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https://mega.nz/folder/JaxGXCaT#CiSgppXChUYqbusW_P87YQ

As always, be sure to copy the full link, as Patreon will create a hyperlink that doesn't include the mega passcode.

Comments

Raven Leaf

I've been wondering this for awhile...but isn't the encounter rate of the slime pit in Dungeon 1 way too low? in 1/2 hour of walking exclusively in the slime pit area, I met 1 slime. Am I doing this wrong, or where do you meet "multiple slimes" ? Edit: The encounter rate in the slime pit area dramatically improved after I sealed the dungeon. before that, I ran into a single slime after 40 minutes of trying. After sealing, I had 3 encounters in less then as many minutes

Raven Leaf

Sidenote: now that I had some time to play, that Strike Twice skill really, really sucks. Not only has it never gone off against mobs since I used it (killed several mobs/in fights now) but every time its gone off, it's hit me, usually when the target already died, it still hits me before ending the battle. I've literally nearly killed myself at this point. I have 460 total health, I have 85 hp atm, all damage was completely self inflicted. not once did it hit the other monsters. I know I might be just that unlucky, but fact is, yes, I'm that unlucky, this skill completely tanks. Sidenote: if you empower a basic skill, it'd be nice if its name changed a little to reflect that. Like make it "Lightning II" or "Zap" or...I dunno, something besides the same name it is. or make it a special color.

CrossdressinginCamelot

That's very strange, I'll check and see if there's an issue with the encounter rate, but especially if you are walking in the deeper parts of the slime where your movement speed slows, you should encounter slimes every 15 steps, and the chance of it being more than 1 slime should be over 80%.

CrossdressinginCamelot

I'll look into that and see if there's an issue with it, but I will admit when testing I have had both incredibly good and incredibly bad runs of rng in other scenarios. And I do agree it would be better to have the spells name change when evolved, but I didn't do that due to the complexity of it on my end. Right now, you have the exact same lightning spell no matter what, but if the variable for the Strikes Twice skill is set to 1, it does a check to see if it should cast twice, and if it should hit the player. This makes things a lot easier, because of the elemental combo system. Whenever you cast lightning, you unlearn fire and ice and learn shockshield and firestorm in their place. Then, when you cast shockshield or firestorm, you unlearn both combo skills and relearn fire and ice. If there was a separate skill for the two evolved versions of fire, then I’d need to have a check to make sure the player relearns Pure Flames when they use a combo spell, and not the base fire spell. There are other issues as well, and while it could be done and work fine, it generally just makes it a lot easier for me to make a mistake and create bugs in the combat system.

Raven Leaf

Only AFTER I sealed the dungeon, before it I was walking for a super long time, only one encounter. yes, 40 minutes (timed it) in just the slime area, walking especially in the deep area, only one encounter

Raven Leaf

Maybe just the color change in the name then, like they are color coded already, but maybe a brighter/variant color to at least know its empowered? like if your Strike Twice value is set to 1, the color gold is applied to the spell instead of its default color or something

CrossdressinginCamelot

I'll patch a fix for this soon, turns out I'm an idiot and didn't have the variable reset, so after it counts 15 steps it just keeps going past 15 and will never trigger again.

CrossdressinginCamelot

The text of your spells are different color? Or are you talking about the icons/visual effects of them? Either way, unfortunately all of that is coded to the specific spell. The only reason I can get around making new spells for these effects is because they call events when they are cast, and I can do whatever I want within those events, but they can't effect things like the spells description or appearance. Also I've uploaded the patch for the slime pits, I changed it to 25 steps per encounter though, since 15 would have you fighting a huge amount of slimes if you wanted to find all the hidden items in the pool.

Raven Leaf

I usually grind a lot anyway (level 15 before first dungeon clear...) so all those slimes don't particularly bother me ^_^;; thanks for the fix though