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Messages - maxthebest

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1
Early Dev / Re: The Temple of Torment
« on: October 12, 2016, 07:15:59 PM »
Quote
I assume you are the first standard victory that is shown at the website's Hall of Fame?
Maybe it lists the current version only.
Great game, really immersive and with well written story.

Favorite Bosses:
a) Curwen in bridge after caverns.
b) infrantilith. Confusion + Ressurect.
c) Final boss.

Favorite Dungeon: Temple of Yahwin: Really unique, traps, golems.

Maybe future bosses should focus on windows of vulnerability. Eg have spells that prolong the fight. Eg.

Boss idea 1:
Darksight: Your sight / attack radius is reduced to 1. Maybe the debuff lasts 4 turns?.
teleport
invisibility
polymorph sheep + "start eating" recovering 1 hp per turn until damaged
[hint: use those useless dots that do 1 hp dmg per turn]

Boss idea 2:
stoneskin: +10 ac for the first 6 turns of battle.
healing: boss heals 10-20 hp. 2 charges. [wand of healing?]

Boss idea 3:
Silence
mana drain
ammo destroy.

2
Early Dev / Re: The Temple of Torment
« on: October 10, 2016, 12:49:54 AM »
1)
Quote
You can actually learn languages. Nothing prevents it
Thats cool. Didn't knew that.

2) Idea: Classes should have different skills maximum.

Example: Wizard should have One-Handed, Two-Handed, Dual-Wield set to 0/2.
2/2 : would give them +1 DMG, +5 THB.  vs
5/5 : would give them +3 DMG. +10 THB.
that's a fair nerf.

3) Potential new op class, the rogue. Having access to:
a) invisibility: free gap closer. Okay, so this class is designed to be melee.
b) Vault [reposition +5 turns = 500% damage ranged vs melee].

Give him Item: Dagodin's Musket: 1d20+1, +5 THB.
And now he is a mage without mana cost and 1d20+15 dmg.
okay he must spend money on bullets. However money becomes no issue after the first dungeon.

Op??? yes, melee bosses could move 2 spots to compensate = 250% damage.

his 5/5 ranged skill capacity could also take a nerf.

4) Pressing "Rest until healed" in Mount Devil's Mouth, results in :
  a) Instant death.
  b) Endless loop of sending the death state to the server, and spam dying again, without ever leaving the death screen menu.
  It would be better to disable rest and give a warning eg "Resting here would kill you".
  The good news is if you press Ctrl + Alt + Del and close the game, you dont have your save stuck in the death screen.

5) Crash: Fire beetle in fire plane of hell.

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 77554, in play_game
  File "TheTempleofTorment.py", line 5257, in take_turn
  File "TheTempleofTorment.py", line 3353, in attack_resurrect
AttributeError: 'NoneType' object has no attribute 'max_hp'

3
Early Dev / Re: The Temple of Torment
« on: October 09, 2016, 05:06:40 PM »
1)
Quote
I'm going to add the detailed spell descriptions to the item descriptions
yes that would be good.

2)
Quote
Do you mean the skills displayed in the character screen ?
I mean the active abilities.
lv1 shaman Hex: decreases enemy ac by 5.
my shaman Hex: decreases enemy ac by 10.
So how come my shaman hex got more powerful?

3) Mana on hit item affix affects spells.
+1 moh = 25% mana cost discount.

At first dungeon, with +1 moh, i could kill ~10 enemies before oom.
After 100 mana these costs become negligible.

4) Warriors / monks vs ranged enemies. They have no gap closer.

At the bridge, there is a boss 7 tiles away, blasting you for 140% of your max hp until you reach him.
add another 4-6 turns to kill him, thats 250% max hp.
Potion gives +25% max hp per potion (because the boss keeps attacking you while you drink the potion).
That makes an effective bill of 10 potions needed. Assuming you used no deity powers.
Using hand of azanath as a deity god for the teleport, will make you able to kill the boss without a single healing potion.
And if its a boss with confusion, add an extra 5 turns lost moving to chase it.

This is fine, from a balance point of view, no reason to buff these classes or nerf the bosses.
You were supposed to use a ranged weapon for these.

5) However, here comes the question?
Why play warrior, when an str wizard can do the same thing, in terms of damage.
While having a) Polymorph: 25 turns  b) Invisibility c) Teleport d) Time Stop: 6 turns stun.
All these tools are free gap closers and potion chugs opportunities and time stop is 600% damage steroid.

While having no weaknesses? no specific mob in the game that counters them ? And the ability to switch to spellcaster mode without mana costs when desired?, while warrior has to carry ammo = -1 item slot.

Cultist Zealot was the only enemy that was immune to my fire bolt. I switched to my melee, it died in 3 melee attacks.

Current Stat: 73 hp, 116 mp, 83 ac, 6 str, 3 con, 4 int, 1d8+13 melee, 1d6+12 spell.

6) Intellect / Wisdom / Charisma. Do exactly the same thing +1 spell damage. Why have 3 seperate stats instead 1?

Casting from a spellbook of another class is already disabled. It requires the corresponding Known Language.

7) Why limit spellcasting to the base class picked?
Mages have 1 Known Languages.
Warriors have 0 Known Languages. This means warriors are handicapped to never learn spells.

Counterargument: If the spellbook restrictions were waived.  People would be able to learn all spells = op.
a) they would spread theirselfs thin by having to level up more than 1 skills.
b) have spellbooks require corresponding attribute, that way a mage would not be able to learn both divine and arcane spells.
c) The min-max munchkin meta wont change, a mage neglecting str and con will end up squishy.

4
Early Dev / Re: The Temple of Torment
« on: October 09, 2016, 03:07:28 PM »
Quote
Active Talents can be clicked anyway to show the description
Great, didnt know you could do this !!!

I hope you expand this to allow to see a spell book description?
for example, i found arcane book of confusion, i have no clue what it does.

Quote
Absolutely it is. You need to progress in the main quest
Great, as a player i got confused because i did all quests before entering the portal, i didnt fight anything in hell so i thought i won, i thought i had to finish a dungeon for new quests to spawn.
i was wrong.  new quests spawned, it is me that failled to notice them.

1) Question: I noticed that some Active Skills level up and become stronger. What triggers this?
a) My shaman managed to get a skill to lvl 2, i think it was because i used it often.
b) My wizard has all skills to lv1, i focus on Str and con as my stats, and i dont use the skills very often.

2) Balance of spells: I dont know if it's me that is bad or not.

Arcane Book of Fire Bolt: 1d6. 4 mana cost.
Arcane Book of next tier bolt: 1d8, 9 mana cost.

That would be fine but after adding Race/Class/Stat Modifiers and mana on hit combos.

Arcane Book of Fire Bolt: 1d6+12. no mana cost. Enemies die 3 after firebolts. Total enemies killed before Rest Command: Inf.

Arcane Book of next tier bolt: 1d8+12, can be casted 10 times before running out of mana. Since enemies die in 3 bolts. I can kill a max of 3 enemies before using Rest Command.

5
Early Dev / Re: The Temple of Torment
« on: October 09, 2016, 06:33:42 AM »
1) Rubonite Mine 1.

You cannot leave the area without neccessary items.
Game Saved.

Edit: Found the last rubonite ore, it was hidden by line of sight.

2) Is the hell dungeon after the portal implemented ? i get the following message:

"the portal does not open for you, next to the portal is a drawing of four orbs, each made of different element, it seems that you need four different orbs to enter the portal"

3) can we get a short description of the class skills in the help file? right now it requires reaching lvl 30 to unlock the skill descriptions, that way people can chose the class that suits them better.

6
Early Dev / Re: The Temple of Torment
« on: October 09, 2016, 03:48:28 AM »
1) In undershire there is a corrupted well. Using empty waterskin item gives the following message.
"There's nothing here to fill the waterskin with".

This is not a bug, it's working as intended from a balance point of view.
It could unlock new possibilities such as Corrupted Waterskin item.

2) Deity Talent: Hammer of justice: is overpowed.
it has 100% chance to hit.
All bosses die before 7 turns pass.
This means that all bosses die in 1 click, before they get any turn or chance to even breath.
The talent has 100% uptime, you return to town after killing a boss.
Should be nerfed to 2 turns for bosses, for minions it could last 7 turns, i dont care.
Tested it with a 0 intellect mage, that runs around naked, with 0 dmg gear, and every boss died in < 7 turns.

In that spirit of opness, jinxia gaining a chance to instant kill you or a boss wont be more op than the above.

Hammer of justice alternative nerf: Each turn, enemy makes [resistance] check to see if he can break free. Talent can last up to 7 turns. Now it is more situational, since if boss gets lucky it could last 0 or 1 turns. Vs mobs it would last 7 turns because they have 0 Resistance stat.

7
Early Dev / Re: The Temple of Torment
« on: October 07, 2016, 05:42:53 PM »
3) i created a mage, went to Ruins of fairhaven where the bug happened to me. Couldnt reproduce it. No enemy stunned me. I didnt reach the tyrant boss with my shaman, the permastun happened near worshippers, outside the fort. Unfortunetely, i abandoned my shaman, so there is no save.

I have no clue how i got permastunned, i am only speculating, did my shaman pet's death when it was stunned trigger this ? ie its stun condition was transfered to me when it died, and since the pet was dead, the stun had 0 sec duration, where 0 sec duration means infinite stun duration?. Seems crazy scenario, but could be spaghetti code.

8
Early Dev / Re: The Temple of Torment
« on: October 07, 2016, 03:43:04 PM »
Passive: Death from clunky ui: boss gets +1 free turn from opening and closing your inventory and selecting no action. [right click]

Empty Action. You lose 1 turn if you open and close your inventory without selecting any item.
Wanted to see how much hp boss has ? and pressed right click to close inventory. you lose your character.

Edit: Same thing happens if you right click to cancel your spell cast, assuming you missclicked.

9
Early Dev / Re: The Temple of Torment
« on: October 07, 2016, 10:52:59 AM »
Great, i was using the 11.3 version. More Bugs:

1) Boss Enemy with Ressurect spell will revive your pets and have them with "allied" tag, this makes the boss actually help you, allowing you to have 2 shaman pets simultaniously. The double pet lasts on current map only, exiting the map will leave you with 1 pet. This happened to me, in "Find the fate of the 3 scouts" on the last floor on the tower.

2) Pet Ai Bugs: pet ai is really unreliable, it always stands still on same spot allowing enemies to kill it, this happens to all melee allies. However if you move behind it, it does a gap closer and moves 4 turns in front of the enemy and wtfpwns him. seems binary mechanic, you must waste 3-4 turns to move behind pet so it's ai decides to activate and kill enemies. You lose turns of attacking just on doing nothing to activate the pet ai. Also in 1 tile paths, ranged allies block the path of melee allies, they will find a way to "charge" before the melee, and block the passage, making melee useless.

3) Freeze Bug: A debuff casted on my shaman made my game unplayable. It permanently Paralyzes / Freezes / Stuns my shaman. This lasts infinite turns. You cannot open menus, cast skills, he just stands there watching. i tried waiting 5000 turns, the stun didnt stop. The enemy that caused this died from my pet. Time passes normally, i even regen hp and mp as turns pass. I tried pressing Escape and save game. Reloading the game didnt fix it. In fact, now my save game is unplayable too because i hoped "save game will fix it". I was playing on softcare, so having this happen to you is worse than death.

10
Early Dev / Bug: Crash
« on: October 05, 2016, 07:22:59 PM »
My shaman cant cast any spell, why? he is now useless. Please fix the bug.

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 78935, in <module>
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77885, in play_game
  File "TheTempleofTorment.py", line 41412, in handle_keys
  File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
  File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 78935, in <module>
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77885, in play_game
  File "TheTempleofTorment.py", line 41412, in handle_keys
  File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
  File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 78935, in <module>
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77885, in play_game
  File "TheTempleofTorment.py", line 41412, in handle_keys
  File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
  File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 78935, in <module>
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77885, in play_game
  File "TheTempleofTorment.py", line 41408, in handle_keys
  File "TheTempleofTorment.py", line 67266, in cast_cyclone
  File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'

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