Yes, that's due to the nature of Twine. Don't refresh during battles.
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Open question, as of version 0.61:
I'm having trouble balancing Forsaken with Archer's Shot.
Currently, when used by an unbuffed Mage against an average (30 SPC) enemy, Forsaken inflicts 30 points of Defense reduction, or 30 extra points of damage per hit for 5 rounds. This isn't actually much better than Rogue's Below the Belt, which currently inflicts 23 points of Defense reduction against the same, and it has to compete with Indignant Variati, which costs the same. Against an average (30 DEF) enemy, Indignant Variati inflicts an immediate 330 damage; you would have to make over 11 attacks in 5 rounds to make Forsaken the superior option.
Normally I would just make it stronger, buuut things get screwy with Archer's Shot. At its upper bound it hits 10 times, meaning every point of Defense reduction equals 10 extra points of damage. Against an enemy with 0 Defense (the result of using Forsaken on an average enemy) it inflicts 585 damage (!) even without Attack buffs. And this is without even getting into using Special buffs, or stacking Defense debuffs with Forsaken to reach negative Defense. Against an average enemy, Witch's Forsaken inflicts 45 points of Defense reduction, which translates to -15 Defense, which translates to 735 damage (one-shot kill territory!!) with a 10-point Shot.
In effect, this makes Forsaken pretty much useless unless you stack it with other debuffs or use the upper bounds of Archer's Shot, which makes it extremely situational compared to Indignant Variati or Perdition, which require far less setup to accomplish similar results.
I can't fix this by reducing the weight on Shot, because the core problem is the massive variance resulting from Defense changes, which is inherent to the multiple hits. If I balance Forsaken for regular attacks, Shot's potential becomes gamebreaking; if I balance Forsaken for Shot, Forsaken becomes useless with regular attacks.
I figure I've just designed myself into a corner and I have to accept that; creating a 10-hit attack was always a risky idea that I knew was going to run up against the limits of the battle system. I mean, maybe this is okay? It's not like it's easy to get Archer up to 10 points; maybe it's alright to let players break the game if they're clever and determined enough to pull off this combo?
Using replace macros to transition through battle phases instead of moving to new passages. This should speed up battles considerably.DONE in 0.99
- Making the BACK button only go back one level instead of all the way to the main battle screen. So far I have been nervous about messing things up by using the actual back macros. Certain sections (such as the spell check) advance multiple passages at once, so the back macro would not work.
- While not done exactly, the "last action" functionality added in 1.06.1 mitigates this.
The ability to play with keystrokes, like a console game.DONE in 1.06 Still needed: Targeting hotkeys for all-targeting skills.DONE IN 1.06.1
- Stat grinding functionality
The ability to change background and tags of the battle passageDONE in 1.02
- Threat/aggro system
Audio and music functionalityDONE in 1.06.4 Expanded menu functionality, plus hotkey supportDONE in 1.07 The ability to have redundant equipment slots, e.g. the ability to equip two "Accessories" at once.DONE in 1.08.1
As of version 1.07
The Inventory class does not revive correctly on a save load.Fixed in 0.99
- <<deathcheck>> causes an error when trying to remove some effects. I suspect the issue is Protector; will investigate.
Equipment will produce strange effects if the onEquip and onRemove functions are changed between save game versions.Fixed in 1.08
- When an applied effect has its duration extended, a blank line is generated.
- A line break isn't generated for the death message when an enemy is defeated by DoT.
The unequip button only travels to the edge of the equipment description box, not the larger actor box as it should. This is due to some HTML finnickyness I dread interfering with.Fixed in 1.07
- The enemy action loop doesn't quite work as intended; if there's an else clause (as there should be), the probabilities are thrown off because a failed action will automatically be changed to the default. Is this really a problem though...? Maybe it's best if it does work that way.