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#351
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![]() Ok, so here is the part I'm really confused about.
What have you done in your 190 hours of playtime? O.O Like, I can't even conceive how you could have any issue with the game at all with so much play time. By 50 hours, I had the vanilla game mastered. And, I was only pushing harder and harder victories with various difficulty mods. With 190 hours... how is anything in the game even a problem ever? You should be able to steamroll through non-hardcore with any random hybrid combination with one hand tied behind you back. Hell, it might sound extreme, but you could probably play the game blindfolding just by listening to the sounds. Actually, that sounds kind of cool. I want to try that! Last edited by Destro* : 06-11-2017 at 10:37 AM. |
#352
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![]() Many, many iterations of a sword & board warrior. Trying to find a viable build using riposte, basically.
I think I have it figured out as a strength-based build, but it has taken me a long time to get to this point (I didn't realise defense score and block/parry were independent until recently). |
#353
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![]() If that is true, then that is really interesting.
If you get +10 parry on an item, it will not increase defense on your character sheet. Since there is no calculation showing % chance to parry, and all of the defensive mods are always paired with defense visually, I always assumed that parry/block do nothing. I'll have to retest this just to be sure. Really big for my mod balance... Last edited by Destro* : 06-11-2017 at 11:43 AM. |
#354
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![]() I assume you know that if you mouse over your defense score, it breaks down your block & parry scores?
Skills that increase your block or parry do show up in that display, not sure about block & parry modifiers from items though - for example, accuracy from skills that only increase accuracy when they are used do not show up. |
#355
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![]() Quick bug report: While on the 'poisoned water supply' quest, I needed to find 5 white crystals. I could only find 4 crystals despite scouring the map several times (resetting fog of war to make sure I explored everywhere), including all the edges that weren't directly connected to the main area (ie I had to leave the map then come in from a different spot to get to an otherwise inaccessible corner).
Eventually I had to give up on the map, since my food was being constantly poisoned. Could this quest instead have random over-time spawns? Or put 6 items on the map so if one spawns in an inaccessible or extremely hard to find spot, the player isn't screwed? I do like that it's not a monster drop, to mix things up a little. |
#356
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![]() They actually are supposed to spawn a few extras, looks like that was broken on this particular quest. It should be fixed in the next patch (1.014).
__________________
Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#357
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![]() Thats great, thanks heaps.
More feedback - my clan member just died despite me doing the right thing and gating out of a fight that he was going to die in. Apparently my clan members don't teleport when I do (this particular guy was out of morale, which may have affected things). 2 points: 1. If members have to make it to the gate, that's pretty jarring with the fact they can teleport to me whenever I get too far away, and punishes me for things reasonably outside my control (I can't access the party member screen when monsters are close by, and I think it would be poor gameplay if I had to). 2. If my party members are going to have 'realistic' (aka tracked) location, then they should head for the nearest gate when they lose morale - and them teleporting to me when I get too far away doesn't make sense. If party member locations are going to be tracked, do it all the time or none of the time - don't do it inconsistently. In a game that frequently throws up situations where fleeing is necessary, I personally would be happier with more responsive party members, not less. |
#358
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![]() Also going to 2nd what Destro has said on occasion - sometimes you run into unkillable mobs. For me it's a pack of evil druids in a level 12 area, when I am level 16. I can kill one on its own (barely), but can't get one without the others. Lost my 2nd clan member after the one above (despite health potions) and only have a peasant left. Pretty unhappy. I guess I could have survived by gate dancing.
I feel like the balance has been thrown out in the early game lately - it is very, very hard to build a clan (at least as melee). Maybe it's intentional, but I'm not having much fun. edit: I also contracted an infection by running over lava, which is clearly a bug. |
#359
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![]() New bug: Town members can be infected (carriers?) without a status on the character. They will spawn zombie cockroaches with high frequency.
Negative personalities are very rarely fun - mostly they just make my town untenable, so I keep cycling through clan members looking for ones who aren't completely insufferable. |
#360
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![]() That's not a bug. Carriers hide the fact that they are carriers.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
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