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#1
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![]() Here's some of my latest tweets from twitter / facebook with a bit more explanation.
I made lots of balancing changes today especially for melee characters. This was back for version 0.905 and was mostly strength and dexterity related. Fixed a targeting issue today that has plagued some users but I never noticed, turns out it's because they use skills differently. I mostly use the right click skills. The issue was skills used from one the main slots wasn't always changing the target to what was being pointed at. Changed some quests to go obsolete instead of failing today, mostly just a perception change, but I think it will be more fun. Everyone has probably seen this by now. It just makes an escalation of a quest a little less harsh. One of these days I'm going to write up a blog about the weird bugs I've had to track down, today's was stuck illusions. What was happening is a stuck illusion was stuck because there was a lever attached to it. Since it's not always possible to get to the lever and you can't physically break an illusion these would be impassible many times. Now clicking will always work even if there is a lever. Added in a bet type quest from gamblers today. Basically this is bet from the gambler that you can't do something without dying first. I found 4 lesser vaults almost right next to each other today. As usual this is what random numbers do. Sometimes you get an interesting streak of good stuff. The last few days my todo list has once again started to go in the correct direction, I think that's a good sign. It's gone up since then some, but it is well down from the start of the beta. Did a large pass over all of the unique and set items in the game yesterday and today. A bunch of the set and unique items got better. I'm trying to make it so more of the rarities are viable more often. Just passed by a blast trigger, an explosion barrel, and an energy vortex right next to each other. For a change I wasn't very tempted to pull it. Usually I just have to pull these and see what blows up. This time it was pretty obvious, it was just going to be me. Added 10 new quests today to Din's Curse. These were mostly related to Super Bosses. Kind of a cheesy name, but it gets the point across pretty well. Monsters now have the possibility of "leveling up" all of the way from a normal monster to a boss. It's really not likely for any one monster to go all of the way from a normal monster to a boss, but it's possible now. Basically for the lower level rarities each time they kill something they have a chance to go to the next rarity.
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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, & Din's Champion Wishlist Din's Champion |
#2
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![]() Could you explain the new boss quests a bit further?
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#3
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![]() At least right now the main difference is that a Super Boss has an extra enhancement compared to normal. There are various types (Giant, Strong, Quick, etc.) and it tells you which type it is in the quest text.
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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, & Din's Champion Wishlist Din's Champion |
#4
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![]() Do all 10 of the new quests relate to these super bosses? If not, what are the other quests?
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#5
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![]() 8 Super Boss quests, 1 shrunk quest, and 1 gate unlocking lever quest.
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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, & Din's Champion Wishlist Din's Champion |
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