Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit)

Lockpicking is exclusive for rogues, the other classes don't have access to it, ever.

Sell prices are always 50% of the item's original value.

For the fortune teller: She is also later available at the purchasable house in the Town of Beginnings (well, not the fortune teller exactly, just the Memory Lane location she takes you to).

For combat balance: Yep, I'll be honest, one of the issues I've had for a long while is lack of playtesting to see what works and what doesn't in combat.  For the next update I've already completely revamped the blood magus moveset along with the order they're received, might do that for other classes as well.

Unfortunately the "math" to be done is rather complicated, since you have to factor in perks picked, armors found etc. etc. Until now it was way too often that the players found a way to "break" the game, so I've had to keep upping the difficulty with almost every patch. Frankly it makes me happy that people are finally unable to just breeze through everything. There is still a lot of work to be done on that end (for example I will probably turn all the buff moves into team buffs rather than self-buffs), but I need as much user data as I can gather for that (how they play  I mean).

I think the biggest thing I'd recommend is removing random encounters. The forest sequence was extremely frustrating because you had both on-map enemies and also random encounters. I always like the ability to try and evade,  so I'd probably bump up enemy counts where they're lacking (like the plains directly outside the town) and just straight up remove random encounters. 

Shops need to be rebalanced, for sure.

And probably make abilities not be weapon special. Classes are already locked to certain weapons, there's really no need to further add limitations. 

(1 edit)

Ok, out of these: 1)I'm actually planning on increasing the frequency of random encounters slightly, but I've changed the proximity triggers of some enemy types so they're way more specific (hornets for example have been changed from a crazy 5 square direction trigger to an 1-square non-directional trigger). 2)I "am" hoping to find a good script to make the new "haggle" stat matter more than just dialogue checks, like. selling your items for 3-4% more per haggle level. 3)Weapon-specific skills will remain, but I will change the order at which skills can be acquired, already done so with rogue and blood magus, berserker and adventurer are next.

Edit: Figured haggle stat without a script, code was simple turns out.