those art-pieces that are still missing on purpose, or is this a bug:
Spoiler:
When I opened the coffin, I got this:
Image
?

EDIT: In the actual fight the sprite shows normally.
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jack1974
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Re: SOTW 0.8.12 - Second Act Beta!

Post by jack1974 »

Ah no is a bug!! Somehow I didn't add the sprite to the code. Thanks fixed :)
renke_
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Re: SOTW 0.8.12 - Second Act Beta!

Post by renke_ »

In Riley's skill both Shake and Magic Chains are described as dealing earth damage - was this intentional? Would be rather untypical for your approach to elemental damage :)

[and after seeing Riley's skill set I feel the druid is even more bland. And so far my gang is only half complete]
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yayswords
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Re: SOTW 0.8.12 - Second Act Beta!

Post by yayswords »

You gave Chalassa an air bow. You bastard. You've no idea how long I've been disappointed in her damage. Time for her to own. Could you perhaps give NPC's a normal weapon by default? :P

Also what was it, all thief abilities use their ranged weapon for damage calculations right?
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jack1974
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Re: SOTW 0.8.12 - Second Act Beta!

Post by jack1974 »

Oops you're right! Damn is because I redid the skilltree lots of times :oops:
After checking them all, I think need to add a Fire spell since is missing. I'll probably change the magic chains to be Air, and turn the magic missiles in magic spark so are fire-based :)

(p.s. the druid is the only caster with all balanced elemental spells! can hit any enemy with the best element :wink:)
yayswords wrote:You gave Chalassa an air bow. You bastard. You've no idea how long I've been disappointed in her damage. Time for her to own. Could you perhaps give NPC's a normal weapon by default? :P
Is actually randomized :mrgreen: But the weapon damage reduction shouldn't be too big, I mean I think matters more the actual base damage than the element.
yayswords wrote: Also what was it, all thief abilities use their ranged weapon for damage calculations right?
Uhm I think so (should check, but taking a bit of a break today except fixing serious bugs).

I think Chalassa might even be overpowered if you pick No Chances + Sudden Strike can defeat the frontline almost alone standing on the backrow :lol:
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yayswords
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Re: SOTW 0.8.12 - Second Act Beta!

Post by yayswords »

Yeah I didn't take No Chances... not sure why now.

I'm gonna regret saying this but, the Trinkets 'n' Treasures shop is a bit...

Well, I go from basically not ever finding any regen items (elsewhere in the game), to seeing jewelry here with up to 6 regen. Casino could be very rewarding here. The weapon selection is a bit limited but I've picked up two 5 HPR flails for my ranger too.

Also my FPS kinda sucks everywhere.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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