How to Mercenaries work? I have hired some of them, but I don't seem to benefit from their skills on Missions -it's still using my base ones.
Zaleramancer
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I haven't done extensive testing, but I've been basing my play on the fact that D&D is an obvious inspiration, so -
Clerics have high Wisdom and probably low Dex. They're going to be able to heal themselves and may be better against Undead.
Wizards are going to have a high Int and be good at bursting down enemies, but their health is going to suck and their Str is probably comical.
Rogues are likely to have high Dex and moderate Int, Barbarians will have high Strength and Constitution, as will Fighters. Rangers probably have Good Dex and Wisdom.
The concept for this is amazing and very interesting! I liked it a lot, but the UI needs work - the gold buttons are so big that they obscure a lot of what's going on, the sprites block the terrain information and it's hard to get an idea of what the terrain features may have.
Personally, I'd recommend either a hover over or click-toggle sidebar to the right that has the details of what the selected square and monster are, as well as a way to breakdown where your income is coming from.
Love the concept here, looking forward to the 1.0. Let me know if any more feedback would be helpful.
Hey, coming back to this after a long time! I am really impressed with all the changes - the game looks great and I'm excited by the systems. I was wondering though, is there any way to get my citizens to fight back if they're attacked? I can't find a way to do that, and it caused me a bit of grief because of my expectation that they would.
Related question- are words counted more than once if you, for example, return to a previously written portion- like looking at a diary entry again, except there's been an addition. Presumably, the addition counts, but does the diary entry text count again because it shows up twice in a play through, or once because the words are only present once in your game's code?
Thanks for your really helpful and prompt responses! I really appreciate it. My group has transitioned from discussing the game to making more concrete plans and discussing characters and setting.
I've really enjoyed a some cultivation story content in the past, and I'm excited about the potential for playing a heaven defying wizard.
Also, from a design perspective I really respect the decisions to use more narrative positioning and powers as influenced by the group's consensus and conversation. It's, I think, going to make the experience really satisfying.
My group is trying to figure out something about the Inheritor's Heaven Defying Chance- if it's a cultivation method, do you automatically get a fine realm when you achieve the next realm, or should the cultivation method be made so that you can add lots of extra ingredients to it to make it easier to reach a higher quality? My partner is looking into that playbook, and we wanted to see what your intent was.
Thank you so much for your time!
Thanks for your answer! It's really helping clear things up. I do have another question, now. (^.^;) How do you price the addition of linked techniques on a cultivation method, I assumed they acted as either a minor or significant useful function. (I was doing the math on the example cultivation methods to get a feel for things), however, I'm not exactly sure. Should my group assume you can have 0-2 linked techniques on a cultivation method as part of the standard quality?
I have a few questions: My group is a bit uncertain about how you would write new cultivation methods, and their clock-size and base quality. The earlier chapter seems to indicate that the default quality required for a breakthrough is (Realm + 3), but the cultivation methods have varying qualities?
I'm really excited about the game, and hope my friends and I have fun playing it!
Hello,
So I lost access to the internet soon after making my submission, and then forgot about this until I logged in recently. I wanted to thank you for your feedback- it's definitely true that my math didn't check out. I should have done a bit more thinking about that, but the time crunch and having to decide what descriptive text to keep and what to get rid of was really consuming.
If I post this again somewhere, I'll be sure to take that into account. Thank you!
