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  #1  
Old 09-19-2018, 05:38 PM
rainbow rainbow is offline
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Default Feature Request and Issues

Thanks for the great game.

Would you please add a class that allows me to summon elemental monsters? Would you please add a spell that allows me to heal after attacking monsters?

These requests come from Din's additional mod by Magitek.

Would it be possible for you to implement some of the spells that were in Din's Additional Mod by Magiteck? Will it be possible to mod Din's Legacy or at least change the classes?

When I tried a new game, there were tons on monsters at the start up. (I did pick the option to add more monsters). Can this be fixed so that tons of Monsters don't show up when I first start a game?

Thank you.

Last edited by rainbow : 09-19-2018 at 06:50 PM.
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Old 09-19-2018, 08:10 PM
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Destro* Destro* is offline
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On that note, I'm curious, what kind of issues should we report Shadow? I mean, there are still relic merchants showing up when it seems that relics have been completely removed. So, I'm not sure if that is something that you are aware of and planning to fix, or if it is worthy of reporting.

There are a lot of issues with stuff spawning in walls and/or inaccessible areas, so they fall in this gray area too.

I only ask because I don't want to flood with a ton of bug reports for minor things.
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Old 09-19-2018, 08:54 PM
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Shadow Shadow is offline
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There is a summoner specialty that is locked at the beginning.

What do you mean by heal after attacking monsters? Like a life leech?

I probably will add some more skills here and there.

Din's Legacy is just as moddable as our previous games.

The first patch made less monsters in the initial town (at least until the world is level 5 or above).

I'm going to get my todo list back up to date soon so you will be able to see what is on my list - the current version is at https://www.soldak.com/forums/showthread.php?t=37494

In general, I would rather over reporting rather than under reporting.
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  #4  
Old 09-19-2018, 09:37 PM
rainbow rainbow is offline
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Yes. Something like life leech.

Thanks a bunch.
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  #5  
Old 09-19-2018, 10:16 PM
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Okidoke. I'll compile as I go. But, I do want to share some of the bigger bugs I found along with my first impressions.

Bug 1: Some areas will reward the 'explored' experience bonus multiple times. I'm not sure what the trigger is for this, but I know that leaving an area for a while and returning is what was necessary to get the experience bonus to be awarded again. Probably worth looking into since I was getting like 3k+ experience an area for some of the special areas of my world.

Bug 2: Sometimes when creating a new area I get put into a completely black map where I can't move. This has happened many times, so it's fairly repeatable. I know that I had the 'Chaos' encounter for the second time it happened, so might be worth checking.

Bug 3: This has happened twice. But, basically, my character save will duplicate as a new record with no name associated with it. If I do go play that duplicated save, my name gets set. And, if I save, it will update the original save game record that has a name associated with it while ignoring the record with no associated name. A really strange bug for sure that I have no idea how you'd fix. But, there you have it!

Bug 4: If you accept somebody in you party and they get infected and then you leave the area, then the notification that they are infected will remain on your screen even in the next area. Yet, there is no way to interact with that person.

Bug 5 (maybe): It doesn't seem like the classes to the left, right and below of Necromancer (aside from Minstral) are unlockable? If they have special conditions that are different from the other mutations, then please ignore this. (no spoilers) But, I did a crapton of mutations by power-leveling new blight necromancers and didn't unlock them. And, I didn't see anything on the steam forums about this, so I wanted to make a mention here.

Bug 6 (maybe): Combos seem to not generate properly for all abilities. I mean, one time on my char I was rolling with a 200% multi and could keep it up consistently by alternating skills. When it's at 0%, though, I can't seem to generate even 1%. Does it not show up unless you get over a certain percent? I'm not sure.

Feedback time!

Feedback 1: Rewards need added to winning encounters! I'm guessing that chests/material rewards haven't been implemented yet.

Feedback 2: Town NPCs should get a defensive buff. As your level goes up, I noticed that they are just way too squishy for you to beat the 'let no npcs die' encounter, unless overleveled....

Feedback 3: I know many people had problems with too many quests in the past, but now I feel that there are too few now. You get like 1-3 an area. It would be nice to get 3-5, as leveling feels extremely slow without quests, even on very fast pace.

Feedback 4: Petition to get health/mana values listed above globes. (Sorry if I missed the option but I didn't see it.)

Feedback 5: I'd really like a convenient way to delete all of my worlds in-game without going through each one one by one. (Currently, going to windows explorer is about the only way to do it efficiently).

Feedback 6: At first, I really disliked the slopes onmaps. But, after seeing that they actually change movement speed, I came to love the extra tactics that they bring to the game. Still, I feel that are overused and overdone. Every area has crazy slopes and it would be nice to have some areas with not so crazy slopes. A bit more diversity in this regard would be very welcome!

That's the realistic change. In terms of 'dream-like' changes to terrain, I have two. First, I'd really love to see actual cliffs and cliff faces. With the huge increase in monster density in Din's Legacy, corners have become more important than ever. So, the corner of a L-shaped cliff edge would be a very welcomed strategic point. And, the same can be said for sporadic cliff walls to hide against.

The other thing I'd really like to see are more large projectile obstructing objects. Again, the monster density is really high in Din's Legacy, so positioning to block projectiles is very important. Large trees, massive boulders, ruined walls, etc. could all be very helpful for helping to block projectiles.

Feedback 7: Ambushes should be toned down. Again, mob density is higher, so chained ambushes are happening more frequently. I personally like the free experience. But, I don't think the mechanic is balanced for difficulty/exp for the average player.

To give a bit of an idea of where my pacing suggestions are coming from, I played for like 4 hours nonstop today and only reached level 11 on my hardcore character. I know that I have a lot to learn and am working on the most efficient strategies. But, I can't help but feel that this is a tad bit slow. And, imho, my clear speed on my character is not even that bad ^^ (poison arrow doing 25-33 damage a second (depending on the level I leave it at)).

Compliment Section:

I'm really loving many of the approaches taken toward diversifying each play through. And, the game has a lot of added incentives to explore areas and not log out/switch areas. The torches are really interesting imho. And, I hope that more scrolls get added in the future. I love that clutter was added pretty much everywhere and some finds (like the treasure hunting potion) surprised me quite a bit! Haha. Combos are neat and, yeah, just lots of goodies in this game. Can't wait for it to be a bit more polished!

Last edited by Destro* : 09-20-2018 at 08:04 AM.
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  #6  
Old 09-20-2018, 11:26 AM
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Quote:
Originally Posted by Destro* View Post
Bug 6 (maybe): Combos seem to not generate properly for all abilities. I mean, one time on my char I was rolling with a 200% multi and could keep it up consistently by alternating skills. When it's at 0%, though, I can't seem to generate even 1%. Does it not show up unless you get over a certain percent? I'm not sure.
Which skills are you having problems with?
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  #7  
Old 09-20-2018, 11:59 AM
jeeplaw jeeplaw is offline
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Shadow,
I'm seeing some weird stuff with HP bars not reflecting hits/attacks as a successful attack is made..it's as if the computation is catching up or lagging during the fight and not being reflected in the on screen hp bar for the mob.

Also, can you increase the search speed a little bit more than it is now when we're searching objects? It seems really, really slow..maybe by design?
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  #8  
Old 09-20-2018, 07:31 PM
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Quote:
Originally Posted by Shadow View Post
Which skills are you having problems with?
Blight and Bolt and Gloom.

Though, I do think it is literally everything as I can't get combos to start with any character.

Edit:

New Bug 1: Frost Rylor, Scree and various other monsters have a melee attack range that hits farther than their attack animation.
Bug 2: Not sure if intentional, but quest monster was a rank 6 with very many mods more than rank 6 should normally have. Ruined a brand new HC char, :*(. Here is an album of pics: https://imgur.com/a/U862sWu
Bug 3: Boss monster spawned in unreachable area.
I also have the dark world bug picture there for you too. Going to try to take more screenshots going forward.

Last edited by Destro* : 09-20-2018 at 08:12 PM.
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  #9  
Old 11-25-2018, 10:34 PM
Confusedus Confusedus is offline
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Default Spider feedback and wrong zone indicator for dungeon

First I have general feedback about the snare from spiders. It is quite frustrating due to the length of the snare, no way to clear the snare for my character, and a lack of clear visual indicator when I've been hit with it.

I also hit quite the infuriating bug today where a dungeon with a long list of quests (including my victory condition) was listed as being in the wrong zone. It was on the other side of a small zone from the indicated zone. When selecting to view the quest area on the map it was barely within the area shown on the map.
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