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Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 1:13 pm
by Franka
jack1974 wrote: ↑Sat Feb 03, 2018 12:59 pmIf the enemy is a scripted boss, the battle will end on a successful talent check (not the whole battle, just a step of it).
Well, you should update the descriptions or something. So far, the only talent I've ever used that actually did what it said it does is one of the "end fight" talents. All enemies so far have been immune or fights have ended when the text says they should do something else. That's just confusing.
Regarding the speakers it's because those are randomized, so I can't know exactly who is talking either. I don't think I can show the corresponding characters (haven't tried but doesn't seem simple).
Ok, if the lines don't reflect the speaker's personality anyway, I guess it doesn't really matter.
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 1:19 pm
by jack1974
Franka wrote: ↑Sat Feb 03, 2018 1:13 pm
Well, you should update the descriptions or something. So far, the only talent I've ever used that actually did what it said it does is one of the "end fight" talents. All enemies so far have been immune or fights have ended when the text says they should do something else. That's just confusing.
Yes I need to explain it better in the skills descriptions. It's explained in the first boss fight but of course it 's not like players can remember it. Also enemies who have "no personality" are immune to the talents (like golems, monsters). But in that case I always display 0% in the skill success chance. I thought to disable them completely but then the player might wonder if is not a bug

Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 1:33 pm
by myoksy
> But in that case I always display 0%
not always, see my comment on the previous page
> Yes I need to explain it better in the skills descriptions. It's explained in the first boss fight but of course it 's not like players can remember it.
it says something like "can only won with social talents" and this frustrated me a lot - with chances like 4% i my first play-through I wasn't able to defeat the young vampire in 10 tries (or so). I was really happy when I noticed that I could simply club him to death to win the battle.
> Yes I need to explain it better in the skills descriptions.
the description "target attacks another random ally" needs reworking. I thought "ally" means one of _my_ chars and the skill works similar like the guard skill, only with a randomized damage taker.
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 1:37 pm
by jack1974
OK I investigated a bit more

I can actually have the effect work even against a boss. So like, Demand = you get the item AND then the fight phase ends (like before). But at least you get the item! less confusing for sure. Also, I noticed that you were supposed to get XP even winning with social talent but wasn't working. Now it works, though I wonder if I should give the same XP amount as if you won the fight normally, or a bit less (like half?) since you used the talent... on the other hand since you don't get the loot, there's still that penalty anyway. So probably will keep same amount of XP
Regarding the lizardmen - it's because if the encounter says "battle to death" all the talents which makes enemies flee or cease fire don't work. I'll need to explain better in the battle log probably...!
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 1:42 pm
by myoksy
> it's because if the encounter says "battle to death" all the talents which makes enemies flee or cease fire don't work
ah, good to know. this is not self-explanatory
> though I wonder if I should give the same XP amount as if you won the fight normally, or a bit less (like half?) since you used the talent
the encounter is won fair and square within the game mechanics, giving less XP feels wrong (and playing out the battle without social skills can give loot and money, so the short cut is anyway worth less)
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 1:47 pm
by Franka
jack1974 wrote: ↑Sat Feb 03, 2018 1:37 pmI can actually have the effect work even against a boss. So like, Demand = you get the item AND then the fight phase ends (like before). But at least you get the item! less confusing for sure.
I used Foster Doubt on Adede and there was no item gain (unless it isn't listed in the loot window).
I also used it where there was an item gain, so it's not consistent.
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 1:52 pm
by jack1974
myoksy wrote: ↑Sat Feb 03, 2018 1:42 pm
> it's because if the encounter says "battle to death" all the talents which makes enemies flee or cease fire don't work
ah, good to know. this is not self-explanatory
I'll make a pop-up appear the first time you do a battle to death, or maybe I'll just change the success chance to 0% for those situations (probably better).
And yes full XP even for social victory then.
Franka wrote: ↑Sat Feb 03, 2018 1:47 pm
I used Foster Doubt on Adede and there was no item gain (unless it isn't listed in the loot window).
Yes, that's how it works currently, but on next update you'll get the item!

Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 1:58 pm
by myoksy
> or maybe I'll just change the success chance to 0% for those situations (probably better).
this is tricky with the Rational skill - it has two variants and only one is affected by the battle condition. maybe suppressing the "flee" option when the battle type does not allow it?
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 1:59 pm
by jack1974
Ah yes you're right. I'll remove the flee option indeed, that's the best solution in this case.
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 2:02 pm
by myoksy
just noticed that "losing" the stat check at the jackal encounter in the desert is better: fighting the three (easy) foes gives XP : )