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Deltree
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Call for Testers, and a Status Update!

Hahaha, yikes. Probably because Lani's ID was 4 but she was the third character I added so the two IDs got swapped around at one point. I'll fix that one now, and if you want to see the correct ending I can make a save for Falitza right at the end (unless you saved close enough to be able to run the last few floors again to see it).

(Edit) Screw it; since it's pretty important I'll upload a fixed copy right now. I'll make a note in the download notes when it's available if you want it.

Call for Testers, and a Status Update!

I've replaced the download with the next beta version! You can follow the same link in the original mail message to download it. Here's the changelog:


---Fixes and changes---
-Using the golden thread while under attack will no longer cause a hang.
-You now displace allies in your way instead of pushing them.
-Fire squares now inflict Confusion rather than Stun status.
-Emotional status effects (pacify, confuse, fear) should last longer on average now.
-Miscellaneous typos and textual glitches fixed.
-Items on the floor will now give the correct multiplier for "Eat" damage in the inventory screen.
-Reduced damage and success rate of Unstable Mind.
-Unstable Mind now correctly inflicts Blind instead of Panic.
-You can now press the same hotkey a second time to close a window (e.g. "I" to close Inventory).
-Smoothed out the difficulty curve somewhat. Higher-tier enemies have had their damage reduced and give much more essence now.
-Smoothed out the experience curve, too. It now increases at a more level pace overall. In order to be placed into the new "track" for each essence type, your character will need to level up one more time.
-Enemies and spells with "Stun" effects will now trigger less often.
-Removed a blank menu entry under the Special Characters menu.
-Roaming NPCs on the overworld should stay out of your way now.

---Still pending---
-Ways to speed up allies' turns and implement smarter pathfinding.
-Smarter enemy actions when an ally stands in their way.
-A quicksave function that can be used on the stairs.

Call for Testers, and a Status Update!

LET'S DANCE



to the song they're playin' on the radio

Call for Testers, and a Status Update!

Yay a wall of text! Here goes something!


Status effects can last a single turn, technically. I can make them last a minimum of a certain amount if that would help, but it's pretty much a random duration up to a max right now.

I think I'm misreading something with the inspecting and the X button. If you mean the over-the-shoulder popup menu, you have to hit the direction twice to pull it up, rather than one and a Z-confirmation. Am I reading that right?

Spells from behind don't matter; just melee attacks.

I can switch the priority for the merchants' elemental message. It's just a branching text logic thing.

Yeah; enemies will only fight if they are outside of special range. I was going to have them use special attacks 100% of the time if they were blocked in by an ally, but it didn't work so well in practice. I still haven't though up a good compromise since it's pretty infrequent. (If enemies always went for the ally before the player instead, it would make things even easier!) So, I am open to suggestions!

I'll find some ways to speed up enemy-on-enemy attacks. I guess it's a pretty stark difference from playing solo. I reckon it's possible to update the inspect box health bars for enemy attacks too.

"Charisma" is an innate property for some characters (for a couple story ones, and it's a possible trait for custom characters too). There are a few different properties like that, and even some cases where a character can have a "magical" property innately, like "Warp".

The lag when confused may be the game trying to run you into a wall. Technically, it still pauses the 3 frames as if a step was taken, but since your position didn't change, a turn didn't pass, so it's a matter of the random step finally moving in a direction you can travel. I think I can add a check to the "move at random" function to tell it to try again if it "fails."

Some "lightweight" items have very short throwing ranges. A fern is pretty light!

I've been tossing the save issue around in my head, but in my test runs (after I reduced the cost per floor from 100 to 50) I didn't have any trouble making up the cost within a floor or two by pawning off weapons and music boxes I found along the way. A quick save, however, is a great idea, and completely feasible. Of course, you'll only be able to have one active at a time, so I'll have to find some way to communicate that to the player. I'll get that implemented in the next week or so! (Bugs take priority this weekend.)


Thanks a lot for all your input!

Call for Testers, and a Status Update!

First showstopper bug, boys and girls!

If you try to use the Golden Thread while under attack, the game'll hang. I'll try to have a fix (along with several other issues) uploaded tomorrow or Monday.

(Edit) It'll definitely be tomorrow, so get me any issues you've found before tonight and I'll try to squeeze them into the next version!

Call for Testers, and a Status Update!

Dag nabbit. Okay, check your inboxes in a bit!

Call for Testers, and a Status Update!

Good morning! I've uploaded the beta for testers only. I think you should see it on the download page (I have no idea how this works). It will be labeled "Beta Version 1." Let me know if it's not showing up and I can send you a direct link.

Call for Testers, and a Status Update!

Don't worry; I'm impressed! I've added you both.

I think I'm at a decent number now unless you really really want to try it a few weeks early. And if you ask nicely.

Call for Testers, and a Status Update!

Sure! Some untainted eyes would be a good thing!

Call for Testers, and a Status Update!

Thanks, y'all! I've added you as testers. I'll still take a few more volunteers before Friday (or it could be Thursday night as I now realize I'm actually going out of town on Friday).