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#1
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![]() Patch 0.902 of Zombasite is available over on the Zombasite patch page. Changes can be read here. This patch makes the clan armory easier to work with, makes it easier to see which NPCs are friends or enemies, improves higher rarity items, increases the movement speed, greatly enhances summons, and fixes a bunch of other minor issues.
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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 |
#2
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![]() Something I just noticed:
The tooltip for the "Win" and "Lose" buttons still mentions the winning/loosing conditions for "this sector". Maybe it should be changed to "this region". |
#3
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![]() Also there is a quest visible on the map name tooltip that isn't available on any quest screen. (its the "Avenge the death of Tateus (Immortal Shadows)" (That's my clan) on the "Violent Woodland (1)" map).
Since I didn't know which files you need, I've attached all of them. EDIT: I just reloaded that game and the quest on the tooltip is gone... Not sure if its still available in that file I uploaded... Last edited by Tyakraman : 10-21-2015 at 03:20 PM. |
#4
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![]() There are some quests given by NPCs in the wild, or by objects; I'm guessing this may be one of them.
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#5
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![]() Hm. But wouldn't it be better, if the quest wasn't visible anywhere until you find that quest giver? The treasure map quests don't show until you find the treasure map...
Although the quest showing up on the tooltip might give a good hint that you might (re)visit that area, but it also confuses me/players. Maybe it would be even better if the tootip just said "there might be a quest found here" or something like that... In general I'm not sure if it is so wise to give the player like 10+ quests at the beginning of a new game/region. Maybe put them on a timer and reveal them over the first ten minutes or something like that? This way one would be more inclined to read the whole questtext and be more... connected to them... Just a thought... What I really do like a lot (and what's not really new) is the coloured * or ^ next to the quests. This is such a good feature! I'm not sure if it's explained to the new players though... |
#6
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![]() If monsters can now spawn in empty town areas, does that mean the areas will have working gates?
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#7
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![]() Nope. I've just visited one. No gates just monsters.
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#8
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![]() I guess this will be the new feedback thread until the next patch. So...
When you attempt to disable the help topics, the warning message is still talking about a space ship, rather than a fantasy character. ----------- When you mouse over an NPC's defense stat in their character sheet, you still see the player's parry/evade/etc... rather than the NPC's. ----------- I have seen two demon-hunters so far. They both had daggers as their only proficiency. Even if it is the luck of the draw, that is ridiculous. They should have a chance for swords, hammers, or axes, not daggers.
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No good deed goes unpunished... |
#9
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![]() I've encountered an elite enemy with the "something Flux" aura/ability. My shadow bolt projectiles would just stop right in front of him and move with him but never hit. After a while he had like ten shadow bolts hovering around him. I'm not sure if it was supposed to do that.
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#10
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![]() Three times in a row, my foraging party spends 10 minutes in an area, and then returns home, with no message and no food. There is no doubt, we'll starve before I can make another attempt. All five of the members had fishing/trapping/foraging skills, and the target area was a forest.
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No good deed goes unpunished... |
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