- Aug 23, 2016
- 970
- 2,082
Alright a whole lot to unpack here. First thanks for the bug reports, most will be fixed next versionI am glad i tried this despite the low ratings.
You seem to forget that you are the dev and you know how the game works and have a completely different viewpoint then the player.Alright a whole lot to unpack here. First thanks for the bug reports, most will be fixed next version
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PS: Boss fight in village? Where exactly?
PS2: When you find an exit that you cannot trigger or that you can walk around of, I'm gonna need either a screenshot or a more specific location name and description. A lot of these happen because when these paths were first designed, there was no diagonal movement in the game.
PS3: The shadow figure should already be fixed, download the latest Data folder and replace the one you have, it won't affect your saves.
PS4: The corpses in the facility are meant to have that description.)
Now for the main concern of chasing enemies & random encounters: The thing is, if I raise the rarity of random encounters when I playtest the game, it is easy to breeze through everything without fighting even once, up to the kobold mines, which I don't want for the players. Regarding the chasing enemies "forgetting" you, that unfortunately cannot happen due to technical reasons. Every single chasing enemy would need their own unique event switch to do that, and I don't think VX Ace (my engine) can pull it off given how many switches I already need for the game (& even if it could it would be a b!tch to program).
Also regarding regular chasing enemies: Kobolds, minotaurs and the lotic all permanently despawn as soon as you deal with their questlines, meaning the only common over-world enemies that are left are the slimes, which will trigger if stepped on, but will not actually chase you (they go at random, and at super slow speeds), and then wolves/horners/pigs/bears/wyrms. Of these, the most problematic are the bears, which are super-fast but relatively rare, and the wolves, which both move at high speeds and detect you easily, but the game has already had a quest for more than a year now, that as a reward can turn all wolves encountered everywhere completely passive, and it can be completed roughly within the first 15 minutes of the game after leaving the tutorial area. I am thinking of adding a similar one for insectoid enemies.
Escaping is determined by agility. Specifically, your party's total agility vs the enemy team's total agility.
The player can also receive stamina potions over the course of the game which raise max stamina, so running eventually becomes barely noticable (I also usually pick the Marathon Runner perk at the start which more or less makes this issue disappear from the very beginning). Regarding the golems: No spoilers, but one of the very first things I do in new playtests is gain access to the tomb and go straight for the golem boss, to loot the chests and get the exp. I do that at roughly level 2-3, without the perks/gear/class mattering. And as a bonus sidenote, the same will be true for all unique future golem encounters.
Regarding viewing stats: I have made a very unique dungeon for Asari (version 5) which gives you an item that allows you to view all these variables and many more, like how much characters love you, etc. Unfortunately due to the now open-world nature of the game (it used to be separated into strictly levels), it will be a while before players gain access to this.
I mean... It's fine if you don't like it. Exploration and learning how it works is a big part of it.You seem to forget that you are the dev and you know how the game works and have a completely different viewpoint then the player.
I find exploration fun in games what I don't find fun is enemy encounters that gain me nothing, slow ass movement speed, stopping to click on random plants, and mazes for all maps.I mean... It's fine if you don't like it. Exploration and learning how it works is a big part of it.
I mean the fight in the caves below the Stillwater house. Sadly i cant remember where exactly those exits were.PS: Boss fight in village? Where exactly?
PS2: When you find an exit that you cannot trigger or that you can walk around of, I'm gonna need either a screenshot or a more specific location name and description. A lot of these happen because when these paths were first designed, there was no diagonal movement in the game.
I am pretty sure i know where to get the quest but it cant be started with low karma.but the game has already had a quest for more than a year now, that as a reward can turn all wolves encountered everywhere completely passive, and it can be completed roughly within the first 15 minutes of the game after leaving the tutorial area
I did take the perk on my later runs and it didnt feel much better. Maybe reset the stamina upon entering a new map? You usually dont have to dodge things directly at entrances so it wouldnt affect being able to outrun everything. I never felt limited by stamina when i needed to run away from things or quickly dash past them while they were looking away. Moving longer distances is the annoying part. Increases to capacity without affecting regeneration will only affect the first few seconds of a journey that can take minutes.The player can also receive stamina potions over the course of the game which raise max stamina, so running eventually becomes barely noticable (I also usually pick the Marathon Runner perk at the start which more or less makes this issue disappear from the very beginning).
Perhaps mention that you will be able to do so later in the tutorial.Regarding viewing stats:
Which quest are you guys talking about?I am pretty sure i know where to get the quest but it cant be started with low karma.
Go west at the cart in Tolbana and explore.Which quest are you guys talking about?
Wolf shrine? There was nothing there when i visited in multiple playthroughs.Go west at the cart in Tolbana and explore.
That's the one, but there is no karma check for it. Some of your more trollish decisions there can negatively affect your karma, but the game does not require specific karma for that interaction.Wolf shrine? There was nothing there when i visited in multiple playthroughs.
It has been a while but he mentioned my evilness when i asked him about becoming a wolf i think and just mentioned something he could have me do and decided against it. Did i just pick the wrong options?That's the one, but there is no karma check for it. Some of your more trollish decisions there can negatively affect your karma, but the game does not require specific karma for that interaction.
Oh, right, my bad. Yeah, now that I check it again, it needs a karma of -2 or higher.It has been a while but he mentioned my evilness when i asked him about becoming a wolf i think and just mentioned something he could have me do and decided against it. Did i just pick the wrong options?
Since you asked for hints and not the code:so any hints of what we need to do to figure it out whiteout having to data mine fore the answer?
tanks fore the hint, i FINALY got it.Since you asked for hints and not the code:
Everything needed to figure it out is in the room with the door.
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even seeing all these hints i have failed to enter the right code for the past 20 mins haaaahahah im really dumbtanks fore the hint, i FINALY got it.
through i ware apparently relay close, just looked on it from the wrong set up...
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no you are NOT dumb, it is more likely you are just over complicating tings like i did...even seeing all these hints i have failed to enter the right code for the past 20 mins haaaahahah im really dumb