$12256 / $11500
1) Not sure if this is intended or not, but Antlion Bursters give XP when they blow themselves up. Shouldn't you receive XP for killing them? If this is intended, at least don't give the player XP if the explosion killed him. (I'm not sure if that's currently the case, though.)
2) However, this one is a flaw for sure: Buyback items aren't saved. After loading your save, they're gone. I can't begin to imagine my character's bewilderment upon noticing the items have disappeared...
It's okay for Bursters to give XP when they blow up. Dodging them is most of the fight.
Buyback items shouldn't be saved. They are only there in case you sell something accidentally and change your mind.
Plus, from an in universe perspective it makes sense for the merchant who bought it from you to attempt to resell what he bought at a higher price.
But... isn't it weird from the character's perspective if the items are suddenly... gone? And, IMO, it's weird for the merchant I sold the items to not to provide them for sale. I mean, he's losing a chance to make profit. I don't mean to say the items should stay there forever; there are plenty excuses for the items to disappear (he could've been mugged; he could've sold the items to someone else; etc...). I just think it's weird for that to happen when - in the game - nothing actually happened.
Regarding Antlion Bursters, do you know if they give XP when they kill the player? If yes, that may be an interesting method to train noob characters...
It's a standard RPG feature -- the vendors let you buy back items for a limited time if you didn't mean to sell them. Once you log off they're gone, like in every other game with this feature.
We don't need a logic/story reason for this. That's why we even allow ctrl+click selling items from wherever you are, and those items go to the Vendor's buyback tab. Why? Because this is an Action RPG, not a Pawn Shop Simulator.
I've been playing for two or three weeks and have built characters in all classes: Ranger, Wizard, Knight, and also a thief-like character using stealth, traps and thrown weapons with debuff. Just now I've been running around wearing the Ring of Invisibility. Being able to sneak past certain enemies is great fun. Go in, avoid the mobs, kill the high value target. complete the quest. Whereas the Silent Tabi are fun because they allow such a thief to get up to groups within throwing distance, set up a trap, and either cloak, assassinate a target and retreat while throwing knives, or lure the target towards the trap while throwing knives, the ring just feels like a cheat code.
Anyway, that's not what I wanted to say: Characters get stuck on corpses sometimes. Happens to me with zombies most of the time. I don't think it's been fatal yet, but it might have happened in melee combat, where characters also get stunned and I wouldn't be able to tell what's the cause of me not being able to move and subsequently dying. You can get away eventually by trying all directions obsessively, but it is annoying.
Also: I can't find what use Aether Walkers have if the character doesn't already have the blinking skill. Are there hidden requirements for them, like a Mental level matching that of the skill, or do they diminish the cost?
yau: Sounds like you're enjoying the game. That's great!
The Ring of Invisibility pretty much is a cheat code. If players are simply unable to avoid the temptation of using it we'll just remove it from the game.
Hopefully the "getting stuck on zombie corpses" is actually an IceClaw Zombie attacking you with his melee freeze. It will Immobilize you for a few seconds. There is a debuff icon that shows up next to your health, but we really really need a status overlay on the hero (e.g. feet encased in ice).
The Aether Walkers are just an alternative to the blinking skill. They're just an example of putting a power on an item instead of on the power tree. It's not a great example, and we may change the way those boots work.
In the latest development version, the character no longer gets blocked by corpses. So you should see this in version 0.19.
Regarding the items available, the current game is really just a demo to show off the possibilities of the engine and to provide a couple of hours of gameplay. The Aether Walkers are just another way of teleporting without using the teleport skill.
Its good that you have found a nice combination of skills to form an effective fighting style against enemies. I dont think thats necessarily an issue but if it really is overpowered, there are ways it can be balanced. Hopefully there will eventually be a wide range of equally effective combat tequniques available, with enemies that are more or less vulnerable to certain techniques.
No, actually a thief/assassin build is underpowered compared to the builds that stick to just one skill tree. But that's actually fine, because it poses another skill set that is still viable and challenging but not thought out. And you don't pump character points into just two attributes (offence and physical for a ranger, defence and physical for a knight, mental and defence for a wizard), you have to choose at every level which attribute needs to be raised: either to obtain skills or the capacity to use certain equipment (shields, or enchanted clothes and weapons).
The getting stuck on zombies isn't the Iceclaw (for a thief, the Skeleton Knights are the worst, they deal lots of melee danage) )I see the debuffs and their countowns (and the thief build cant kill the Brothers without Warcry anyway) , it's what happens for several seconds, and it really seems like tripping over corpses. There's nothing hostile alive, and yet still you cannot move. So I guess that's taken care of in v0.19. Great!
The question about the Aether Walkers is that I can't find an obvious way to teleport without having spent skill points obtaining the teleport/blinking skill. How would one get the teleporting skill into the skill bar without having spent points on it and while wearing the shoes?
The trees are still a bit undercooked. I think as we develop the game more we'll figure out and correct some of those weak spots.
Ah, for the Aether Walkers you should be able to wear them AND drag them onto the action bar to use as a power.
Well, dragging the boots onto the action bar isn't quite intuitive, but at least there is a way. Might be harder to have wearrng them unlock the blinking skill, but I've noticed that removing a figurine and decreasing a character attribute can deactivate a skill even though a skill poiint has been sunk into it, so the other way 'round would be intuitive?
The trees might be undercooked, I did get a char past the brothers at a comparable level (I think I got her up to seven to get the points to unlock War Cry) even when it didnt't select the any of obvious three skill dev paths. And she was the most fun. Sneaking past those gangs of Skeleton Knights, Archers and Mages in the caves to get to the Brothers' Lair Atrium, that's more challenging than being a mage and having the ice and blast spell and plenty of mana regen to just spam it around and not worry until the shield goes down, if it ever does.
Although those Knights are badass.
I've downloaded and installed the game using `cmake .` and `make `install`. It launches but
`w-a-s-d` don't work...
Other buttons like `c`, `i` (inventory) and other work, but not `w-a-s-d` or `up-down-left-right`.
Is there any way to repair this flaw?
P.S. The problem was that it was "Use joystick" by default. I disabled it and now it works!
But, do you think that the most of people use joysticks instead of keyboard?
genuine_zealout we'll check on the defaults for that config file. I think it's supposed to be Joystick Off by default.
FLARE does not like virtual displays apparently, at least not under Ubuntu Linux. My screens are set as follows and my issue is when I run the game Full Screen:
Main: 1280x1024
Second: 1024x768
I get an extra choice now of 2304x1024 which seems to work, spanning the game across both screens.
The problem is when I select a resolution that should run on just one of the screens such as 1280x1024.
- The game appears (duplicated) on both monitors.
- When I [Exit Game] I get what looks like reversed resolutions where the main screen only shows 1024x768 of the desktop and the secondary screen shows extra around the edges (screen background pic is 1024x768 but monitor displays 1280x1024).
Is anyone else seeing anything like this?