question is there an specific stats you need to upgrade to hit the enemies? or am i just really unlucky
Dexterity stat for accuracy I think, I use console to change it to 100 for testing purpose and it hit often enough rarely miss.
Why is every enemy dodging? Impossible on normal mode
I think it’s hilarious that if someone asks why your MC doesn’t use magic he’ll say “I just forgot I could do that”
Balance issue haha, I think that’s always a thing in the game like this especially when % chance to hit is enemy dex vs MC dex, that’s why we’re testing it.
But on normal mode enemy doesn’t hit that hard so it’s manageable but yeah 10 miss in a row not nice.
We need this dialogue to be in game especially in banter between friend’s
Rng 1to100 is rolled then effects like slippery or dodge are applied(2×rng). And difficulty mode God mode(rng/4), normal(rng×1),ultimate mage(rng×4)
If rng is <= mctotaldex then you hit.
So it’s very low chance for normal mc’s and even godmodemcs will have a hard time.
I think this can be fixed by decreasing the RNG, and making it work with status values.
It would require more work, but would probably be more balanced to assign status values to the enemies. For example, a stationary tree would have 0 DEX, and a Rabbit would have 15 DEX.
Instead of making the rng decide the difficulty of hitting the enemy, we let the enemy’s DEX value be the CD of the test: for example, the rabbit has 15 DEX, so 15CD.
In the attack test, we would roll 1d20 (not 100) and add the value rolled to half of the character’s DEX value (or STR, which I think would make more sense for a melee physical attack, and DEX in the case of a ranged physical attack, such as with a bow or pistol).
So, if the 1d20 rolled a 10, add that to 6 (half of 12 DEX), we have 16 result on the test, and thus you can hit the rabbit. Of course, if it’s supposed to be harder to hit the rabbit, you can just increase the rabbit’s value of DEX, making it 20, for example. This way, with 12 DEX, you would have to roll a 14 to hit it.
@ZCometa you probably already worked it out, but I wanted to make this suggestion for the balance. It’s something in line with DND attack tests.
This is kinda pioneering new battle mode, so I guess going to be a while until ready.
True, and he probably knows how he’s gonna do it already, but I guess I just wanted to try and give it a thought
It’s not a bad idea to be discussing it. If the to-hit weight is badly against the MC when it shouldn’t be, that means that the difficulty needs adjusting, and ideas should be thrown around wildly in case ZCometa likes one of them.
Yup. On normal difficulty the physical attacks never got anybody in over 3 battles, while the magic attacks always hit. Unfortunately mana is way more limited so I could only do one battle max before escaping the dungeon
Since Ashborn mentioned stats and enemies, I was thinking that there should be a skill like “observe” or “appraisal” that lets you see your enemies’ stats. I also kinda want to see other characters stats like the MC or his Rival.
I just want an eye ability the let’s you see people in slow motion
I just ran away till I found mana potions and went back to fireballing.
Hello!! I have come back with a patch! (It was supposed to come out yesterday but my neighborhood lost power lol)
Bug Fixes:
- Fixed a bug where enemy evasion calculation was broken. (Yup the problem was mainly a bug)
- Fixed a bug where you couldn’t skip the tutorial.
- Fixed a bug where large Stamina potions didn’t work.
- Potions now also restore points from equipment.
- Fixed a misindented line that caused the game to crash.
- Fixed bug where you couldn’t go to the Tile where the enemy died.
- Fixed some spelling errors.
- Corrected imperial height values. (Hopefully, it’s right this time) (thanks @KarielGrewold !)
- Honorifics removed or modified where they didn’t make much sense. (thanks @Creampuff !)
Changes, Balancing, and Improvements:
- The mana cost of Fire Ball has been increased by +0.5.
- All enemies received a reduction in dexterity.
- Enemy evasion chance has been reduced in harder difficulties (HARD, EXTREME).
New content:
- You can have a Mustache beard now!
This patch should resolve the issues with enemies dodging so easily. Please keep giving feedback!
Thanks for the feedback you all!
Yup!
Oh I’ve gotta romance Kawabata with a male character. Sorry mystery mangaka you are now writing BL.
Gridmove line 152: It is illegal to fall out of a *choice statement; you must *goto or *finish before the end of the indented block.
Going to check the changes later when I am home
Is the dungeon the last part of current demo or there is more content after that? Because it seems we can’t exit the dungeon section, passing the day just restores health and mana