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  #241  
Old 09-14-2019, 02:16 PM
ulk_underscore ulk_underscore is offline
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Good suggestions! Some thoughts about that:

-A "Shield Strength" modifier on gear could just be included in the "Healing" modifier (with an explanation in the character screen so new players figure it out eventually).

-A +2 max mana per int skill exists already, but only in the magician class. That leads to more player decisions since you have to think about the tradeoff compared to other classes skills and other chars mutations. Maybe use a similar system for vitality and limit the +1.5 health skill for example to defenders/wardens?

-A random idea to make Dex-based chars more viable and interesting to play: Dex reduces the amount of damage you can take in a single hit.
Example: Max damage taken from any single attack: 99% of Max Health at 5 Dex / caps at 33% at 500 or so Dex. This means you need 4 hits to kill e.g. a very high-level and geared up archer). You also can't be instantly one-shotted by random yellow monsters which makes the game seem more fair. The damage reduction could be limited to physical damage and added to the defense attribute to not devalue Resistances and buff Spirit, I am not sure (maybe the same functionality for magic damage based on spirit? This buffs both of the underused stats).
The mutation that already exists could be changed to something like: "You don't take more than X % of max health within 3 seconds but your max health is decreased".
My reasoning is that Dex is unreliable for defending chars, so you want reliable resistance/armor instead (you still take the full damage if the opponent hits and you will be hit multiple times in a row at some point in time). And like Destro said, much rather than both of these you want just plain health which protects against everything.

Last edited by ulk_underscore : 09-14-2019 at 02:22 PM.
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  #242  
Old 09-15-2019, 05:08 PM
idontwannaknow0 idontwannaknow0 is offline
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Dex is just underpowered, but still used to reduce hit chance to increase EHP. It helps melee characters the most. Even though spells are not affected by defence, so far it is almost always huge physical damage hits that have killed me so it doesn't seem that bad.

I think the biggest issue is builds affected by enemy defence, all of those hits which do 0 damage because of parry etc. It just feels so bad and not well balanced. So dex allowing for that to be heavily reduced and having more deep wound/magic crushing blow love would make it more competitive to strength and intelligence.
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  #243  
Old 09-16-2019, 05:08 PM
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Shadow Shadow is offline
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Quote:
Originally Posted by BQwoobie View Post
Are the monsters who say "I got your gold!" in Din's Legacy? I've been playing for ten hours and haven't seen any.

If they're not, they should be! They're classic.
The leprechauns are in Din's Legacy.
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  #244  
Old 09-17-2019, 06:22 AM
Notorious Notorious is offline
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Default Inaccessible map areas

I now have two worlds with two different characters that I appear unable to win because certain areas of the map are completely walled off. Is this a bug or are there meant to be secret passages that I should find to get to them? I've done a lot of searching but not found any.

There's a game option to make all areas connected, which suggests that inaccessible areas are a gameplay feature? What does this add to the game? I have spent 4 hours per world to win it and now it appears that I can't. I don't like abondoning worlds for this reason, nor wasting my time to find out at the end that the world is unwinnable.

I see two other bugs that others have reported as well:
- a portal that has a different name on the screen than in the portal list (see thread on world map bug)
- characters with a talk icon who have nothing to say, and talking to them does not make the icon go away
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  #245  
Old 09-17-2019, 01:23 PM
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Quote:
Originally Posted by Notorious View Post
There's a game option to make all areas connected, which suggests that inaccessible areas are a gameplay feature? What does this add to the game? I have spent 4 hours per world to win it and now it appears that I can't. I don't like abondoning worlds for this reason, nor wasting my time to find out at the end that the world is unwinnable.
There should always be some kind of path to all playable areas. The path might be long and round about though. The option just forces a connection to every neighbor area.
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  #246  
Old 09-17-2019, 01:24 PM
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Posting or emailing to me your world that is giving you problems would be helpful.
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  #247  
Old 09-17-2019, 02:18 PM
Notorious Notorious is offline
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Posting or emailing to me your world that is giving you problems would be helpful.
Will do. Which files do you need?
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  #248  
Old 09-17-2019, 07:08 PM
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Will do. Which files do you need?
At least the wld file, but the chr and map files are helpful also.
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  #249  
Old 09-24-2019, 01:31 AM
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Destro* Destro* is offline
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I'm not sure if this is a bug or not, but this happened: https://clips.twitch.tv/SillyShinyCobraPJSalt

It would be nice if the monster spawned at least off the screen if intentional, to at least give you a little bit of time to react. Spawning right on top of you is pretty harsh. :>
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  #250  
Old 10-12-2019, 10:12 PM
Excellion Excellion is offline
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(Guess who finally figured out there is actually a dedicated thread to report issues? )

Town Protector scenario - Target can spawn inside the starter town
During the last Town Protector scenario i played the scenario's target NPC managed to spawn inside the starter town, almost directly next to the Healthstone. I would have taken a screenshot but i was honestly too surprised by the entire thing to remember to do so in time. In fact, i didn't even notice it was the target NPC as i was quite distracted by it instantly targetting the Healthstone while i was scrambling to buff myself into some sort of fighting shape to fend it off. Though i suspect i might have set some sort of record by winning the scenario in 14 seconds.

Attached "Wakelake.zip" contains the .wld and .map files for the scenario, and the .pwl file for the zone.

Multi-Strike skill uses only weapon-damage when combined with Devastating Blow
One more potential issue with my newest favourite skill, Devastating Blow. When the skill is combined with Multi-Strike the multi-strike damage seems to be based on weapon damage instead of the skills total damage. The attached "Cladincursia.zip" is a character that demonstrates this:

Steps to reproduce:
- Do a normal weapon attack on some random monster. Damage should be about 100 (normal) or 200 (critical)
- With the entire mana pool filled, do a devastating blow attack against some random lone monster. Damage should be around ~7k ish.
- Now do a devastating blow against another monster, and make sure another enemy is in range for Multi-Strike. It is at times somewhat hard to see amongst other procs, but the damage will be around 30-40 a proc (which seems to be ~1/3th of a regular weapon attack).

Usage of weapon damage might be intentional, but might also not be. Either way a 1/3th proc of 7K would be around 2k damage, an amount easy to spot (And which i never saw on any proc).

Feature Request: Save character buffs on exit
Last thingy is more of a feature request. Would it be possible / feasible to save character buffs when the game is exited (At least the ones the character apply themselves)? Right now saving and loading a game will result in the character having none of their existing buffs whatsoever. Pressing a few buttons to reapply buffs isn't a problem, but it can potentially lead to dicey situations. For example, the attached Cladincursia character only has ~550 health unbuffed and three "Armor Overload" debuffs if the "Unholy Vitality" buff isn't applied which makes her a sitting duck after reload.

This means care has to be taken when the game is exited (To ensure she isn't in immediate danger). Even that is manageable, but a trickier situation occurs when the game crashes: Once that occurs it's up to Din where the character starts at. Which may be right in the middle of a swarm of enemies. Unfortunately i am speaking for experience as there are a few rare (Once an evening) crashes due to some memory pointer issues (instruction at 0x0000000000421E3A referenced memory at 0x0000000000000000).
Attached Files
File Type: zip Wakelake.zip (58.3 KB, 1 views)
File Type: zip Cladincursia.zip (6.6 KB, 1 views)

Last edited by Excellion : 10-13-2019 at 10:48 AM.
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