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(2 edits) (+1)

Man, I wish I had spoiler tags on this site, or I'd have responded earlier. To get rid of the listed Flaws:










Nervous Wreck: Use 10 Vis on the unit.

Despondent: Give 10 20 stat buffs or other beneficial effects to the unit. (Doesn't count self-only buffs like the Hunter's Take Aim and the Skirmisher's Work Up, and doesn't count pure healing effects, but does count mixed healing/buff effects like the Hunter's Healing Herb and the Cleric's Inoculate.)

(7 edits) (+1)

Thanks! Ooh, potions apply in a cross shape! Nice!

Uh...

Bug in a training skirmish.



Had my Despondent Hunter cast like 20 Herbs on herself, while with my Nervous Wreck of a Guardian. Guardy took out all the enemies but one, then just kept Blocking while Hunty was dumping Herbs on herself and then dumped some Vis centered on the Wreck when she couldn't Herb no more, taking some Vis Splash for herself so she could Herb more. After I was sure I hit 10+ Self-Herbs, I had them both dump Vis on Guardy, then when I used all 11, I Shot the last enemy.

Question about those Spoilers...



Mega Vis doesn't count as multiple regular Vis does it? Just wondering. I have 11 regular since I was checking if there was an inventory cap.
(+1)

So I just now got the chance to check, and fortunately that was an easy fix. I really just needed one more line, phew.

I'll have a fix out in just a bit.

(3 edits) (+1)

Got it, and turned Nervous Wreck into Assured too!

Does the "Healer's Friend" Trait not apply to Healing Herb? Or does it not work at all?







Despondent spoilers




Does Herb self-application not work? Or do I have to wait for the Herb to wear off before applying it again to count as a second application?

Also my 20 MATK Hunter with Healer's Friend was self-applying and only getting 20, not 40 Heal out of it. Also not sure if HF applies to Vis Bottles too, etc. Only got 25 MP each from those.

(1 edit) (+1)

Healer's Friend (and recovery effects) unfortunately do not apply to Regen or Vis. That said, the initial heal should still be boosted; I'll look into this.

EDIT: Found out the issue. Another easy fix- a loop was stopping one ID early. I'll have a third patch out soon!

Anyway, spoilers:








I actually got the number wrong on Despondent. It was 20 buffs, not 10. Sorry- it was a pretty hectic day yesterday.

(13 edits) (+1)

Thanks for the patch and correction!

Got to the Wyvern even without fixing my Despondent! And no one's wearing any headgear. Powershield Ring FTW! Offense best defense.

What conditions let Wolves move twice? Is it an Action that costs them MP? I guess that's it, since they stop after a few turns.

Shivern! Hehe! .... Ooh, that's... A lotta HP. Sniper Rush is sooo not working here. But at least I can attack immediately. Don't need to move. ... And Snap Shots are doing great work. Just needed 2 turns, if I didn't use one attack to test Sniper Shot.

Time to armor up now! Nice that no armor's depreciated this time!

Oooh, the Fortress isn't of this world! Cool! And maybe I'll really prepare instead of just rushing in. Buy everyone hats at least...

(2 edits) (+1)

Direwolves always get one extra action, similar to Skirmishers. Most of the time, they'll use the first move to close the distance there usually is at the start of a battle,

Snap Shot is really solid- it can even be better damage than Sniper Shot if you've got enough power behind it.

(+1)

Thanks! Okay, so Dolls are really dangerous, since I have no one with good MDEF... Need to give all my Hunters their Arrowspates so they can take them down immediately...

How smart are Devil Knights? I just had 2 of them seem to run away and Block while at full health instead of attacking. Which is nice, but why? They don't have 0 MP, right?

I thought I saw a wolf move only once, but that's so rare, and I'm out of the area, so can't confirm.

Probably not gonna have anything else to report until I grind 1200 for my Arrowspates and pass the first new battle.

(+1)

A Direwolf might get nothing to do with its second move if it gets unlucky with placement or its AI messes up. And yeah, the AI is less dumb than it was, but... It's still pretty dumb sometimes.

Dire Dolls hit like a ton of magical bricks, but they're also fairly slow and more frail than the other stuff in there. Snap Shot should make short work of them if they get in your range. Guard also halves magic damage as well, so if you need to brace yourself that's a good way to do it.

If you haven't already, you can sell your outdated items to get extra money.

(+1)

Just tried out the re-place Hero feature, just got this. To replicate, deploy 5/6 Heroes, select the 6th Hero with a press such that the game gives allows moving the deployment spot, then back out and try to reassign one of the other Heroes to another spot.