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  #71  
Old 01-12-2019, 11:24 AM
Excellion Excellion is offline
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Two small things i noticed today:

Map Markers
If i recall correctly the yellow quest marker in Din's Curse would depend on the location of the quest:

- "^" if the quest was on a higher floor.
- "v" if the quest was on a lower floor.
- "*" if the quest was on the same floor.

In Din's Legacy there are currently two over-world dungeon types i am aware of: Towers and Dungeons. Towers naturally go upwards, whereas dungeons go downwards. If a quest is located in a tower quest the marker will always use the "v" sign though. This kind of confused me into looking for a dungeon instead of climbing the tower to its fourth floor as the marker kept pointing down (Suggesting i had to go down instead of up). Really minor but potentially confusing.

Skill randomization on character creation
I assume the second thing is likely a feature but just in case: When creating a new character the characters skills seem to be selected randomly based on the map. For example: Creating a SpellSword on the "Bronzepond" map i have saved always results in:

- 4x Defense Bonus.
- 4x Mana Regen Bonus.
- 2x Mana Bonus.
- A total of 5 out of the 10 skills a spellsword can have.

Considering the game's mutation premise, i suspect that this is intentional? (I am not complaining - 4x Soul Harvest is a great start for a devastating blow build and / or a mana heavy character, as is 4x Health Bonus for most melee builds).

On-Kill item skills trigger for party members
This may also be intended but just in case: My own character has a ring that grants ~20% change to cast Fire Maelstrom on a kill, and a set of gloves that has a 25% chance to cast the same spell. It seems that these also apply to kills made by allies (At least to the NPC i am teamed up with). In combat it is harder to notice, but at times i am standing still while the NPC is clearing some fallen rocks. After they "kill" the rocks it occasionally triggers a Fire Maelstrom (The NPC itself doesn't have any items or skills that could trigger this)

Edit: Added a third observation.

Last edited by Excellion : 01-13-2019 at 05:35 PM.
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  #72  
Old 01-14-2019, 12:24 PM
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Shadow Shadow is offline
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I need to fix the ^v stuff for towers.

The random skills in the 2nd thing is on purpose, although it isn't necessarily supposed to be tied to the map.

The 3rd thing is a bug.
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  #73  
Old 01-14-2019, 05:03 PM
Excellion Excellion is offline
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Quote:
Originally Posted by Shadow View Post
The random skills in the 2nd thing is on purpose, although it isn't necessarily supposed to be tied to the map.
As far as i tried it seems to be (currently). Recreating a SpellSword trice on the same map resulted in the exact same skill set each time. Not necessarily a bad thing though. Another thing i noticed seems to be tied to the save / load system. I had a few oddball situations happen:

1. Yesterday one renegade NPC fled to an area named the "Secret tunnels" that was located under the "Secret Tunnels". It wasn't pinpoint-able on the map and seemed to have no access point anywhere. I might have missed it, though i note i fully explored all map area's thoroughly including any secret area's.
2. Yesterday i moved through a secret area gate with no initial issues. After returning to said gate after exploring the area (Without changing levels) the gate was suddenly, say, a 100 pixels further to the left and located inside a wall where it couldn't be reached.
3. Today i ran into an odd issue with the Earthquake, Earth Mastery and Blood Sacrifice skill. This combo should do 6 damage on use (38 mana, -47% mana cost reduction and 40% mana as damage on use). Today it suddenly seemed to trigger red damage numbers and each earthquake seemed to hit me for 17-31 damage with the capacity to deal a crushing blow on myself.

In all three cases i started writing a bug report, but upon a "Save and Exit" followed by a reload of the save the issues vanished (NPC was in a different area altogether, gate had moved back to its previous correct position and earthquake damage was doing 6 damage again without red damage numbers displayed).

These problems are a bit of a pain. Not due to the issues themselves, but because i dislike writing vague reports that don't include a clear description or a set of steps to reproduce the issue. In these three cases i still don't have the foggiest idea how i managed to trigger these problems, let alone why a reload fixed them each time. After the third i figured I'd mention these but i kind of doubt there is anything actionable here.
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  #74  
Old 01-14-2019, 05:16 PM
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Yeah, things that go away after a save and resume are a pain to reproduce, but I'll look into them and see what I can do.
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  #75  
Old 01-15-2019, 06:44 PM
Excellion Excellion is offline
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Another thing i noticed:

When a level is won and a new world is generated, NPC companions in the party will not (always) automatically rejoin the party in the next level (In this example i went from a "Chase" scenario to a "Nightmare" scenario but i noticed this before as well).

Two things seem to happen:
- If you happen to run into the NPC who was previously in your party and talk to them they will not offer an option to re-recruit them into the party. The dialogue and options seem to be the same as the ones available when an NPC is already in the party. (Though they are not in the party and will not follow the player)
- Saving and reloading the game fixes the issue (Irregardless if the NPC was found). After a reload the party is recreated and the NPC teamed up with in the previous level will be present.

And thankfully: This is a save and load related issue that is actually entirely reproducible.

Last edited by Excellion : 01-15-2019 at 06:58 PM.
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  #76  
Old 02-28-2019, 10:57 PM
Bluddy Bluddy is offline
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Just got this and enjoying it!

* I had a world where the goal was the main quest, and the main quest was destroying an ice machine. Before I knew it, it was destroyed by a monster and I failed the world for some reason. I think the main quest should not have a timer on it where someone else can accomplish it.
* In this same world, every clan got wiped out by one clan within 7 minutes. Not sure if this is unusual yet.
* Graphics on my Intel integrated laptop are great, but on my Radeon Rx460 I get flashing textures. I'll update drivers and check again.
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  #77  
Old 03-01-2019, 10:46 AM
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Quote:
Originally Posted by Bluddy View Post
* I had a world where the goal was the main quest, and the main quest was destroying an ice machine. Before I knew it, it was destroyed by a monster and I failed the world for some reason. I think the main quest should not have a timer on it where someone else can accomplish it.
There shouldn't be any actually timer forcing it to happen. That doesn't mean some monster doesn't decide to do something about it though. This is one of those times will all of the dynamic stuff causes problems.
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  #78  
Old 03-02-2019, 08:12 PM
Bluddy Bluddy is offline
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* After I updated the drivers on my Radeon, the graphics are good. Still a few texture blocks flashing, especially on flat ground, but it's rare.
* I'm super impressed by the gradient on the ground. The new dimension definitely improves the feel.
* Having said that, I think the gradient in caves is too extreme, especially given the fact that I don't have shadows and such from trees to make it obvious. I think caves should have almost flat ground, with maybe an occasional change in height between plateaus.
* The graphics really look good at this point IMO, especially with shadows on. Without shadows, the game loses a lot, but with them, it looks quite beautiful. The only 2 missing elements are better animations (which are expensive so I understand their absence) and I do think the grass textures could be improved -- just as in Zombasite, these textures add too much noise, even with anti-aliasing on.
* I think there are way too many enemies in towers (I think that's what they are? The building levels). The density of critters needs to be taken a few notches down, because currently you can barely move in there.
* Cave creature density could also be toned down a bit.
* Since this game is essentially an expansion and improvement of the Din's Curse formula, it would be great if we could recreate DC here as one scenario: have an area that's mostly levels down, a few quest givers, and the mission of keeping them alive while taking out the big bad.
* I booted up DC to compare (man, I love that game). One thing I never liked about Zombasite is that quests were no longer given by people, but instead were given by a bulletin board. I realize you had to have that because there was no notion of questgivers there (it being survival-oriented and all), but I have to say I'm not a fan. Having the quest given to you by a person may not seem like a huge difference, but it gives you a personal feeling that's missing. Going back to that person and getting the reward is so much more satisfying (even if we can now solve quests remotely).
* I don't know if there is anything that happens in this game if you lose your townspeople. Is there? I feel like the dynamics from DC were SO good, that if you lost your warmaster or what not you wouldn't have those kinds of quests until you got him back in another quest, and if you lost all 3 questgivers it was game over.
* Also, I have yet to encounter character conflicts. I can see so much about the NPCs, but do they fight, marry etc?
* I'm assuming we'll eventually see some text when talking to people. Will we? I love that they thank us when we give them a weapon, but I'd love them to also have bits of text as before, so there's a feel of a real person there.
* I don't fully get the mutation mechanics yet, but I think they add the spice to the game that the DC formula really needed for long-term play. A character that changes and gets scarred over time is such a wonderful concept. I *love* how my warrior is afraid of Orcs because he died to them so many times. More of this kind of thing, both good and bad, would be amazing, making every character unique. The different goal types between worlds can also be seen as a perfection of the DC formula (as I mentioned above). Now if we can just have the critical questgivers and the deep dungeon!
* It seems like we can only recruit one character to our party (I don't know how multiplayer works). In that case, 'recruit to party' should replace the current party member we have, or should change to 'replace in party' when we already have someone.
* In general, I'm really happy with this game - much more than with the mechanics in Zombasite, which weren't up my alley. I think this game can easily be marketed as the sequel to Din's Curse, which will hopefully help earn some more sales. It comes back to the same concept but adds variety and depth, improves graphics, adds outside areas -- basically everything DC fans wanted in a sequel.
* I'm going to throw out an idea, which may be closer to the original concept you had for the game. This may require a particular game mode for a character, or may just work better in another game. Basically, do CK2. Suppose you have a limited life, and one of your missions is to procreate. So as you go through worlds, you're looking for a mate with the characteristics you want to have in a child. While you're carrying out your mission, you bring this person gifts, and eventually marry them. At that point, they'll follow you from world to world. After a while, you have a child. Your skills will then atrophy and eventually you'll have to switch over. The key thing is, you have to keep your mate and child/children safe when the town is attacked, and if they get killed off, it can scar you and give you a vendetta, etc.
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Last edited by Bluddy : 03-02-2019 at 08:23 PM.
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  #79  
Old 03-02-2019, 10:36 PM
Bluddy Bluddy is offline
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I feel like there should be a happiness adjustment for clan members who are successful in battle. This is true for Zombasite as well (perhaps even more so). Taking a person on an expedition with you, so long as they don't suffer major injuries and don't have a trait that makes them too fearful to fight, should give them a happiness boost.
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  #80  
Old 03-04-2019, 04:10 PM
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Quote:
Originally Posted by Bluddy View Post
* Since this game is essentially an expansion and improvement of the Din's Curse formula, it would be great if we could recreate DC here as one scenario: have an area that's mostly levels down, a few quest givers, and the mission of keeping them alive while taking out the big bad.
* I don't know if there is anything that happens in this game if you lose your townspeople. Is there? I feel like the dynamics from DC were SO good, that if you lost your warmaster or what not you wouldn't have those kinds of quests until you got him back in another quest, and if you lost all 3 questgivers it was game over.
* Also, I have yet to encounter character conflicts. I can see so much about the NPCs, but do they fight, marry etc?
* I'm assuming we'll eventually see some text when talking to people. Will we? I love that they thank us when we give them a weapon, but I'd love them to also have bits of text as before, so there's a feel of a real person there.
There is a scenario that is fairly similar to DC, just not the part of specific quest givers.

There are some scenarios where you lose the scenario if you lose all of the townspeople.

NPCs can fight, marry, etc.

NPCs can have some dialog. I've been trying to make it more important and will continue to do so.
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