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I'm really interested in your thoughts on bosses as I've had some similar inclinations, in DD the bosses are kinda hard to make more threatening simply because you're party is likely to be a bit battered when you reach them. I haven't had much time to give all the bosses a good look through but many of them have had enhanced mechanics and I've removed some of the tools that allow you to cheese through them. e.g the arbalists flare for the Swine God or the houndmasters harry for Flesh. If you want an example for a boss you may like look for the Necromancer as he's quite diferent now, his potential for critical summons and very long duration horror makes for a drawn out while still tense fight. One idea I've had is to shorten the boss dungeons to either a very small dungeon or just a single hallway leading to the fight so I can put more emphasis on the bosses themselves, though I'ld like to see how that'd be recieved before fully implementing it.
What you're suggestions for locations is definatly valid (getting more recruits is impossible though) and I'll definatly be adding some variation between them in one of the big updates (its listed in one of the home pages) among that i'll be adding different rewards in the dungeon itself based on the location. e.g. more limited items like keys can be found more commonly in the cove.
As to regard bosses I haven't played Bloodmoon but can you really only get one of each boss? Currently though the bosses to ramp up a bit I feel though I haven't quite gotten to testing each of them yet. But for example the Siren should gain the aility to stealth at higher versions and the Necromancer can start summoning Bone Bearers on his last version. However only having one of each boss I think would detract from the overall experience as there would be less stuff to progress forward too and a lot of story would be missing from the absent loading screen narration (I've made it a bit of a requirement that this mod HAS to stay within the boundrys in the game, which is why I'm hesitant to add abilities without audio until Redhook fixes their audio system. Seriously it's pretty bad and I can't figure it out.)
Curios I've noticed from how the file is formatted seems to only allow for 4 potential interactions from items though I haven't tested breaking the formatting yet but I doubt it'll work. I will be doing a massive expansion of that (I've already laid out most of the ground work) in the future.
Dodging and missing stuff isn't doable either which I hated because I wanted heroes and monsters to be able to have much higher defense stats that would decrease each tiime they dodged just togive them interesting reliable form of defense to work around buut oh well.
I oringinall did have a lot of audio effects nearly garenteed to land but I needed some of them to actuallly deal a little bit of damage so the back line characters were in more danger (monsters with damaging attacks to the back line are rather rare). Having stupid accuracy and damage wasn't a healthy combo so I had to remove the idea. It was also makes the dodgey characters a bit less satisfying. The audio skills do generally have high accuracy at the moment though.
Thanks for the thoughts I'm interested i seeing your thought, even more so when I actually roll some of this stuff out.
One other thing is the Vestal losing out on heals. I feel like it would be better balance-wise if the character she healed received a debuff to healing received for the battle, rather than her having reduced heals for everyone. I get the whole "can't call on gods so often thing" but it gets a little ridiculous. Another way to heal with this would be to add more impact to her heals, just making them heavier.
Really love your work!! Please keep updating (:
As for Vestal healing I'll agree that its a bit clunky atm adn I've been thinking of ways to make it better, as of right now its fine but lacks much desicion making. I've been wondering about adding a cooldown which might make it more interesting.
first highway seems like total ♥♥♥♥ with no acc on ranged skills......was that intended?
second forced into a 2 vestal party since highway man died (couldnt do damage due to low acc)
and vestal you seem to have punished the worst
First with hp as is fights seem DRAWN out longer, which would encourage stalling? but you basically have nerf/removed that option.....
the healing debuff on vestall just points at more a you can only cast this many heals per fight......then you cant do shiz
same with her damage skills (yes i got a mace one and a non mace vestal) and mace is the only ok damage skill on them and it hits only the 1st slot.......right.....witch doctor healing only it seems so far is reliable/gets rid of bleed/blight
Do you have a difference in how Lore of classes work?
Why do you hate the Vestal so much......