Monday, January 9, 2017
Just realized I haven't posted anything for nearly 10 days so... I'm alive had to reinstall my OS due to some weird circumstances so had to spent about 2 days without any progress. The good news, though, release this week (probably will happen near weekend as per usual). Most of the combat stuff is finished and fairly functional and currently I'm wrapping stuff responsible for leveling/obtaining abilities and enemy pools. Sadly, Gui is not quite finished yet, so it will only feature some elements changed. See you in next few days.
Subscribe to:
Post Comments (Atom)
Can't wait! All the new toys to play with... drool... :)
ReplyDeleteWhat can we expect for combat here? Like, how is this going two work. (And more importantly, can we have an a raiding party.)
ReplyDeleteTurn based combat between two groups, up to 4 characters for player and 8 for enemy. Somewhat like jrpg but less clanky and flashy. Nothing special really.
DeleteThey're still be the option to avoid combat right?
DeleteAs in escape or ignore it? Yes, mostly.
DeleteI think you mentioned this before - this new edition will be save incompatible yes? Looking forward to the new systems =D
ReplyDeleteYes, there's a lot of code changes slave stat revamps. Plus cleared up some stuff left from old save/load compatibility parts.
DeleteYay
ReplyDeleteHi, I'm playing the 0.1.511 version, and I noticed some issues :
ReplyDelete- I can't make my character drink potions
- The "See relatives" window has lots of bugs for second generation slaves, for instance displaying "Mother - $name$race", sometimes twice (with no "Father" line). I think this happened after I saved and loaded the game, and before that, the "Father" line was missing.
-Generating mana tends to be quite click-intensive, as evidenced when I needed 100 + 83 mana in body modifications for a milk cow and I wanted to modify 10 cows. Unless I'm missing something, I think it would be nice to have some sort of passive mana generation, even if it has to be inefficient, expensive and late game tech.
-Giving the antidote to the gnome girl was supposed to reward me with a new spell but I can't seem to find it.
-Strength, agility and magic affinity : is there a way to increase those ? Are those stats even used by the game ?
-Maybe it would be nice to have healing potions as an alternative to the healing spell, considering how mana is annoying to get.
-Are there any actual penalties from "toxicity" yet ? I used dozens of beauty mixtures on a slave and didn't notice anything bad happening to them.
-Can we have some way to increase our max energy ? Or is 3 always going to be the hard limit ?
-Experience points seem to go into overflow and in the negatives on high level slaves. On that note, maybe you should balance XP and levels a little, on day 1692 my starter slave is level 246 with 141 skillpoints (useless since she has everything maxed out). Do levels give anything besides skillpoints, by the way ?
-In the farm interface, when you try to check or un-check "sell production for gold", it only works on newly added slaves, otherwise you have to release and add them again before the option works properly.
- I can't make my character drink potions
DeleteWill be implemented eventually.
- The "See relatives" window has lots of bugs for second generation slaves, for instance displaying "Mother - $name$race", sometimes twice (with no "Father" line). I think this happened after I saved and loaded the game, and before that, the "Father" line was missing.
I will check it at some point, but not entirely sure whats going on right now
-Generating mana tends to be quite click-intensive, as evidenced when I needed 100 + 83 mana in body modifications for a milk cow and I wanted to modify 10 cows. Unless I'm missing something, I think it would be nice to have some sort of passive mana generation, even if it has to be inefficient, expensive and late game tech.
I will be adding passive mana regeneration back (probably next update)
-Giving the antidote to the gnome girl was supposed to reward me with a new spell but I can't seem to find it.
That spell is simply not implemented yet.
-Strength, agility and magic affinity : is there a way to increase those ? Are those stats even used by the game ?
They will be used in upcoming update to determine combat stats.
-Maybe it would be nice to have healing potions as an alternative to the healing spell, considering how mana is annoying to get.
I will consider it.
-Are there any actual penalties from "toxicity" yet ? I used dozens of beauty mixtures on a slave and didn't notice anything bad happening to them.
It's chanced and not fully implemented (ie there's no mutations yet)
-Can we have some way to increase our max energy ? Or is 3 always going to be the hard limit ?
I will consider it, but right now I believe 3 actions is a good limit per day.
-Experience points seem to go into overflow and in the negatives on high level slaves. On that note, maybe you should balance XP and levels a little, on day 1692 my starter slave is level 246 with 141 skillpoints (useless since she has everything maxed out). Do levels give anything besides skillpoints, by the way ?
Right now levels only give skillpoints. I'm aware of negative exp bug and it should be fixed next version.
-In the farm interface, when you try to check or un-check "sell production for gold", it only works on newly added slaves, otherwise you have to release and add them again before the option works properly.
I will look into it.