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Post by slayernz on Oct 25, 2013 21:51:04 GMT -5
I've had it be 2/3/2 for a couple of characters. Perhaps they passed 2 levels before I got to a camp though.
I like the fact that for each skill/attribute you get a customized description of what it will do for your character.
For Talents, it would be great seeing what the talent will become, should you upgrade say from Healing lvl 1 to Healing lvl 2. It would give you an idea of whether you should invest in that particular talent or something different/new.
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Post by fallen on Oct 25, 2013 23:01:20 GMT -5
slayernz - yes, that is definitely due to passing two levels without hitting a camp. The final talents leveling setup will be that you select a level, and it takes you to a screen where you can see where you currently are, and all levels above (or all 10?) for that talent and their stats. Since the points cannot be unspent, its important to be able to look ahead.
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Post by johndramey on Oct 25, 2013 23:02:12 GMT -5
Funny though, I had exactly the same number of points in my game - maybe we just play in a similar style? Good man, right here For Talents, it would be great seeing what the talent will become, should you upgrade say from Healing lvl 1 to Healing lvl 2. It would give you an idea of whether you should invest in that particular talent or something different/new. And this is a good idea. It might cause things to get a little squishy on the screen, but it would be nice to see a comparison of your current stats vs. the upgraded stats so we can tell the difference.
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Post by johndramey on Oct 25, 2013 23:55:08 GMT -5
On the subject of XP - 1) XP for killing monsters is awarded to the group, no questions asked (who killed, distance, etc). 2) Disabling or surviving a trap grants +1 XP to the specific character. 3) Getting the killing hit on a Boss grants a special XP bonus to the specific character. Generally, your characters are going to have very similar XP and should be roughly at the same level. On the subject of 1) I've noticed that the only person gaining the xp from the kills are the characters who landed the killing blow. For example, I just checked the XP for all of my characters, it was; Outlander 30 Thief 30 Wizard 25 Cleric 25 Then I had the Cleric and Wizard each kill a giant spider each, then check the XP totals. They look like this; Outlander 30 Thief 30 Wizard 26 Cleric 26 This seems to be against what you said in #1. Is there some kind of bug, or is XP actually awarded on the final hit? *edit* Wait! When I cycled the turn everyone got the extra XP, so now my totals look like this; Outlander 32 Thief 32 Wizard 28 Cleric 28 So it looks like the killing blow gives an extra XP to the killer, than the party gets 1 xp for each kill. Bug maybe?
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Post by fallen on Oct 26, 2013 1:01:05 GMT -5
johndramey - XP is awarded at the end of the turn. We've tested this sideways!
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Post by John Robinson on Oct 26, 2013 1:47:16 GMT -5
Vares the Outlander, Starts the game with a training blade (1-H Sword), Uses 2 ap and relies on srength, accuracy 2, parry 2, 10-21 damage. He starts the game with Blades 3, and Strength 7. What is the effect of allocating points to blades versus strength have on the weapon? Is there a Maximum Character Level Cap? Just a shot in the dark, If all talents started out locked the character would be at least 30. What is the max AP a character can have. With Burst of Vitality the Outlander can add 3 for total of 10? He needs all he can get to close the gap with archers and wizards, not to mention getting more shots in at close quarters. My motto is speed kills can you throw a little more in? You can equip weapons you find. I would love to drop the cleric's hammer, and the outlander's sword back into the inventory so they could swap, because I want to focus just about all my weapon points in hammers. It would be great to get an early start. Playing it, and Loving it
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Leveling
Oct 26, 2013 3:37:07 GMT -5
via mobile
Post by johndramey on Oct 26, 2013 3:37:07 GMT -5
johndramey - XP is awarded at the end of the turn. We've tested this sideways! Well for the record, I'm playing on Easy this run through. Maybe there is some kind of helper system in place? I just booted up the game and checked my xp during combat. Before getting a kill (this time on a ratkin) my outlander had 52 experience points. After the kill but before the turn cycle he had 53, and after the turn cycle he had 54. Can anyone else check this? Am I going nuts??
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Post by fallen on Oct 26, 2013 21:06:04 GMT -5
Vares the Outlander, Starts the game with a training blade (1-H Sword), Uses 2 ap and relies on srength, accuracy 2, parry 2, 10-21 damage. He starts the game with Blades 3, and Strength 7. What is the effect of allocating points to blades versus strength have on the weapon? Is there a Maximum Character Level Cap? Just a shot in the dark, If all talents started out locked the character would be at least 30. What is the max AP a character can have. With Burst of Vitality the Outlander can add 3 for total of 10? He needs all he can get to close the gap with archers and wizards, not to mention getting more shots in at close quarters. My motto is speed kills can you throw a little more in? You can equip weapons you find. I would love to drop the cleric's hammer, and the outlander's sword back into the inventory so they could swap, because I want to focus just about all my weapon points in hammers. It would be great to get an early start. Playing it, and Loving it John Robinson - the current target is that characters will max at level 64. We are looking at removing or completely changing Burst of Vitality as it is currently game breaking. In whatever form it stays, it will, at max, ever add +1 AP. You can equip weapons you find, but each character can only equip certain types of weapons. This is generally indicated when you try to equip a weapon you can't ... unequip the Outlander's sword and have the Cleric attempt to equip it, it will explain that she can only uses Staves and 1-H Hammers. However, you can give her 1-H Hammer straight to the Outlander if you want.
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Post by slayernz on Oct 27, 2013 3:50:32 GMT -5
I'm wondering if the first XP requirements for the first level(s) is too high ... based on other RPG's that is. Also, is the XP gained on harder levels the same as lower levels, or is it the same amount?
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Post by fallen on Oct 27, 2013 9:40:52 GMT -5
I'm wondering if the first XP requirements for the first level(s) is too high ... based on other RPG's that is. Also, is the XP gained on harder levels the same as lower levels, or is it the same amount? You should be seeing the XP you gain from monsters increasing as you level. To get to second level, you need to kill 12 monsters. That doesn't seem to high. Why do you think its too big?
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Post by slayernz on Oct 27, 2013 15:42:40 GMT -5
No, 12 monster deaths is about right - must have seemed that way because of my long wanders between "drinks" ... I'll test some more (twist my rubber arm why don't you)
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Post by John Robinson on Nov 1, 2013 1:24:45 GMT -5
This clost to Christmas...
I would love to be able to save or checkpoint my game just before leveling. Perhaps a crutch. However the total effect of my leveling descisons are easier for me to understand. If I've made a grotesque mockery of my powers of deduction, I can go back.
As for the Alpha, It is a good way to experiment with different combinations, faster. For example I know a big battle is going to occure just a few tiles away from the camp I leveled in. I could run out fight with the new talent, abilities combos. Restore just prior to leveling, swap talents, and points around. Then go back in an see how the battle was changed. Would encourage using talents I might not otherwise spend points in, and or find out the value of pumping allot of points into a particular talent, skill or attribute. I'm thinking we could speed up the testing (quantity), without having to start a new game.
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