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Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 2:06 pm
by jack1974
Hehe there's plenty of other occasions where if you fail the checks you end up in a fight. So "grinders" might want to lose on purpose!

Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 2:23 pm
by myoksy
> I also noticed randomly a fun bug, if you buy the normal weapons they get all grouped under the same "kind", so all daggers, but they display only 1
> icon. At first I thought the buying wasn't working, then I noticed that the new daggers were added to an existing stack. So the solution is to have all
> the dagger use the same icon (no more randomized like before). Anyway I don't think many people are buying the common weapons/armors
I never thought of this a bug, the same type stacks in the stash regardless of the icon (and mixing colours was quite fun, the dual wielders had all long swords, but with different icons ; )). but now you introduced one: the same item does not stack anymore. I currently have two short swords in my inventory - the same symbol twice, not a stack with two swords.
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 2:31 pm
by jack1974
I think perhaps I'll leave as it was before then?
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 2:41 pm
by myoksy
I can only talk about myself: I noticed that identical items with different icons stack, but never thought it's a problem - they are identical, after all. at the moment with non-stacking items the situation is worse, as it clutters the inventory.
Oh, just saw that Take Aim even works on KOed chars, will the centaur shoot dead poor Nuala a second time? : D (Take Aim is AoE? It looks as if the first target was not the unconscious char but the one next to her, looks like a missing check ["don't apply on target without HP"])
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 2:56 pm
by myoksy
myoksy wrote: ↑Sat Feb 03, 2018 12:55 pm
uh, Jack. you nerfed Debiitate even *more*. the delay was 10 and now it's 15 - I am seriously unhappy with the direction.
and the attack gets slower with higher skill levels? it is now overall a barely mediocre skill, imo. in earlier versions it was way too powerful, but now it's not exactly useless but boring and uninteresting. to use it tactically (i.e. defanging a powerful enemy) one has to priorise Agility even more.
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 2:58 pm
by jack1974
Yes I think is better too - less cluttering in the inventory and they're basic items anyway. OK I'll revert the change then (will work when shops refresh though).
As for take aim no, it's a debuff, the other attacks will do more damage.
myoksy wrote: ↑Sat Feb 03, 2018 2:56 pm
and the attack gets slower with higher skill levels? it is now overall a barely mediocre skill, imo. in earlier versions it was way too powerful, but now it's not exactly useless but boring and uninteresting. to use it tactically (i.e. defanging a powerful enemy) one has to priorise Agility even more.
Ok what you propose? Since you're the master of debilitate skill

Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 2:58 pm
by Franka
Kusho's Poison skill (Expert) says it does 150% base damage. Against this foe I'm fighting, his normal attack deals 13 damage, his Poison skill deals 1 damage. Eh? Oh, and Backstab (Novice) says it does 50% base damage, and deals 12 damage. Ehh?

Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 3:04 pm
by Franka
Oh, I see. It has to do with elemental resistances. That's not very intuitive when we don't know what elements our attacks are.
Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 3:08 pm
by jack1974
Franka wrote: ↑Sat Feb 03, 2018 3:04 pm
Oh, I see. It has to do with elemental resistances. That's not very intuitive when we don't know what elements our attacks are.
Yes poison is considered "Dark" resistance. I think there should be space to show the element attack type though

Re: Cursed Lands version 0.7.5
Posted: Sat Feb 03, 2018 3:35 pm
by jack1974

Voilà, added the element to the skill during combat
