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khazun

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A member registered Jul 24, 2021 · View creator page →

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(1 edit)

Edit: The stat sheet screen is also in :) (under Hero / Stat sheet)

Ok, so I pushed a couple fixes:

  • Wind I (and other debuffs) will now correctly always apply "higher" value when you recast it (meaning higher debuff in this case)
  • fixed the weird clipping of the monster hunt tooltip (it was hiding the fury modifier)
  • fixed the weird rounding of enchant bonuses (unfortunately that means everything is rounded to 2 spaces, so you will see things like +7.00 max mana - but thats better than +2.25000003 slot power)

And I made a couple of balance changes:

  • the "Ask around" mission now has 3 trolls instead of 4 (you still need to kill exactly 2 of them)
  • I dropped the levels of the trolls in next missions a bit, by 1 or 2
  • I buffed the enchanting power bonus by ~40%, so all (new) enchanted artifacts should be somewhat more powerful

Also the thing I now remembered helped me a lot was "Max resistance" bonus from enchanting (it unlocks as an augment on enchanting level 13). Normally your max resistance is 50%, so no matter what you do, you only resist 50% of damage (physical in this case, since that is what most trolls do - not all, but most). Now if you buff your max resist to say 65% and actually have 65% physical resistance - that means you are now getting hit with only 35% of damage instead of 50% - this is actually pretty big difference.

Thanks a lot for the info - and I think I know what is going on with Wind I. The rule is that if you recast it, it will always choose higher duration and higher power (so if you cast Earth II with +30% bonus and then another time with +40% bonus, the 40% will overwrite the 30%). Now because Wind I actually does negative "bonus", mathematically -13 is "higher" than -30, so it overwrites. I need to fix it so that it works with highest absolute value. Thanks - I wouldn't have caught that.

As for troll mission - I remember I went full +fire damage on artifact for this one and as for attunement, I had around lv.10 holy attunement, the rest were maybe lv.5 or 6. In general attunement should be kind of a slow grind that comes naturally, so you should not be "required" to max it in order to pass content. If it feels like that, I need to tweak it. I will test out the troll campaign again - there is always a risk that I changed something in balance after passing it.

As for artifact not really making a difference - I will look into this too, artifacts definitely should feel powerful.

And thanks for that too :)

So:

- Character stats page - definitely, I have it in my backlog.

- Targeting enemies - I have been hesitating about this for like a month now... technically I could implement it, but quite a lot of missions are actually balanced around the fact that you CANNOT simply target whoever you wish... it's kind of part of the puzzle. So if I did that, I would need to go over some missions and buff the difficulty of them. One thing I will say - later on you get a rune (and I am planning more) that targets multiple enemies at once. The one that is already in is "Wind IV" and it targets the first 3 enemies, does wind damage and enemy power debuff - its basically a Mass Wind I :)

- Loot journal - ok, got it... not sure how to implement it well, but I understand the problem. What you can do for now is when you fight an enemy, you can click a small "Info" button on their HP bar and it will give you a lot of information about that enemy, including their drops. Thad does not solve your problem fully, but at least its something. And just so you don't waste time - golden earring is on the pirates in Devan's Haven :)

Thanks a lot for that report, super useful!

BTW - by troll army you mean the "Trolls of Vraang" campaign? Because there's another one with trolls later too ;)

So:
- Holy III - I just fixed that, the description was using a different formula than the real combat logic (the description used: "3 + level" and the real logic used "3 + 0.5x level"). You will need to refresh the game to get that fix.

- 2.40000003 in enchanting - eh, thats weird rounding in typescript, I just need to round it on the screen - I will look for it, thanks

- Wind I - not sure I understand... just to tell you how it should work: it should do (4 + rune level + slot power) wind damage and it should reduce the 1st enemy attack power by (2 + 0.5x rune level + slot power). At least that is what I have in code :)

Thanks a lot for trying it out :)

As for the difficulty, there is one very important thing - and that is to level up your runes (i.e. complete rune mastery challenges). It makes a world of a difference :) I guess this means I need to communicate this better, like a huge popup message the first ime you die... "GO LEVEL YOUR RUNES" lol :) So most probably the issue was that you were underleveled for that fight.

As for the sounds - I am thinking about that... this is my first game ever, so I am learning everything as I go, and I simply have not yet gotten to learning how to do audio :) Although to be fair I wasn't even thinking about sound effects - I was thinking more in the direction of background music (some more dynamic during combat and something more peaceful outside combat).

Yup - actually the number of runes you can take into combat at once is the biggest bottleneck in your build and that is by design, you have to make hard choices about what not to take :)
(but you will get 7th slot later ;))

Thanks a lot for trying Spellforger out :) So yeah, player level is something I need to maybe communicate differently... it is simply not that important. Rune levels (masteries), attunement levels, later incantations and other things will give you much more power than player level. At the end of current content the level cap is 30, but you will be fighting stuff at 45+ easily. So I maybe need to either drop the concept of player levels at all or maybe describe it a bit better.

As for balance issues and placeholders - you're totally right :) (although actually loot is useful, you should be close to unlocking artifact enchanting, this is where you actually need it)

Hi :) Thanks a lot for the feedback! Can you point out the places where this was most bothersome?

The game by design has a lot of info to show at some points, so not much to do here, but sometimes that info can be better organized or simply smaller - and that I can for sure do.

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Hi, no, everything's fine. I was just not sure before buying as the description clearly says 16x16 and doesn't mention the other sizes. I went for it anyway though and yes, they do have x2 and x3 sizes.

One thing though... either I am blind or there are no autotiles in x2 and x3 sizes (only in the basic one)... I mean the tiles in the picture below, they are only in the base tileset in the terrain.pgn file it seems.

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Hi, got a question regarding the 16x16 size. I am already using a couple of your character assets for a game I am making in unity and there I am using the 300% versions of the assets (it fits all the other things best).

Question - if I get this pack (as I am looking for nic tilesets to match), will the fact that this is 16x16 make a problem? Will it make sense to simply resize them or would that lose the charm? :)

Edit: maybe I missed something from the description... are the tiles in this pack available only in 100% (16x16 tiles)? Or are there also x2 and x3 versions included (like in other packs)? Because if there is a x3 version inside, then my previous question is moot :)