低魔时代

低魔时代

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2023 年 3 月 30 日 下午 8:14
v0.91.61更新内容 - 决斗家
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正在显示第 46 - 59 条,共 59 条留言
erome5578 2023 年 4 月 29 日 下午 7:34 
引用自 Low Magic Studios
引用自 Jim
You could also do rescue missions in dungeons. It could work like the escort missions except that the party has to find the person or group to be escorted inside a dungeon before escorting them home.

Noted and thanks again.

Any idea about a timeline when these good ideas will be implemented in the future?
nopainogain 2023 年 5 月 2 日 下午 4:43 
yea rescue missions in dungeons save a princess from a Mighty dragon!!
Schploopus 2023 年 5 月 2 日 下午 5:14 
Wait, people like escort missions? Really?
nopainogain 2023 年 5 月 2 日 下午 6:29 
Save princess from the Mighty dragon in a DUNGEON. A TEN LEVEL DUNGEON
Wraith_Magus 2023 年 5 月 4 日 上午 4:47 
引用自 Sweetpea Mappre
Wait, people like escort missions? Really?

In this game's case, it's more like a fetch quest. Escort characters never appear anywhere, they're just sort of somewhere nearby the whole time, and their existence only matters for the turning in of the quest and causing random encounters with "assassins" to sometimes occur (these assassins will not attack the escort characters, just you)
Wraith_Magus 2023 年 5 月 4 日 下午 12:17 
Since it's come up again in a recent thread, I'd like to say that it would be nice if dungeon battles were not just the room the battle starts in. Currently, if you open a door to a room with monsters in it, the whole party is forced inside the room, the door turns into a wall, and monsters can be spawned inside the party formation. This basically forces you to have a 2x3 rectangle formation to keep even one party member from being put on the front line immediately. What's the point in a formation system if there is only one you're forced to have?

Instead, it would be much more interesting, I believe, if elements of the dungeon layout besides the one room you just opened were modeled. You might assume hallways were, say, 20 feet wide (4 squares), and doorways two tiles wide, and have the party start in the hallway when they kick open the door.

It would also just be neat to have rooms shaped in ways other than a simple rectangle, and give more feeling like the battle was taking place in the dungeon you were just exploring rather than a pocket dimension that spawns just for that battle. This sort of thing was also what they did back in the "Gold Box" games, where the battle maps were made of the local 5x5 squares of the dungeon maps.

Doing so might allow for other things, like random encounters in hallways, or for enemies in rooms to try to flee the room, and possibly the noise of combat to alert other monsters to come charging in from another nearby room, making for more dynamic combats.

(For reference, the Gold Box games actually up on Steam, too:)
https://store.steampowered.com/app/1882280/Forgotten_Realms_The_Archives__Collection_Two/
最后由 Wraith_Magus 编辑于; 2023 年 5 月 4 日 下午 1:19
hirumi 2023 年 5 月 9 日 下午 5:22 
Hello, it seems like autocombat on monk doesnt actually use flurry of blows when possible and only using regular attack. Is it a bug or intended? Thanks!
Low Magic Studios  [开发者] 2023 年 5 月 9 日 下午 6:15 
引用自 hirumi
Hello, it seems like autocombat on monk doesnt actually use flurry of blows when possible and only using regular attack. Is it a bug or intended? Thanks!

Monks should use flurry of blows instead of full attacks when possible in autocombat. So may be you encountered a bug. We'll check it out.
Spoony 2023 年 5 月 11 日 下午 8:49 
One day my auto combat updates will hit and ill play more. I just wanna be lazy lolol. I do hope AM gets to feeling better asap and understand any delays.
Aruz 2023 年 5 月 15 日 上午 6:14 
the idea of ​​having this complete but above all MODDABLE game is tremendously attractive (especially the moddable campaign), haven't you considered the idea of ​​opening a patreon or similar to speed up the process?
Jim 2023 年 5 月 16 日 上午 8:52 
Since drow characters have limited use for their poisons it would be nice to have an option to toggle poison use on or off. That way my ranged characters don't waste it on enemies who are too far away to be significantly hampered by it. It might also be nice to be able to see how many doses each drow character has for the poison.
Low Magic Studios  [开发者] 2023 年 5 月 16 日 下午 5:30 
引用自 Jim
Since drow characters have limited use for their poisons it would be nice to have an option to toggle poison use on or off. That way my ranged characters don't waste it on enemies who are too far away to be significantly hampered by it. It might also be nice to be able to see how many doses each drow character has for the poison.

Thanks and will be considered.
FRIENDLY MAN 2023 年 6 月 2 日 下午 11:15 
Any chance of gamepad support?
Noxious 2023 年 9 月 4 日 上午 4:17 
This is the game that keeps on giving. Stay safe.
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