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Re: Beta 2.1.10

Posted: Sun Oct 19, 2014 7:38 pm
by steelsoldier
At the moment I am highly concerned on how some of the melee classes behave and how effective they are, I needed further proof in order to back my claim, but I feel like the Fighter class is much weaker than the Knight and Barbarian classes and it needed to be looked into a bit to see if it could be improved.

The 50% less charge time and 25% energy consumption sounds great in theory, the problem comes down to the Fighter having the same amount of energy that the Fighter has and gains each level is still the same amount of energy that the Knight and Barbarian gain per level.

The other major issue is by that time that you have completed your charged you could have easily performed other actions with your other characters, so unless you have a particular weapon that has a really good charge attack, this trait that the fighter has is mostly useless, specially when all things considered the Barbarian has far more health, and gains 1 strength per level, always increasing the damage he does on his normal attacks and at a certain stage, those normal attacks will always be much more stronger than what the Fighter can do with either normal attacks or using a melee weapons special ability.

Re: Beta 2.1.10

Posted: Sun Oct 19, 2014 7:41 pm
by Diarmuid
As this seems to be a bug reporting thread as well, I invite you to check the thread in the hints section about the ruins of Desarune spider puzzle, if you haven't checked it already:
- you can get stuck if you jump down the pit next to the crystal before opening the door with the lever
- the doors can close/not open under some circumstances, something does not reset at it should in the puzzle script

Other potential balancing impressions:

Even if you don't get XP, it's really easy to telefrag monsters in some key places where you would be supposed to get "swarmed". You can just hold S and wait till all enemies are crushed. For example, in the ruins of desarune in a spot with ratlings and a teleporter above/below, or in the bog when you pick up the power gem and all the zachrons come out of the water...

Is it normal that the Shaman Staff has unlimited charges? It seems a bit overpowered.

While we're talking about poison, is it normal that spiders are vulnerable to poison?

Re: Beta 2.1.10

Posted: Sun Oct 19, 2014 7:46 pm
by Dr.Disaster
Diarmuid wrote:As this seems to be a bug reporting thread as well, I invite you to check the thread in the hints section about the ruins of Desarune spider puzzle, if you haven't checked it already:
- you can get stuck if you jump down the pit next to the crystal before opening the door with the lever
- the doors can close/not open under some circumstances, something does not reset at it should in the puzzle script
You are only stuck when you can't solve the puzzle in that room.
It would be interesting how you produce the circumstances to prevent the door from opening once the puzzle is solved. For me it worked out fine with three different parties now, although it takes a few seconds until the door opens.

Re: Beta 2.1.10

Posted: Sun Oct 19, 2014 7:48 pm
by Diarmuid
Dr.Disaster wrote:
Diarmuid wrote:As this seems to be a bug reporting thread as well, I invite you to check the thread in the hints section about the ruins of Desarune spider puzzle, if you haven't checked it already:
- you can get stuck if you jump down the pit next to the crystal before opening the door with the lever
- the doors can close/not open under some circumstances, something does not reset at it should in the puzzle script
You are only stuck when you can't solve the puzzle in that room.
It would be interesting how you produce the circumstances to prevent the door from opening once the puzzle is solved. For me it worked out fine with three different parties now, although it takes a few seconds until the door opens.
I don't know how it happens exactly, it's just that a lot of people seem to report buggy behavior.

Re: Beta 2.1.10

Posted: Sun Oct 19, 2014 10:49 pm
by Sarumorpheus
I'd like to quote another post of mine to bring awareness to a potential bug that's perhaps worth looking into:
Keeper wrote:Hey, guys.

One of my heroes has a warhammer with a special attack called Stun, which is a mighty blow with a 30% chance to stun the enemy. To illustrate my issue, just now I was fighting one of the huge giant crabs and used that special ability. Damage was dealt, the word "Stunned" appeared above the enemy head together with a few yellow stars rotating in a circle. However, the creature was still able to move and attack.

Am I somehow misinterpreting this special attack? Because the way I see it, if the enemy is stunned it will become immobile and defenseless for a few seconds until it recovers from the blow, though that's not what I see. Could it be a bug then?

Thanks for reading!

Re: Beta 2.1.10

Posted: Mon Oct 20, 2014 3:30 am
by sapientCrow
How is the patch coming along?
Can I get it without going to steam?
I am stubborn and still refuse to install that thing on my computer.

Re: Beta 2.1.10

Posted: Mon Oct 20, 2014 9:10 am
by antti
sapientCrow wrote:How is the patch coming along?
Can I get it without going to steam?
I am stubborn and still refuse to install that thing on my computer.
We're still going to add a few fixes and do a new patch probably today.

Re: Beta 2.1.10

Posted: Mon Oct 20, 2014 9:15 am
by tangletail
For all effects that do not work on Old Save Games...


Do you have to start over to see the difference? Or do you just create a new save file.

Re: Beta 2.1.10

Posted: Mon Oct 20, 2014 11:28 am
by antti
tangletail wrote:For all effects that do not work on Old Save Games...


Do you have to start over to see the difference? Or do you just create a new save file.
For those fixes to take effect, you'll have to start a new game.

Re: Beta 2.1.10

Posted: Mon Oct 20, 2014 2:56 pm
by erbazzone
Thanks for the work, I'm waiting the patch to start a new party, but take your time