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Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Sat Jan 26, 2019 11:55 am
by AngstyOwl
Oh okay it must have been a while since I actually fully watched it.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Wed Jan 30, 2019 5:45 am
by RazorclawX
I've been thinking lately about Ways to Die.

For those of you who don't know, there was a certain tradition from old Sierra adventure games where losing the game was just as entertaining as finding the solutions to all of the puzzles, which gave birth to the idea that intentionally losing in of itself could be a real goal of the game. Most of the time you'd just get a snarky remark from the Narrator (for instance, the default death message in Quest for Glory is "What do you mean, RESTORE WHAT GAME?!" implying that you didn't save before you died), but then you could do some pretty hilarious things like attempt to kill a friendly NPC or do something that was obviously a bad idea that the game warned you about (in The Dagger of Amon Ra you could get high on the fumes of some preservative chemicals and fall in and die if you did it too much at once, or even more funny is you get eaten by a pack of man-eating beetles if you don't drop a slab of meat into a chest to sate them).

That pretty much goes into the 'losing' cutscenes. There aren't very many of them and most of them are focused on Shizuka (although one of the original ones is Kurumi succumbing to Nargul's mind control which was there since the original release), but I'd like to find a way to spread it around a bit more. It's just that most of the situations as given in the campaign don't really lend itself to that kind of situation as most of the time you just flat out lose (it is completely inappropriate for losing your base, for instance). I think perhaps the problem is Hikaru doesn't really get into those kind of situations; most of his is either he lives or he dies.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Fri Feb 01, 2019 3:14 pm
by verb8im
Playing again after a few updates, and noticed right away in chapter 1 that abilities didn't take the changes from the updated patches. For example, Devotion Aura is still 4.5 instead of 5, and Divine Shield is still 45 seconds instead of 35. Was this intended? If so, why not just go with the new changes?

EDIT: Also in Chapter 1, where Nekurow is, there's a huge group of Kobolds that attack you when the cinematic plays. My first playthrough it seemed like every kobold on the map was in that one spot, 2nd time there weren't as many but I still don't remember them being there before.

EDIT 2: Well, found the source of that. I was on hard mode by mistake

EDIT 3: It says in the secrets for chapter 2 that I can play as Kanna. Since it says you should get a goblin sapper (or void spark I assume) before you rescue the crypt fiends, I assume this is the first part of chapter 2, where you play as Shizuka, Ziel, and Scalder. But when I break the trees and go to the circle of power, nothing happens

EDIT 4: In the Rebellion mission, when it first pops up on screen, "Mission of Mercy" is labeled as a main quest. That's just when it pops up, in the quest log it still says optional quest

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Sat Feb 02, 2019 10:37 am
by AngstyOwl
For your first question, custom non melee maps are patch independent. (they default to 1.07 iirc) It'd be pretty bad if new patches would screw up custom map's balance.

For the Kanna thing, I believe you have to bring the Obelisk gemstone to the Obelisk to unlock her.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Sat Feb 02, 2019 1:19 pm
by RazorclawX
I don't think that Secret in Ch2 gives you Kanna anymore and I'm positive it just doesn't give you anything (it might just give you Mizuki instead). Kanna was turned into a Hero unit when the Achievement system was added so she can't be given out like that.

I was at certain times trying to keep the mostly positive changes with the later patches (Gargoyles being built with the Halls of the Dead instead of the Black Citadel being one of the biggest ones), but at some point they stopped balancing and I stopped changing things. Then they started changing things again and I haven't really kept up with that.

For the most part the only guy I've really changed lately is Abolisher and his mostly ridiculous skill set to the point where it's actually worth morphing the skeletons now (he always had this huge issue with having a ton of high-cost mana spells and no way to regenerate it).

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Sun Feb 03, 2019 2:14 am
by verb8im
In Book 2, Chapter 2, heroes still have normal damage. Just started chapter 2, so I don't know about the other chapters.

EDIT: What's the point of adding a gold mine if you can't haunt it?

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Mon Feb 04, 2019 5:49 pm
by RazorclawX
verb8im wrote:EDIT: What's the point of adding a gold mine if you can't haunt it?
After fulfilling a certain condition you get access to gold harvesters and Soul Powers, among other things here and there. It's a repeat-play bonus. In particular the Soul Powers wildly alter the balance of nearly every map (as opposed to the later Books where they were designed knowing you had access to them). Although to be fair Lord Kosseimaru pretty much always had one from the beginning as his special ability is completely bonkers unbalanced.

The conditions are either getting all the Journal Pages or finishing Book 6 (or both, I don't remember what it was exactly off-hand, but that's generally what it is).

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Mon Feb 04, 2019 11:05 pm
by verb8im
In the caravan mission, the guards (Ziel, Spinorak, Velcana) don't attack like they used to. When they're attacked they just stand there and don't fight back.

In the tower mission, the first one Hokuto, how do you get to the middle area? Is it a New Game+ only thing?

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Mon Feb 04, 2019 11:29 pm
by RazorclawX
The middle area is indeed a New Game + area.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Tue Feb 05, 2019 12:11 am
by verb8im
But then the minions wouldn't attack. Is it maybe a patch issue?

Don't know if you saw it in one of my comments, but in Book 2 some of the heroes still have normal damage. I know I upgraded the latest book 2 version since the Zande models are different. Book 1, they had hero damage, so that one worked, just not Book 2.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Tue Feb 05, 2019 12:29 am
by RazorclawX
They all start with Chaos damage, but a bug makes it so if you try to give them back Hero Damage it switches back to Chaos Damage.

Oh and disregard what I posted earlier. The reason the Caravan escorts aren't attacking is because they're actually allied with the random attacking units. The Caravan escorts still attack Red/Blue/Brown, but I recently added another enemy Player on top of that (all the formerly Neutral Hostile units belong to them now) and it turned out in the triggers the Caravan player was allied with that new player. On the other hand the new enemy Player was already hostile to the Caravan so they still worked correctly.

I'd been moving Neutral Hostile units to Player control for a lot of maps just because of how different Neutral Hostile behaves and the weird quirks that come with them every patch Blizzard puts out, it's just that it seems this was the level where I didn't put in the other side of the alliance trigger in.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Tue Feb 05, 2019 12:53 am
by verb8im
What do you mean they all start with Chaos damage? The only heroes that have chaos damage so far where I am is Shizuka. Is them having Normal damage supposed to be there, even though they had Hero damage in Book 1?

I guess Sazabi's new model doesn't have run animations?

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Tue Feb 05, 2019 1:21 pm
by RazorclawX
He does, it just doesn't look that good.

Even his original run animation wasn't really that good so I'm not sure what to give him for that.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Wed Feb 06, 2019 3:34 am
by verb8im
In Book 3, in the interlude with the Nerubians, Scaldar still has his old model

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Wed Feb 06, 2019 2:35 pm
by RazorclawX
That's funny, I could've sworn I changed that... oh well.

ED: turns out I switched his old unit to the 'new' one, except the 'new' one was still using the old model anyway.