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Monday, September 13, 2021 - 06:32

That´s actually interesting; I think if stats worked as an added % to items values things would be much easier to balance. Like, 15 Str points = 15% more physical weapon damage (instead of adding 15 damage flat). That´s the way all Diablos do it.

Stats like Offense/Dexterity (for ranged) could offer a 0.2% for avoidance and critical instead of the crazy 1% they offer now for each stat point. Overall, it would make balancing and item creation way easier while avoiding stuff like starter slingshot being the most deadly weapon in the whole game.

Wednesday, August 11, 2021 - 12:39

Interesting topic, sounds like what i use for pets. Please explain wathever you can find.

Monday, August 9, 2021 - 10:47

Thanks for the slime tweat, i will correct it. As for the ranged/melee I wanted to add one handed ranged weapons and melee at the ultimate archer class "assassin" a mix of melee/ranged which would wield dexterity based short swords and hand crossbows(short range, fast attack speed). But normal archers have to use both hands to handle bows, it's only fair.

Sunday, August 8, 2021 - 05:13

Good enough :)

Saturday, August 7, 2021 - 19:10

Sorry for late answer, I'm currently away from home and any computer (writing on my cell phone).

Thanks for the helping offer, but the item side is already covered. Someone helped me get one random generator in gamedev forums; but that doesn't mean you can not help with anything. After replacing items, new balancing will be needed, magic items will be heavily nerfed. I will need testers.

After I feel the first act is totally ready I will start the second, do you know about mapmaking or blender 3d modeling? Are you good at concept art? I will need many new models for a third act.

Monday, August 2, 2021 - 10:49

Someone rised difficulty somehow, I´ll try to contact him.

Monday, August 2, 2021 - 08:38

The webpage version is outdated and pending of a nearby big release, the ones i posted are the most recent builds which work quite well.

I´m raising frost range a bit since i think its too short at the moment, and speedy enemies cancel your tactic, but I´ll raise the mana cost to balance. The current enemies are easy as well, expect archers and mages next act that you can´t kite and pelt around. The frost tactics won´t be viable anymore.

As for wands/staffs/all items, they will all be replaced by randomly generated ones so it will be up to luck what stats and magics they come with.

I want the mod to be fun and challenging, not punishing; so while i like facing monster hordes other players do not. Finding that balance is hard; less enemies to kill equal less loot as well.

The engine can´t handle the difficulties as you propose, the only thing I can do is to create an npc to trigger a hard mode, that would consist of a trigger to activate extra layers of enemies. It´s the only possible workaround and adds a lot more work for me, so I´m not too convinced on it.

You can keep posting here, i check both threads almost daily.

Sunday, August 1, 2021 - 19:10

Can you give a sample of what you want? I can´t help since pixel art is not my field but others will find it useful.

Sunday, August 1, 2021 - 17:47

I´ll move that switch to a safe spot, that was totally unexpected to me...

They show up as green dots, see pic below. New quest maker included as well, maybe they are too big?

I need to find a way to flesh the fetishes a bit more but from a different angle, the icon is so small that fine details are lost. Maybe a monster encyclopedia or bigger descriptions?

I´m playing as mage now, initial mana spending is too big and regeneration too low, I made a starter item with free lv1 magic bolt, but jumping to a real weapon makes you mana dry too fast.

I think rising the base mana regeneration should help, also adding one more skill point per lv-up and coding the first pasives which are ways to specialize the character into a path.

As for spells i think increasing the range of freeze lv1 and lv2 which is too short; i love freeze lv5 by the way, but i dont know if i should make all the hail frontal or leave as circular.

 

Edit: my god, magician is a never ending money sink, unlike with warrior or archer I was always hurting for money for mana potions. It got better once I got some equipment with mana recovery and the mana steal effect from Mana bolt lv3, but even so equipment is lacking compared to the others. After grinding some levels i was steamrolling, but that broke the initial pace very badly, at first i could barely kill anything without running out of mana FAST.

I think I´ll add mana steal at Magic bolt lv2; Adding some kind of magician low strengh shield and releasing the book for lower levels would help as well.

Sunday, August 1, 2021 - 14:26

Let´s see, the chuch stairs lead to the final boss of the act, they will open later, most likely you teleported over and nothing happened since none of the triggers are yet activated; at this game point teleport is impossible skill or item wise unless you cheat/talk to Modder.

There is a message and sound when you kill the unique monster and it vanishes from the mission log, I might add actual items for them someday but at the moment it´s not worth it, there are far more pressing things to add than tail or eyes items. As for the quest giver location, there´s only a handful of quest givers in town, I´m working on a quest sign for them, have you clicked on the mini-map to zoom/un-zoom? that should help traveling the city.

The iron mines are a newbie sidequest after the cellar (your version is way harder than the next planned) and the 2 unique monsters in there have their quest rewards, plus Greywold thanks. The boss loot (shamans) is tricky and dependant on luck; they have from 6 to 12 rolls for loot when killed, with increased chance for the "Blood priest" set (new armor model pending), sometimes i got 3 items for the set + money and items, others I got nothing... The RNG gods are random.

Fixed the tribe names, thanks for the catch. Dialogues are already corrected as well.

I don´t want to put pre-requisites on the fetishes, so a magician can have a boar tank and a warrior a stun-capable ranged slime to compliment their styles. As for the fetishes icons, since I´ll give the treatment of pets to most game monsters i decided to loosely order them into these categories (I´ll die if i have to make one for each):

Bear fetish -> Frontline Attackers, high damage, good health (wolf)

Cat fetish -> Agile attackers, high evasion and good damage, low health (rat,bat)

Owl fetish -> Ranged/magical attackers (slime)

Turtle fetish-> Tanks, high health, average damage (boar)

I´ll need to explain that somewhere, they are not be sold in this act yet, I was reserving that for a pokemon mock next act, Pouchmon! the pouch monsters!. You are supposed to only find them as drops in this act.

Thanks for all your feedback and words; what level and character build did you end the act with?

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