Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2.2 Provide a skill (or guild upgrade, related to scouting upgrade like quest preview of enemies maybe) that allows to pick the combat map between 2 , upgraded to 3 possibilities when making contact with moving enemies (=unless ambushed, defensive enemy or scripted map).
Reason is some maps are soooo much better than others depending on party/enemies that it is a should be part of the tactical challenge to choose ones ground and not let it to RNGesus, whenever relevant.
2.3 Add at least 1 extra difficulty setting (+40% enemy HP, -10 mood, everything 25% more expensive, -25% resources)
2.4 Prevent save scum abuse by fixed seed or running the RNG way prior 'major' events happening (so that people don't save scum just before lvl up to get max stats for instance, you know, those idiots min-maxers... just like me :-)).
Quest success or failure could for example be determined and stored when sending the party, not when it comes back. Same for lvl up : could be predetermined when N-1 level-up or just when changing class/adding traits if that happens in the meantime.
Workaround should obviously be you saying to the player "just stop save scumming idiot", but that's not how it works :-D !
2.5 Provide an explanation of : % hit chance depending on various factors (what does height do, obstacles, archers being in melee range, etc...), and same for crit eventually. - Same for "magical penetration" (does it lower elem resistances ? and/or shadow/light as well ? IS there a floor/cap ? )
2.6 Provide an explanation as to what each status does precisely (help page ?). Some aren't crystal-clear. Same for resistances (ex : is bleed res a %dmg reduction or does it only provides a chance prevent the status in the 1st place). Can XXX penetration make XXX target res negative and increase XXX damage above 100% ? Can one regen ?
2.7 Better clarify skill duration "block lasts "until next turn"" ? Is it until the beginning of N+1 turn timer / End of N+1 turn ? No it's actually the next adventurer turn (and actually END of his turn, which matters if he gets countered or so)... Better if specified because that can be 2x shorter/longer than expected.
2.8 Str and Int are underwhelming depending on class (str has 0 impact for pure mages, Int for warriors). Might as well provide a very small bonus to make it just slighty relevant (ex : +1 elemental res every 2 int point and +1 Block every 3 str, above 5)
2.9 Races such as dwarves, elves, etc... would be a great addition (albeit complex to implement because many impacts on many topics). I see you already have "tags : human" on char sheets :-). Someone already posted on that matter.
2.10 Explain clearly what S/A/B/C/D values mean for stats and level-up. After all, you explain in what way each traits gives "+X" benefits to levelups. You might as well explain what the base values are :-) (help page ?)!
Worth noting that classes from the same tier have very different totals ? Those totals might be displayed as well (like 420% avg total growth per level for that class and 380% total for that one)
2.11 Add numbers on the reputation bar (how many RP out of how many needed for next level : same thing, you mention how many RP each character brings for each feat, might as well provide detailed info on the global progression).
RP could also come from general feats the guild as a whole achieved, and not only from the sum of the reputation of the individuals it is made of (just a suggestion).
2.12 Going from Acknowledged to Respected is too easy in terms of RP but too hard in terms of mission to accomplish in terms of level (I had my rep bar 99% filled for many days before I could consider the mission to get to respected)
2.13 Should add gloves as weapon equipment for monks (and transfer current gloves accessories to that slot).
2.14 Would suggest +25% XP from battle and -20% XP from quests (or similar, while staying roughly even in total). There is atm a too big incentive to just skip battles on the map to rush quest XP. Except for "multiple wave missions".
2.15 Is speed the same thing as Initiative ? How is it calculated since turn order varies ? If the same, replaces all speed by ini.
2.16 I had way too many wood and common ore while hides where very scarce ==> Might want to rebalance ?
2.17 Have adv individually get (expected avg quest level - their level) x 10% quest xp bonus or malus (better risk/reward for bringin low level or too high level adv in quest).
2.18 Mana regen trait is OP. As a comparision, amulet of mana regen gives only +2 SP/turn and is rare. 1st should be nerfed from 10 to 6-8% SP regen/turn, the other buffed from 2 to 3-4 SP/turn imho.
2.19 I have a 119 PhD char that still takes physical damage (due to phy penetration from enemy i presume, or because cap, but i can't say) : display dmg penetration (phy, elem, etc...) on char sheets (enemy as well as adv) and explain mechanics (help page ?). Is regen possible ?
2.20 Should have a way to speed up guild upgrades (like +50% gold and some ressources to get them 100% faster). It slows progression while I'm swamped with resources/gold.
2.21 I feel elems are OP. Having a reinforcment wave of elec elem (very high ini and 4 move + 4 range) is a sure way to have a lightning storm that can focus & kill 1-2 adv in 1 round as they come from all sides.
2.22 Add late game guild wars/rivalries or similar. With possible firendly tournaments/champion mechanics (quest and assignment).
For details : Flower of Eternity ended on beginning of day 11. Day 10 was "save the village". On beginning of day 11 I also had Elan puppy recovered, talks about the successfully saved village and Alyssa having made her decision (to join the guild). Replayed the fight in the village 2x but same results.
3.2 Defend the village quest battle : It seems some enemies reinforcment will forever skip their turn if there is an explosive barrel in row 3-4 where they could go on their 1st move... 2x
3.3 Some minor typos here and there, absolutely not an issue for EA (Damge, ...). A simple spellcheck + Replace all should fix it in a few secs before 1.0. You also used a lot of ".)" or "?)" (punctuation before parenthesis), while it should be the other way around ")."
3.4 Vases are flagged as wood on map
3.5 It is probably not intended but it is currently profitable to hire trash mercs and fire them before the end of week while paying a fee to prevent mood loss as you can sell their equipment (for 2*50 - 50 = +50 gold profit at minimum + some herb gathering in the meantime or similar ==> it aint much but it's honest work... so the firing fee should be 100 I think).
3.6 Gilbert rescue mission : there are some obstacles that, if you fail the dice roll to remove them, make you lose 100 vigor... but it's a mission where you have infinite vigor. Might be worth mentionning you lose BP as well.
3.7 On Gilbert quest battle, a NPC soldier and my bottom left adventurer started on the same tile (both could move then). Also the end mission text mentioned that "Gilbert will repay them some day" twice (same sentence on 2 diff screen).
3.8 I once had a camping dialogue about "we're sad that Sasha is dead". No Sasha ever died, Sasha was a party member, full HP, standing right next to them :-)... I expected a joke as "hey i'm right here - "oh sorry, just a premonition", but no, just a bug.
3.9 After having dismissed some adventurers, there are still in the relationship list of the remaining adv (which is especially weird, and even more so if you renamed them "TRASH" to better manage the roster, and can't modify their name anymore since they're gone :-)).
3.10 Reloading older saves in the hub can bring a screen where you can't click on anything (might be update related) => ALT+F4. Just FYI.
3.11 Using "Body slam" to send an enemy bump into an other with the plagued trait ends up poisoning the adventurer => Should poison the moving enemy or no one.
3.12 One can camp indefinitely for full regen using "meagre meal" option + archer camping skills. Using 3 meals to get back 3 via hunting skill + anti-ambush skill to get ambush to 0 + other skill to regen HP, SP or BP. Repeat & you are 100% HP SP & BP.
Maybe make these skills cost +1 CP, and add extra +10% ambush chance per extra camp (uncapped) ?
3.13 A chest is missing on the map of the troll hunt (c.lvl 10, chest is the first top left of entry zone)
3.14 On assignement page "In process - X days remaining" ==> I think you meant "In proGRess - X days remaining" :-)
3.15 Holy damage is shortened as HOR in char sheet (instead od HOL I think)
4.2 A battle music is a music from a TD game I won't mention here for obvious reasons. Not sure if you could have copyright issues here.
4.3 Provide details about hit%, crit% and the exact range of expected damage output (with and without crit) when hovering above an enemy with an attacking skill selected, while providing the final formula with digits that lead to those numbers (computing height, dmg res, dmg penetration, etc...).
When i'm hovering I see the results for hit%, crit% and a colored health bar, which is already great, but don't know why (and the health bar isn't precise enough). I also see the skill expected dmg without bonuses/maluses in the skill data but not the final dmg.
At least have a help page explaining in details all the crit/Hit% mechanics if that's too much of a hassle. I understood along the way a bit about obstacles, height and such, but I'm still not clear. Combat log could be used for that actually.
4.4 Pressing Esc to open menu does not stop combat. Enemy keeps doing its stuff. Should be stopped (better CPU usage/loading time, and doesn't miss what happened)
4.5 Elite Alpha wolf encountered on lvl 4-5 is way too strong imho. I met 1 with permanent crazy auras, and another with Iron skin (+100 phy res) both 100+ HP.
4.6 Add bestiary of all enemies defeated (cross-playthrough)
4.7 Same for items collected (less important)
4.8 More pets would be nice (ex : magic elemental related, scripted to appear after a mage choose a specific element maybe ? Elan puppy quest is top notch)
Once again, just humble suggestions, do whatever you want with all these (sorry if that was too long :-)), and what a great game this is even for EA. Looking forward to 1.0 and more content.
Kudos
I'm curious about the battle music. The only music I have in the game are assets bought from asset stores, so it's very likely that the game you're thinking about is probably using the same asset. So there shouldn't be any issues.
OK for races, perfectly understandable. I assumed the same for the asset library.
Have been thinking about that a long time, but kept pushing it off. Will probably start adding it now.
As a side note, reducing penalty for fights (aka hospital timers) are also possible idea. Currently, if you are forced to engage fight, the most efficient way to handle it, is to burst things fast. Otherwise your dmg taking characters are forced for long heal timers or morale loss. Maybe, it's worth to account not total damage taken even after healing, but lowest hp percentage that character reach for hospital timers. That would make beefy tanks supported with heals viable way to play. Also current bursty meta makes dmg over time effects (burns, poisons, bleeds) not viable tools at all. And, titles boosting it becomes waste as well. Maybe, something could be done with it. And, even after all the nerfs it suffered (adrenaline cost, shoot cost) ranger is still the king, because of this bursty meta and him, being the only character able to burst down dragon in a single turn with his massive multiple crits from the distance of 7. Maybe, another indirect nerf needed, with adding non-crittable property for certain bosses.
That's some suggestions, sorry about my english, it's not my native language.
I do intend to rebalance the game in terms of exp gains after the next content patch. It would have all the major content so it's easier to decide how much and how fast exp should be gained over the course of the game.
Another balance issue i've noticed is the value of legendary items. Ones i've met (30 str gloves, initiative hourglass, 20% reduction belt and bravery badge) was just either useless (gloves and hourglass) or worse, than it's epic counterparts (defence bracer and bravery cloak seems to be if not better, but at least comparable in terms of utility, while are 1 tier lower). I'm not even mentioning the most effective epic items: (fire badge with whooping permanent 20+50 when need boost), knight badge. cloak of archmage, scoundrel mask etc. Even certain blue items (cloak of violence, duelist gloves and mage gauntlets for specialized titled mages) are better than ANY legendary item. Legendaries needs some love, definitely. Probably, blues i've mentioned, worth to be moved one tier higher too.
+1 I totally agree
Just wanna add something to the suggestions list:
- stat grow percentages as mouse over tooltipp text when been over the letters (A, B, C, D)
- more item slots and some set items with class supporting stats like the lute for the bard
- more events that add perks for doing something often (like the +1 int for solving the riddles). For example +1 dex after dismounting 25 traps, +1 str after unblocking the way with/without a shovel 10x, +1 willpower after still been alive at the end of a battle 3 times with less than 10% HP, +1 endurance after getting hit 100 times, something like that
- Even more unique classes like an Animist (summoning mushroom turrets), Puppetier (taming none animal enemies as perma pets, Bloodpriest (sapping hp from enemies to gain stacks that can be used for heals/buffs). For a future dlc you can also add dark classes like: Lich, Vampire, Bonedancer, Succubus, Deathknight, Plaguewalker, and so on :)
- Multiplayer :)
and it woud be cool if ther where a way to not only hire humans. i think like Beast people, elvs, dwarfs or even humanoid demons (like half demons)
P.S. thank you for the incredible game