Couple of observations ive had: - when you level up, your exp only goes up to the next level amount, even if you earned more. For example, you need 2% to get next level. You compete a mission and due to get 10-15% but you'll only receive the 2%. Au thing over is disgarded - the % chances shown on screen aren't the same as actlluql chances. Like, ive landed two crits in a row where a crit chance was shown as 0%
Good catch. I kept going back and forth on that and I guess I must have landed on excess experience being wasted. I'm not sure now why I went with that. I'll probably switch it back to having the excess experience carry over and make sure it doesn't break anything. If it works, I'll change it via a patch. I suspect that's because there is a 30% critical hit bonus if you're attacking a target that isn't in cover from the direction of your attack. It's another benefit of cover ... not only are you harder to hit but also less likely to receive a critical. I guess it's not a very intuitive rule though. I can understand the confusion. The critical chances shown in the attack summary should actually take that into consideration in the displayed critical hit chance. i'll look into fixing that.
Hey guys, here's a preview of a character I'm considering.... It's basically a Hobbit ... though since I believe that term is a trademark, I'll be calling it something else. However, very much a Hobbit style character. I'm going to have it be kind of an explorer / thief class armed with a sword and slingshot. I want to have it be a support character that will be able to do things like: - Search tiles for extra treasure due to good eye sight during battle (basically a 50% chance of making gold or some other item appear on a target tile) - Recover health of a nearby party member due to giving them food (since Hobbits are good cooks). - Give nearby allies a dodge buff by warning them of dangers - Hide ... become stationary but significantly increase dodge chance - Lay down some traps? - Possibly some special slingshot missile attacks .. possibly explosives or a distracting shot? - No idea what high level power would be ... let me know if you have any ideas. I want the focus to be non-magical support / buff allies rather than direct damage to enemies. - Possibly something to do with innate good luck? - Some kind of courage boosting abilities since they will be brave, despite their small size. Screen Shot 2015-08-30 at 9.13.51 PM by Rajpreet Dhillon, on Flickr Let me know what you think. It's still early so if you guys think he won't be very good, I could definitely go a different direction.
I don't think the term Halfling is a problem though, which is the other generic term for Hobbitses. As for skills, their strengths lie in the ability to hide or blend in, which I see you have thought of. cooking, or rather eating, is a good call as well as treasure finding. Dodge and/or luck buffs would work also and as for a weapon based skill, I wouldn't use slingshot I would go with some form of close combat buff like a flurry of daggers so that they would do three extra hits for upto five extra damage per hit or something like that, don't know. The other possibility is a moral group buff if the Halfling is within one tile space of the rest of his team perhaps with a small heal or even AP buff added in?
It's that. Also it seems like my treents chances to hit are lower than shown. He has around 50-65% chance. But can, and often does, miss a complete set of 4 or 5 attacks. Way more often than other characters. Admit it could all be in my head and the more I think it the more I notice it. Anyone else ?
Yep .. looks like we're on the same wavelength. I like the idea of having courage boosts ... basically the whole party being inspired by the courage of their weakest member. I also like luck ... could have a sort of combined luck and curse on the enemies. A small increase to dodge chance, critical chance and hit chance to all allies and a small penalty on dodge chance, critical chance and hit chance on all enemies. Using throwing daggers instead of a sling is interesting. I might try that out and see which one I prefer.
I have noticed that too. I'll have a look and see whether that's just perception or if there's something in the code. The Tree Giant isn't treated separately from everyone else in the melee code, so there's probably nothing with him specifically. However, there might be a bug with how melee is treated for units with lower base hit chance. The Tree Giant does have the lowest base hit chance so there might be something there. I'll take a look and check. As I mentioned earlier, there is a bug with the Tree Giant's Tree Fist attack. It causes the game to crash ... please avoid for now. I have fixed on my end but it won't be in the next patch but the one after that.
About the tohit chances: Even you cannot find anything in your code, from experience (as in "a tiny but significant bug in the RNG that was found by sheer luck" story) I highly recommend to run automated simulations, to gather at least 100k roll results and see if the results graph shows any oddities, outliers, etc.
I'm open to it ... let me know if you know of a service I can use or a program that works with Unity 3D. I think most of the bugs have been caught now, to be honest, I think what's left now are probably pretty minor little things. However, as long as they continue to get reported ... I'll keep fixing them.
WaveLight apologies if I missed this in the thread, tried reading most of it. Haven't bought the game yet, but really liking what I'm seeing. Was curious if you might add random dungeons or endless dungeon type play outside the normal campaign? Either way most likely buying the game tomorrow when I get paid, but wanting to know what your possible future plans might include. Thank you very much for your time!
Would be surprised if you need a tool for testing the RNG. From what I remember from way back when, all they did was run a loop of the calculation routine and have it write the results in a format that's usable in Excel. Turn it into a graph, and there you go. I'm terribly busy with private stuff currently, so unfortunately the earliest I'll be able to look around for a tool will be in 2-3 weeks or more (not counting on being able to squeeze it in somewhere).
Haven't played with the Treant yet but since I read this I've noticed my Duelist is missing a lot more than any other character even though she has a 89 to hit odds (Presume that's 89/100)? It could be just unlucky RNG especially as my Archer seems to never miss..... The Roleplayer in me says it's because I have neglected her when uograding her equipment so she is paying me back. [EDIT] So just upgraded my duellists weapon and on the very next dungeon she is back to normal and kicking proverbial A** She must have read my post......!
I'll double check but I haven't found that myself ... might just be a perception thing. I'll poke around the code for melee to see if there's anything odd. I'll also have it display the odds of hitting for various base hit chances ... since that's the only variable that separates the Duelist's attack from that of the Tree Giant in terms of chance to hit.
So there are no random dungeons ... though that might not be that hard to add in the future. I'll look into it and see what it would involve. Instead, there 27 quest levels and 40 patrols ... which are like random encounters. When you click on "Patrol Ruins", the game loads one of the patrol levels randomly. If you win, you win ... if you lose, you lose. However, the results don't impact your current quest progression ... nor do they move the story forward. They're there to allow you to get more experience points or find some better loot. The funny thing is that the patrol levels are probably more fun than the quest levels. They have a lot more unique elements like new enemies, allies you can control, more focussed win objectives like prisoner rescue or pitched battle. Demon's Rise is a bit backwards in that the "grinding for loot / xp" is actually the most fun aspect of the game. In terms of future plans, they involve further bug fixing and improving the core game based on player feedback and the addition of 3 expansions (all free to those that have purchased). Each expansion will feature a new quest that extends the story, 5 to 8 patrol levels and possibly some new player characters.
Fixed a bug / exploit where you could steal from the store. Will be in version 1.3 when that's approved. (Patch after the one currently in Apple's review queue).
Probably right ... but it's okay, we'll stick the course. By gradually increasing the price with each major content update, it'll help me understand what the right price point is for this kind of game. If we get the same sales at 4.99 as we do at 2.99, then that's useful info. Anyway, there's a brief write up on the website news section about the Halfling character: http://www.wavelightgames.com/halflingpreview.html
Just curious, are there other environments besides the dungeon one? Or maybe others planned? Outdoors? Or in snow? or a city or anything?
After the undead content pack, I'm planning the one after that to be in a cave / mine environment. More natural caves with giant mushrooms, glowing crystals, abandoned mine tracks and so forth. I might make some of the patrol levels in the undead expansion use the mine / cave environment just for variety, actually.
Halfling character is almost done. Just fine tuning his abilities and some animations. Will try to put up a video or something of him tomorrow.