Hey guys ... still working on the next update. Almost ready to submit. I'm trying to spend more time checking it so that it doesn't introduce any new bugs this time. Here's a quick preview shot of a potential new character I may add in the patch after this one (1.6). This is the Ogre Mercenary. Should be a brutal close range fighter / tank character. Screen Shot 2015-09-30 at 2.36.08 PM by Rajpreet Dhillon, on Flickr He'll be part of the 1.6 patch update that will also (finally) add some new levels.
I believe I was able to cast the spell because I did lose the Action Points with the character. I was on the first stage and my character was behind the left wall next to the open archway leading to the Shaman's room and I cast the tornado spell to the right of the Shaman in the center of the room. After that the game would no longer respond to any of my inputs although it was not frozen. I did not try the attempt again, just thought I would wait for an update or two and give it another go. ASCII Art @=Hero , S=Shaman , + = Spell Target (empty space to the right of the shaman) , . = open space _________________ |.................................| |..............S+..............| |.................................| ------------.....------------| |..........@...................|
Peculiar ... I'll check again on my end but I've never run into it when casting the tornado spell. Perhaps just a one-off? I did put in some code that catches some bad inputs so it might not happen any more with the new patch. I think it's a rare occurrence though so I wouldn't worry too much about it. Do let me know if it happens again.
Hey guys ... did the initial bio and added the Ogre Mercenary to the team selection level properly: Screen Shot 2015-09-30 at 4.20.11 PM by Rajpreet Dhillon, on Flickr Back to testing the 1.5 patch before submission. Let me know what you think of the Ogre.
Not sure about why the ranger wouldn't be able to attack ... that seems odd. Though glad it seems to have corrected itself. The other changes are partly due to reducing the effectiveness of missile attacks and because of the changes to magic items. All the magic items that used to give +X attacks now give some other stat. So I suspect what's happening is that your items on your illusionist now give bonus AP rather than attacks and that is why she is able to cast more powerful spells. Yes ... the only items that now give extra attacks a small handful of magic melee weapons. So I'm guessing your Assassin had some magic rings or cloaks that granted extra attacks and they now provide some other benefit. Yeah ... it's a known issue. Some special abilities would require line of sight and some wouldn't ... and I don't distinguish between whether they require LOS or not in the code for abilities. I suppose I should at some point but just wasn't a huge priority since it only affects a handful of targetable abilities. Most targetable abilities are spells that I'm okay with not requiring physical line of sight.
oops ... sorry about that. It's a melee attack that does 15 - 25 damage on a hit (90% base hit chance) and it also grants the Halfling 50% greater dodge chance for one turn.
Hey guys, I'm finding that there are still complaints about the "Leave Area" button never showing up. I can't reproduce it myself but I'm guessing it's something to do with the mind control powers. I'm going to switch back to a simpler design where killing the last enemy or mind controlling them just ends the level and there's no need to bring up the "Leave Area" button. Hopefully, that will fix it.
Hey guys, can I get some ideas for the Ogre Mercenary? I'm thinking of a typical tank melee fighter but I don't actually play a lot of MMO's so I don't know what kind of abilities tanks usually have. Any thoughts on what his six abilities could be? So far I'm thinking: - A nasty kick that might stun or hinder an opponent on a hit. - Some kind of ability that buffs defence / ability to soak up damage. - A nasty melee attack of some kind on a single enemy. - A melee attack that attacks all enemies around them (sweeping melee attack) Any ideas?
I don't play MMO's either and maybe your engine cannot do it or it is otherwise unbalanced, but here goes: - A punch that destroys cover - obviously not walls but tables and stuff. - Through an adjacent enemy 3 fields away causing damage if he hits a wall (maybe only smaller enemies if you make this distinction). Or even damage another unit you hit into? - Through an adjacent friendly unit - maybe only for smaller characters like hobbits and dwarfs? Or through smaller characters farther? This would be to put a melee warrior in the middle of a group of foes. These could open up new strategies. (I have not yet explored all the abilities of the existing classes so maybe some of it is already there).
Destroying cover is a cool idea ... but not something built into this game engine. Might be something to add for a future game. There are already several big fighters that can attack 2 tiles in (Half Giant, Golem, Steel Golem) .... the Ogre is going to be a big guy but with a shorter melee range.
One cool ability for the ogre is to advance in the emptied space after he killed an ennemy. So he can be in the front line and create a breaktrough.
One small improvement I would like is to see the % of xp until next level in the loading window (the same window that displays the team with their levels).
Cool idea ... though I don't have abilities that can move the unit. Would be a good thing if I could actually. Something I should probably think about adding to the engine when I work on my next game. I could give him a teleport ability but I don't see that really fitting in with a non-magical ogre.
How about if in close attacking distance of the ogre there is a chance to miss him and on the ogre turn chance to do a substantial damage. Nasty kick or some kind of stomps stuns opponents maybe miss a turn. Massive club smash that sends a short wave length of power to an enemy. Maybe add a aura to the ogre allies in close proximity get some small buff for having the ogre on the team
I could do the stun and the power wave. Perhaps a good theme of the ogre would be abilities that tend to stun opponents? Could do the nearby friendly buff too.