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  #181  
Old 05-28-2019, 03:08 AM
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Arrhtheis Arrhtheis is offline
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Well, the nights will be sleepless indeed, but for another reason

I am probably just not an alpha/beta player (in fact it is the first time in my 25-years gaming career I ever play a game in its not finished state). So I just can't give any sensible feedback, Din's Legacy as for now seems too unfinished for me I was forced to get back to Din's Curse and Zombasite.

And something is definitely wrong with graphics in DL. Maybe because it's still alpha? Even on max settings everything looks messy and I don't know how to say it in English... 'sandy'?, 'grainy'? Shadows are misplaced and ragged sometimes, colors are flat and drab, foliage is blurred. The UI elements look worse than even in Din's Curse, let alone Zombasite. Everyting is like, I don't know... fuzzy?

Moreover, the Steam version seems not to be DRM-free and refused to run without Steam on my oldschool gaming PC (that even has no Internet connection that I don't need there, I play only single and old games mainly), so I had to use Steam emulators just to make DL run. So I will wait for it to come to GOG in 1.00 state, sorry
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  #182  
Old 05-30-2019, 04:40 PM
rainbow rainbow is offline
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Would you please have the NPCs in town heal themselves at the healing alter (or whatever its called) when they are low on hp? It's kind of funny that the NPCs are low on hp due to monster attacks and never heal themselves when there is a healing alter in town.

Thank you.
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  #183  
Old 06-08-2019, 10:01 AM
Throwback Throwback is offline
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I guess this is where I post feedback that may/may not be feature requests:

- New terrain elevation changes are great, but I'd like to see them toned down a bit. Make the sharp elevation changes far less frequent, or reduce the maximum value somewhat.

- if I use a mutation point, I will get one additional brand new skill (I think). This is a negative outcome for the player, because any beneficial minor mutations are now spread across more skills (less likely to be on the ones I want). The effect is that using a mutation point is for me a very rare occurrence. I guess this could change as I get better, but I'd really love the option to spend a second mutation point to not get that bonus skill.

- 'blending' of levels/areas (Ie X hills of Y). Thanks, I hate it. Cool concept, in practice means sometimes I have no idea where the rest of the area is. Can't say I'm a huge fan at this early point.

- Max area size is enormous. I'd love to see it toned down a bit, exploring a massive area is kind of frustrating. The secret tunnels are really cool though.

- Defender starts with club passive and a clear path to using the 'gut' skill. Very odd thematically.

- Demonologist starts with wand passive and a level 1 melee skill.

- Defender has a 6-point skill that relies on getting hit, but the rest of the kit focuses on not getting hit. Also I think the tooltip for defender says you get riposte, which is a zombasite skill that activates on block. I think that makes more sense. Either way if I recall correctly there is a mismatch between the tooltip and the in-game skill.

- 2 Defender shield blocking skills say give the tooltip as 'on miss: X effect'. This is very confusing to read - it should say 'on block: X effect'.


Finally, this game is great and I love it!

Last edited by Throwback : 06-08-2019 at 10:06 AM.
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  #184  
Old 06-10-2019, 07:07 AM
Throwback Throwback is offline
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A couple more:

- I had a 'kill your nemesis' win condition. However a couple of minutes into the scenario something other than me killed my nemesis. This caused me to fail the scenario, even though the loss conditions were not met (loss of steward, apothecary & warmaster). I have no doubt you have set up a failsafe (error handling? exception handling? Code is rusty...) so that situations where neither condition is met and the scenario cannot be completed result in a loss. Can I suggest you change this to default to a win, for the player's sake.

- Acid is still one of the game's worst mechanics. It damages armour, thus penalizing melee (which is probably fine given how strong melee is this time round). However, what makes it really bad is that it's *invisible* under a lot of ground cover. I don't know if you will have to recode things significantly, but damn this is an infuriating 'quirk' that could use a fix. I assume it's hard to do since it was also a significant issue in zombasite. This is absolutely a 'pain point' and I think it's worth doing the work.

- maps with multiple clans on them result in many fast clan eliminations. It's weird, and it clutters up my relations screen with no context.
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  #185  
Old 06-15-2019, 05:01 PM
able47 able47 is offline
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Hi, this might seem totally random (I love what you've tried to do with your games btw)...but I gotta mention this. I've always fiddled with games, I spent a decade coding physics and stuff. I really appreciate your games' modding flexibility, but, when modding your games in the past I've always run into issues with targeting, mouse/keyboard control options and AI limitations.

I can understand why that is, considering the focus of your games, but even if this is entirely selfish I have to suggest you look at scripting options for controls (it'll totally open up modding/gameplay abilities), for instance having scripting abilities to have say the mouse cursor control representing the equivalent of a typical top-down(-ish) shooter (trust me, I tried and I kinda got it right in drox operative and zombasite, but it was still a bit odd, unfortunately I don't quite remember in what way...but something about the mouse buttons/skills/targeting iirc).

Best of luck with your games!

*PS. Maybe all of that is irrelevant, but I dunno, since I haven't been able to play Din's Legacy.

Last edited by able47 : 06-15-2019 at 05:19 PM.
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  #186  
Old 06-20-2019, 11:01 AM
KafkaExMachina KafkaExMachina is offline
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A couple feature requests:

Legacy Zombisite mechanics - please either strip or utilize. Preferably utilize.

Such as - town gates are important. Let us either replace/repair them or let the NPCs do so in a timely manner. Getting the drops during one of those darn-it-where-is-that-freaking-dungeon worlds when you really need a bit of buffer for the town after a spider ate the originals is just insulting.

Relics: Relics were neat. I kind of want them to return.

Happiness: Give us a way to modify/improve it or just remove it altogether. It's exceptionally frustrating to have to hope and pray you get a useful NPC with "Hates Zombies" or "Hates Dogs" to keep that happiness up because we don't have realistic ways of managing it.

Player Clans: In truth, the town managing aspects of Zombisite were a blast - especially the pokey little bits. Like manipulating two NPCs into a relationship like a dirty, dirty shipper. If it's not already in the game (which it might be) maybe have a quest/achievement that lets a player "win" one of the goals of DL and perm join a clan? So each time they go to a new area they have the option of letting the starting town be the joined clan, which they are a member of?

Maybe unlock via "win X scenarios while allied to <clan>" achievement?

Also, maybe let us take more than one NPC (the current follower) per scenario change?

Starting Town Tiles: Since "food" is no longer a goal, perhaps the starting towns should have some "crop" floor tiles? This can allow for some more quest generation - like if a fire starts and burns down all the crops "seeds" need to be grabbed via quest. This regenerates the tiles. Perhaps a happiness mod for the town based on the # of crop tiles (full rations Zombisite modifier)?
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  #187  
Old 06-20-2019, 03:35 PM
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Destro* Destro* is offline
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With the loss of relics, I would have loved to see another tier of item below unique that could give an extra mod slot on items. This would keep the balance somewhat comparable to what existed in Zombasite, in terms of mod availability.

However, it was always hard to justify due to the overall ease of the game.

Now, with the game actually having real difficulty in the end-game, and real-difficulty being a focus it seems, it would be nice to see the power that relics gave return in some form.
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  #188  
Old 06-20-2019, 04:01 PM
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I find your timing amusing since I added doors and relics back in this morning.
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  #189  
Old 06-20-2019, 05:16 PM
rainbow rainbow is offline
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Would you please have towns people heal themselves at the healing pillar/alter (whatever it's called)? Thank you.
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  #190  
Old 06-21-2019, 12:52 PM
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Quote:
Originally Posted by rainbow View Post
Would you please have towns people heal themselves at the healing pillar/alter (whatever it's called)? Thank you.
The do heal at the healthstone if you happen to walk near it, but I do have it on the list to see if I can improve that.
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