Strange Fellow
Peculiar
- Joined
- Jun 21, 2018
- Messages
- 4,241
Never noticed that. Then why is he sometimes at the back and other times at the front?
Yes. You can see the character is indeed in back row due to the gap before the number before his name. I think there's also a mention in range description, not saying it's clear, at all, it's not.So anyway, there are front and back rows in this game? Might want to mention that somewhere, especially since you can't rely on the old 3-3 convention when there's an odd number of party members.
But once again 4 bandages with first aid 5 is completly ridiculous, you should barely miss 1 times over 3. For example I just used about 20 bandages with first aid 5, never missed twice in a row, either you were in some very unlucky run or the doctor had a big problem like his arm broken or something.Yes, I'm sure. And when you risk spending 4+ bandages even with a First Aid of 5, and every single party member is liable to start bleeding multiple times per encounter, it gets to be excessive. I'd need to carry hundreds of bandages.Is the character using the bandages really the one with 5 in first aid? This would be extremely unlucky, he rolled at least 4 tails among 5 coins 4 times in a raw. Already missing this 2 times in a raw is the exception rather than the norm.
V1.0.5 released
Fixes :
- During the turn when the party stops getting lost the automap was not filled. This was fixed.
- In some cases when an inventory page got emptied the game did not switched to the previous one. This was fixed.
- "Tool-tips" were added to the game options.
- Some text fixes.
Changes :
- The first half of the conscious characters, rounded up, used to be in first row of the party (and the other ones in second row). Now if you have got 5 or 6 characters, for example, the first 3 conscious characters will be in front row instead (even if all the others are unconscious), so that characters in front row always stay in front row (characters advance from back row to front row as above characters get unconscious but not the other way around).
- The possibility to use WASD and ZQSD settings only for movement but not for menu selections was added.
Both. But the lack of the letter is the more annoying one.Take everything on the floor or Take stock (of consumables)
What a surprise. Total shocker.Well, I restarted with a better party and things are going swimmingly. Not because the party is better (although it is, substantially so, I didn't realise how much better the stats get when you roll instead of point-buy), but because of metagaming. I can beeline to all the treasures for sweet XP without having to stumble into a million hidden traps and encounters.
That's funny, I found the upper left easy, while the lower right took me a while. But man, when suddenly I realised what I was looking at. That feeling just can't be beat.You should not worry about xp, treasures give a lot of xp compared to enemies.
Entering each password in first floor gives you susbtantial xp as well (and removes the robots behind the doors in case you were wondering). I think the puzzles are quite obtuse but the bottom right one especially may be doable if you're really working on it. The problem of top left one is that the hint is not directly in front.
You're right, I'll switch to 50 points for a start.Feels like point-buy in character creation is so much worse than rolling that it's bordering on a trap option.
Yes, thanks, I'll see what I can do, taking into account that you don't think status effects are still terrible after that part, but removing the teleporter is indeed not an option :D.As for status effects, they've basically become a non-issue like you said. I still agree with V_K that this is bad design, because the way it works makes it extremely punishing for players that haven't learned the ropes yet, but if you metagame, it becomes a minor nuisance at most. I don't mind the spike and poison traps, but enemies inflict A LOT of crits on the party early on, and with no bandages that's a death sentence.The thing that really exacerbates the issue is that teleporter in the starting area, which is just pure evil.I don't suppose you'll budge on that, and I see the fun of letting the player know early on what he's in for
Is moving it further West (past the shop doors) an option at least, so that a new player could at least reach the pharmacy without getting immediately screwed up?but removing the teleporter is indeed not an option :D
Technical stuff incoming .How's the Brawler feat supposed to work? It says it adds status effects to unarmed attacks, but is it only on crits or what?
I need to do something about that indeed.Tooltips describing what crits from various damage types do would be welcome.
Sorry, it should, it's a bug, it's more expensive when the character has status effects because it should cure those (except those which require surgery) but currently it does not cure the status effects anymore, looks like I broke the thing at a point.The Heal option at the doctor's should cure bleeding IMO, considering the price.
I have got mixed feelings. You're from the brave players who drew their own map, most players don't . I'll still consider it.The map should reveal all the tiles you stepped on before you bought the mapping tools. Yes, it's unrealistic, but as it is, if you don't buy them right away (which you wouldn't because they're really expensive) you're going to have to either revisit every tile or else continually cross-reference with hand-drawn maps. Both those options just add tedium for no good reason.
Sure.Also, and this is just personal preference, M should close the map as well as open it.
Thanks, sparkgun's description was already fixed for next version, statistics like when different players find the same bugs, and I like that too.Bug reports:
The Punch attack description mentions a "bare-handed combat" skill.
The Sparkgun's description is broken.
It just doesn't work like this. First, if your traps detecting skill isn't high enough, the whole party gets poisoned/bleeding/burning and just dies when they reach 0 HP. Second, if you don't know ahead where caches with bandage are, you might just as well restart because status effect don't give you enough time to explore.having him lost a bit in this small part of the game with characters possibly starting to bleed looking for the bandages which are in this area (and those without low endurance will reach -150 hps but they won't die, others may die unfortunately)
Bad example by the way, you roll against death (which includes resistance against death, poisons and wounds) for bleeding, not a second time against piercing.more than often the same as the attack because that concerns all the systemic status effect associated to any damage roll[...]any piercing attack has a chance to apply bleeding
V1.0.6 released
Fixes :
- You could get stuck in the middle of teleporters in the second floor of the dungeon. This was fixed.
- The character was not cured from status effects in the infirmary. This was fixed.
- Force bomb and sparkgun descriptions were missing. They were added.
- Some text fixes.
Changes :
- Two buttons were added on treasure screen, to take a full stack of stackable items and to take everything on the floor.
- The number of attribute points when buying stats was raised to 50.
- Junkies were given a bandage.
- Various resistances of the octopusses, jellyfishes and ethreal beasts were lowered.
- The number of charges of various armors, suits and boots was raised.
Having played Might & Magic 1 I was on the lookout for something like that the instant I saw that there were invisible walls. :D The other one didn't click as easily.As for the top left puzzle, what I hate is that there's a forcefield which puts you up just before while the actual path is not upwards only but can be taken in both direction (because upwards only was terrible), this mislead I don't like, it's not deliberate but a consequence of the rest of the design of the level. The other reason why I had the intuition that bottom right was easier is that you acknowledge by exploring there's even actually a riddle there, unlike top left.
Aw man :/They are probably the hardest riddles in the game, you'll probably solve everything else too.
I'll check and add appropriate feedback.Sometimes the combat log can be too unclear. For instance, when doing attacks that target a group of enemies, it'll sometimes just say something like "[Character] performs X attack on 3 Tanks" and nothing more, and it's not clear if he's hitting or missing or what. I assume that means he missed all of them? If that's the case then it should say so.
Thanks, I need to check that.One time, my confused character attacked another character in the party, which should've killed him (the log said it did something like 100 damage), but instead it did nothing. Afraid I can't be more specific than that, but maybe there's something funky in the code for friendly fire. I didn't know the confusion effect could do that - I'm gonna have to start taking it more seriously...
I'll try to do that as soon as possible.At the top of my wishlist is still a sequential combat log. The current implementation is bugging me more and more. I hope you'll take the time to do this.
The part when time passes at the end of the round needs a rework but for the rest feel free to check 1.0.7b1 version and tell me if it's better.t the top of my wishlist is still a sequential combat log. The current implementation is bugging me more and more. I hope you'll take the time to do this.
I don't like it. For one, the game has started crashing frequently in combat. Worse, it hasn't really made anything more readable either. The smooth scrolling which makes things hard to follow is still there, only now it's sped up at certain points to make each message appear in full. The problem is that it's still constantly moving. Something has obviously been done to the way the character list updates, but since the log still requires constant attention to even have an idea of what's going on, it's not doing much good yet.The part when time passes at the end of the round needs a rework but for the rest feel free to check 1.0.7b1 version and tell me if it's better.t the top of my wishlist is still a sequential combat log. The current implementation is bugging me more and more. I hope you'll take the time to do this.
Damn, thanks, I just made the version unavailable then, and at worse I'll switch back to how it was before.For one, the game has started crashing frequently in combat.
Sure, I'll add that.Would it be easy to make a speed setting where the log doesn't scroll at all except on input? Since progressing one "click" on input is already implemented, I imagine it'd be possible, but who knows. It'd be cool if it is.
Thanks, I'll fix these.Anyway, apart from that, I have moar stuff for fixing
This is not in this version since there's 99% chance that it is what makes the game crash somehow. I'm still working on those character list updates, I just don't want that it blocks the release of other bug fixes.Something has obviously been done to the way the character list updates
Sometimes the combat log can be too unclear. For instance, when doing attacks that target a group of enemies, it'll sometimes just say something like "[Character] performs X attack on 3 Tanks" and nothing more, and it's not clear if he's hitting or missing or what. I assume that means he missed all of them? If that's the case then it should say so.
results of multi-target attacks come in unreadable blocks. I'd at least give each damage roll a separate line
Would it be easy to make a speed setting where the log doesn't scroll at all except on input? Since progressing one "click" on input is already implemented, I imagine it'd be possible, but who knows. It'd be cool if it is.
Are you kidding? I love it, I've been playing it non-stop since release. This is easily my GOTY 2020. It's just that somehow only the negative feedback has made it into my posts, sorry about thatSorry for all this mess, I hope the game is not too painful to play