SOON.
#1
01 January 2017 - 06:28 PM
So...
SOON.
#2
02 January 2017 - 06:44 AM
#3
02 January 2017 - 11:04 AM
#4
02 January 2017 - 12:23 PM
#5
02 January 2017 - 06:38 PM
Mishrak: Sure I'll let you know when I have myself organized. What was the issue with healing again?
Hart-Hunt: Thanks for the encouragement!
#7
03 January 2017 - 11:26 AM
Kaffe Myers, on 03 January 2017 - 04:45 AM, said:
It happens from time to time, albeit rarely, though for pretty long periods.
Ah, I can actually kind of relate. I spend find more time on game design than I do on gaming. Can't keep the game design skills sharp without gaming, though, so I make a point to find time for gaming.
#8
03 January 2017 - 09:42 PM
#9
04 January 2017 - 10:17 AM
Mishrak, on 03 January 2017 - 09:42 PM, said:
Phew, it isn't palette stuff. Hmm My first thought is that could have something to do with me not giving multiplication/division enough time to complete on actual hardware. I made a point to allow for at least 8 clock cycles before reading the result, but maybe I either didn't for healing or I'm not quite giving it enough time across the board. Well, once I'm back into full swing on this, I'll take a look in detail. I also need to fix the currently horribly broken Sun card...
#10
07 January 2017 - 02:31 PM
#11
10 January 2017 - 04:10 PM
#12
11 January 2017 - 05:55 AM
Big Fish, on 10 January 2017 - 04:10 PM, said:
Glad you're enjoying! The issue with increasing the level of the endgame enemies (and by extension, of the endgame player characters) is that many large monsters will hit the 255 cap on their stats, causing a sudden balance shift in favor of smaller characters. There is perhaps a better way to handle the levels for these optional stages, but that's the biggest reason for not having them increment. Hmm in the past, I've changed enemy and other generated units to receive +0.5 bonus stats per level, compared to the +1 (on average) bonus stats that the player gets for leveling their own units up. If that were changed to +0 and +0.5, respectively, that might give me more wiggle room. Something to think about, I guess. There could also be a way to allow breaking the stat cap.
#13
12 January 2017 - 07:27 AM
#14
12 January 2017 - 03:12 PM
Big Fish, on 12 January 2017 - 07:27 AM, said:
Quite true. Though, I don't know if you've been following the development version, but just about every class tree that doesn't already have a lv 20+ class upgrade is getting a new one added on.
#15
12 January 2017 - 06:14 PM
One thought I had was to level the optional stages normally, but then institute a level cap for the end game (if that's even possible). That keeps the game flowing, gets you to the new classes a stage or two earlier, and maintains end game difficulty, as you can't out level Diablo's army. It also works thematically that the last couple of stages would be battles between armies that were as powerful as they could possibly be.
#16
13 January 2017 - 07:54 PM
#17
26 January 2017 - 05:06 PM
Good luck and thank you!
#18
A day ago