raics

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The crafting chance failure is back, is that intended?

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Posted (edited)

2 hours ago, Valenhil said:

The crafting chance failure is back, is that intended?

If it says 95-97% it's only early on, I think it's only visual and can't fail anyway or at least I never saw it myself or had any report that it does, it says 100% later. It can be lower and actually fail if the game was loaded from a saved state after patching and then hard saved, that messes up the file in some ways including crafting chances.

Edited by raics
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Posted (edited)

Yeah, my first time messing that up. I applied the latest updated one day, played another, and forgot I had auto-load latest savestate turned on.

How much does this mess up? I'm already past Barnicia and not super into starting over again, but if I had to, better now than later.

Edited by Valenhil
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Can't say for sure how deep it goes, crafting fails were usually enough to deter people from continuing the playthrough, I think some reported glitches with class changing and some stats.

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Hullo! Big fan of this hack, I've been following it for a while and I'm finally making my way through it, but I've run into something odd. Is Radlum supposed to look like a Templar? 

Screenshot_20180618-123555.png

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Yes, it's intended.

Anyway Raics, my crafting chances just fixed themselves back to 100% from 90-96% somehow. And as mentioned, it was not just visual, I did fail a couple times. I've been going through some of the sidegrades, and doesn't the cloth armor sidegrade completely eclipse regular light armor?

I'm wondering, how were draconic damage spells calculated again? Sherri nearly always does less damage with Terra than with Cragfall II, but Denam does three to five times more with Aura than with Spiritsurge.

Edited by Valenhil
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The ghosts could teleport again cool! But please make the wraiths teleport too, they look pitiful compared to the ghosts

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14 hours ago, Valenhil said:

Yes, it's intended.

Anyway Raics, my crafting chances just fixed themselves back to 100% from 90-96% somehow. And as mentioned, it was not just visual, I did fail a couple times. I've been going through some of the sidegrades, and doesn't the cloth armor sidegrade completely eclipse regular light armor?

I'm wondering, how were draconic damage spells calculated again? Sherri nearly always does less damage with Terra than with Cragfall II, but Denam does three to five times more with Aura than with Spiritsurge.

It's intended indeed, some wanted a playable templar so we'll just say Rudlum used it as a disguise to move around easier, makes a bit of sense. I'll have Denam comment on that so it doesn't seem as random.

Crafting chances increase a bit over the course of he game, not sure of the exact formula but it might depend on the amount of recipe books you acquired, hard to say. Yeah, cloth sidegrade has better bonuses but lower def and resists, it's better overall but fewer classes can use it so it doesn't directly compete most of the time, I'll probably remove the duelist bonus versus some races or nerf it a bit in other ways but not by much.

Draconic spell descriptions mention they're attacks, so they use your str/dex (more dex than str) instead of int/mnd and add weapon ATK on top of their spell ATK, so it's expected that a lord or princess would do more damage with them than a warlock or wicce.

@Riko Sure, it's just that it's harder to say which racial templates the game uses for wraiths so I haven't done it yet, once I dump the battle data I'll know.

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Light Lord doesn't feel as good now, which I think it's a good thing compared to Divine and Dark being so much better in the original. Might switch to Fire Lord.

The White Knight duo is overbearingly powerful in undead fights. Considering what the Palace is, might be better to rein it in a little bit. Maybe make the quickening from fervor end immediately, so all it does is make their next turn come faster.

I also had the idea of adding that same small quicken effect to all war dances (only to the user), which now have mostly good effects (harvest still sucks), but could use one more small push. If using them also allowed the next turn to come faster, they'd be in a pretty good spot, and I feel that blends in well with the Swordmaster's image.

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Quicken is one of those buffs that's tied to the RT clock so it can't be specifically limited to a number of turns, I can reduce its duration further but I'd rather increase the TP cost and keep the ability impactful, if I increased the RT cost much to offset the speedup it might go against the theme of the ability, it's supposed to hasten you after all. It's probably good that white knights are powerful in undead battles, makes a bit of sense so I'll just leave it like this and let them have their fun for now, I've had it up to here with 'white knights suck' anyway :)

I could just remove the RT cost of dances instead, it would do the same thing. Dunno if I should, their abilities are pretty cheap already and have either better effect or more aoe than spells that do the same thing to compensate for limited range.

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