mwnn85
Savant
- Joined
- Aug 14, 2017
- Messages
- 210
Just retrieved the Golden Hand from the Catacombs.
Eventually had to turn down the random encounters from Rare to None - shouldn't have to do this really.
Virtually every few steps or turns was a repeat battle against two rows of 3x disease inflicting bats or two rows of 3x disease inflicting bugs. Not forgetting the occasional bug which uses it's stinger to poison and/or casts fireball if not dealt with.
A real slog even when using all the tricks like Sleep, Stun, etc.
Nice area otherwise.
The bug shells are hard to penetrate (65 STR, 100 skill, 2d8 axe) but they do seem quite susceptible to Poison - providing you don't run out of magic.
Have all the right spells to remove status conditions i.e. poison, insanity, disease, etc.
Disease doesn't tend to incubate as you might expect - seems to stack - the most severe effects come quite quickly if hit multiple times.
Generally combat encounters seem to be designed to apply as many status effects as humanly possible.
i.e. Xombie attacks can render your frontline unconscious and/or insane plus they have a ranged acid attack iirc.
I'm finding that my "heroes" have the stamina of a bunch of asthmatics. Level 4/5 now - a few fights and their VIT bar is depleted. Weapon + movement stamina drain might need some adjustment.
The XP awarded for the battles is all over the place anything from 15XP -> 175XP+
Not sure if my Aeorb Sage and Vamphyr Necro are getting enough physical skill points (1 per level up) - don't even have Swimming on 10 yet.
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I think Gorlo should more readily hand over the key to the catacombs.
It's pretty clear you wish to direct the player there.
Typing KEY had no effect.
Had to Charm him first then type KEY then type YES.
Charming him means you could literally nick every Spellbook in his inventory before getting the key.
I know this has been posted about before but it's quite absurd.
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I believe the Wizardry 7 lock/trap picking mini game was a better mechanic.
The riddles break the fourth wall.
------------------------
A few minor bugs:
> I don't know Captain Krone...
http://i.imgur.com/dwbYbEC.jpg
> Height or Heighth?
http://i.imgur.com/BE1UKHI.jpg
> Village of Crowl keeps popping up first when reading the poster
http://i.imgur.com/AVjWdAx.jpg
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Does this latest fix:
...prevent your spellcasters spells from wasting spells when the enemy row shifts forward?
It's driving me mad.
Sometimes you need to sleep/paralyse a distant threat in a secondary row.
Fighters are affected by a similar issue (lose their bonus attacks) as I posted earlier.
Eventually had to turn down the random encounters from Rare to None - shouldn't have to do this really.
Virtually every few steps or turns was a repeat battle against two rows of 3x disease inflicting bats or two rows of 3x disease inflicting bugs. Not forgetting the occasional bug which uses it's stinger to poison and/or casts fireball if not dealt with.
A real slog even when using all the tricks like Sleep, Stun, etc.
Nice area otherwise.
The bug shells are hard to penetrate (65 STR, 100 skill, 2d8 axe) but they do seem quite susceptible to Poison - providing you don't run out of magic.
Have all the right spells to remove status conditions i.e. poison, insanity, disease, etc.
Disease doesn't tend to incubate as you might expect - seems to stack - the most severe effects come quite quickly if hit multiple times.
Generally combat encounters seem to be designed to apply as many status effects as humanly possible.
i.e. Xombie attacks can render your frontline unconscious and/or insane plus they have a ranged acid attack iirc.
I'm finding that my "heroes" have the stamina of a bunch of asthmatics. Level 4/5 now - a few fights and their VIT bar is depleted. Weapon + movement stamina drain might need some adjustment.
The XP awarded for the battles is all over the place anything from 15XP -> 175XP+
Not sure if my Aeorb Sage and Vamphyr Necro are getting enough physical skill points (1 per level up) - don't even have Swimming on 10 yet.
------------------------
I think Gorlo should more readily hand over the key to the catacombs.
It's pretty clear you wish to direct the player there.
Typing KEY had no effect.
Had to Charm him first then type KEY then type YES.
Charming him means you could literally nick every Spellbook in his inventory before getting the key.
I know this has been posted about before but it's quite absurd.
------------------------
I believe the Wizardry 7 lock/trap picking mini game was a better mechanic.
The riddles break the fourth wall.
------------------------
A few minor bugs:
> I don't know Captain Krone...
http://i.imgur.com/dwbYbEC.jpg
> Height or Heighth?
http://i.imgur.com/BE1UKHI.jpg
> Village of Crowl keeps popping up first when reading the poster
http://i.imgur.com/AVjWdAx.jpg
------------------------
Does this latest fix:
*Retargeting of spells during combat when switching from party to monsters
...prevent your spellcasters spells from wasting spells when the enemy row shifts forward?
It's driving me mad.
Sometimes you need to sleep/paralyse a distant threat in a secondary row.
Fighters are affected by a similar issue (lose their bonus attacks) as I posted earlier.
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