Cursed Lands version 0.8.9

Classic VN/RPG, all romance combos, social talent system https://www.winterwolves.com/cursedlands.htm
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jack1974
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Re: Cursed Lands version 0.8.0

Post by jack1974 »

Franka wrote: Tue Feb 06, 2018 9:07 am Ahh, I know what happened. I didn't finish the game the first time around because of the Hersilia is already dead bug, so I went back and on the second run kiled the lieutenants.
Good at least it works now :) thanks
myoksy wrote: Tue Feb 06, 2018 9:27 am When attacks remove the effect it would work as a temporary truce and does not act only when not attacked.
Hah, that would be a simple solution indeed. If there's time I might also implement it now, since would solve the problem of being too powerful against bosses :)
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jack1974
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Re: Cursed Lands version 0.8.0

Post by jack1974 »

I implemented it and it's fun. I might remove the duration only if the hit does a certain HP threshold though. I like the fact that you can hit a paralyzed enemy without consequences. But maybe if you hit someone for a damage higher than 10% of his total HP, I could lower it. Need to make some tests :)
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jack1974
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Re: Cursed Lands version 0.8.1

Post by jack1974 »

Made the new update: having a minimum threshold was too complex to explain and also was pushing paralyze back in dangerous "overpowered" territory. I have raised the duration by 1, but kept bosses reduction of 1. So at the Basic level you paralyze them for 2 turns. I also reduced magic chains SP draing on expert to 2, since 3 was crazy (5x3=15SP drain with ONE HIT! insane :lol:).
I played a few boss fights and maybe the paralyze now is more powerful but not dramatically like before (also because many bosses can heal/debuff the paralyze condition). In summary I think it was a good decision that made the game more fun without penalizing those who like to play with Jasper/Vaeril team, thanks for the suggestion :)
myoksy
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Re: Cursed Lands version 0.8.1

Post by myoksy »

> a simple solution

and it took only 4(?) RPGs until it was proposed ; )
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grey_duck
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Re: Cursed Lands version 0.8.1

Post by grey_duck »

Logic bug: investigating the corruption in the forest with Kusho and Vaeril, I successfully used agility to sneak around the woodcrasher. When I returned after fixing the corruption, the "woodcrasher we killed earlier dissolved". Never killed it. Unless they did it while I was in the brambles ;)
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jack1974
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Re: Cursed Lands version 0.8.1

Post by jack1974 »

Haha good catch, will fix it :)
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Franka
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Re: Cursed Lands version 0.8.1

Post by Franka »

I don't know what you've done, but the enemy speed is through the roof. I'm fighting 2vs2. My 2 guys take 1 action, the enemy then takes 14 actions in a row, killing Galen before I get another turn. My Speed stat is 9-10 times higher than the opponents AND I have pre-emptive strike (sending a save).
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jack1974
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Re: Cursed Lands version 0.8.1

Post by jack1974 »

It's that fix I did a while ago to prevent the crash if an enemy speed was too low (if I remove it the dwarves don't run at lighting speed anymore), but obviously it didn't work as intended :lol: Will try to find a better way to prevent that bug and this new one. Thanks :)
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Re: Cursed Lands version 0.8.2

Post by myoksy »

unsorted remarks/notes/observations/bugs

- "missha takaka-na". I lol'ed : ) and "{size=-10}Hear anything?{/size}" looks maybe nicer than "<whispering> Hear anything?"?
- usability: clicking twice on an enemy repeats the last action. clicking twice on a friendly char reopens the skill menu.
- gain item works only once per battle, even with different skills.
- at the beginning of act 2 visiting the desert shows two options, "talk with Larik" and "explore the tomb". chosing the first also removes the latter
- the skill guard break does not work? I targeted a guarded enemy, the guardian was damaged but no turn removed from the effect
- I like the new shut down effects. as side effect dual wielding has suddenly disadvantages wrt to paralysed enemies, slow but deadly 2-hand weapons are probably better when trying to optimize the benefit of chains/pinning
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jack1974
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Re: Cursed Lands version 0.8.2

Post by jack1974 »

Made the update, now the dwarves don't move at lightning speed anymore :)
myoksy wrote: Tue Feb 06, 2018 7:28 pm unsorted remarks/notes/observations/bugs

- "missha takaka-na". I lol'ed : ) and "{size=-10}Hear anything?{/size}" looks maybe nicer than "<whispering> Hear anything?"?
- usability: clicking twice on an enemy repeats the last action. clicking twice on a friendly char reopens the skill menu.
- gain item works only once per battle, even with different skills.
- at the beginning of act 2 visiting the desert shows two options, "talk with Larik" and "explore the tomb". chosing the first also removes the latter
- the skill guard break does not work? I targeted a guarded enemy, the guardian was damaged but no turn removed from the effect
- I like the new shut down effects. as side effect dual wielding has suddenly disadvantages wrt to paralysed enemies, slow but deadly 2-hand weapons are probably better when trying to optimize the benefit of chains/pinning
Thanks will take a look at them. The Larik/Tomb is not a bug though (was reported by another user too) but simply to avoid the player doing too many things at once (and then have to click end turn for 15 days :lol:) if you do one, you must wait to do the other.
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