Halls of Mist 1.3.0

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  • Mikko Lehtinen
    replied
    Originally posted by emulord
    Perhaps for skills that are "too broken" at or above 100%, make all improvements multiplicative.
    I did consider this. In the end I decided to take the simple route because there are only a couple of "broken" skills, and they can be balanced in other ways. There simply isn't many ways to boost them.

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  • emulord
    replied
    I havent played halls of mist much, because like sil, the anti-grinding aspects prevent a learning curve , but here's a suggestion: Perhaps for skills that are "too broken" at or above 100%, make all improvements multiplicative.

    Innate 30% parry + 30% parry item = 1-(.7*.7) 51% parry, not 60. This prevents achieving 100, while still making every item count.
    You'd need to have some way of marking these differently.
    This is also a way resistances can go.

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  • Mikko Lehtinen
    replied
    Good ideas. Perhaps whenever the game offers a chance to raise a skill over 100%, there should be some sort of benefit.

    Some skills would break the game when they reach 100%. It will not be possible to raise Parry or Stealth to 100%. But for Perception, Navigation, weapon skills, etc., skill scores over 100% are ok.

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  • Squeak
    replied
    Another thought for navigation > 100% is that it would increase your chance of finding good objects on the next level (sort of like felpurr luck)

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  • Squeak
    replied
    How about navigation above 100% (not really sure how you would reach that) giving you a chance to map the entire level)? And perception >100% giving you a chance of "seeing" monsters out of visual range (sort of like the Listen ability in Sil)? Not so sure about alchemy, maybe a chance of creating more than one potion by mixing 2 potions if skill >100%.

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  • Mikko Lehtinen
    replied
    Originally posted by Squeak
    I noticed that AC increases after jumping is above 100%. It seems like it's 1 AC for every point of jumping above 100%. I don't remember seeing anything about this in the help files. Are there similar benefits for increasing other abilities above 100%?
    Currently that's the only one. I'll add a mention about it to the help files, thanks!

    Weapon skills will be pure percentage rolls in the future, just like all the other skills. Points over 100% will increase your critical chance (even when not ambushing).

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  • Squeak
    replied
    I noticed that AC increases after jumping is above 100%. It seems like it's 1 AC for every point of jumping above 100%. I don't remember seeing anything about this in the help files. Are there similar benefits for increasing other abilities above 100%?

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  • Mikko Lehtinen
    replied
    Originally posted by ewan
    No maybe about it. But I don't think it would have helped me get stuff ID'd - I did try for pack ID *many* times with the first char, and it never worked, so I gave up on the idea.
    In the future you can use both of your identify points in a Circle of Knowledge to automatically either Identify Pack or Fully Identify.

    Originally posted by ewan
    I found plenty of circles (most common by a lot), the odd fountain (rare but not impossibly so; happy for them to have current frequency and feel special), and fewer altars than I would think is optimal.
    The feedback seems to suggest that "do nothing" is the right choice for now.

    Originally posted by ewan
    Can fountains really give stat boosts? So far I have either had shape-change (indicated, thankfully, by a sign on the ground - really like that) or 'feeling of purity' or some such which I am guessing might heal disease but I never found one while diseased. One was faery-protected, two were foul-smelling.
    Yes, a random stat boost is possible. Once you have identified the fountain with your Perception skill ("You smell disease") , you can actually 'l'ook at it for accurate description (Fountain of Disease).

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  • Squeak
    replied
    I have actually been quite happy with the frequency of altars/circles/fountains. I find powders in general really helpful and also use them a lot as thrown weapons, although part of the reason is that I've mostly been playing rogues.

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  • ewan
    replied
    No maybe about it. But I don't think it would have helped me get stuff ID'd - I did try for pack ID *many* times with the first char, and it never worked, so I gave up on the idea. Certainly true that I de-prioritised powders; slots were taken up with (i) ammo, (ii) consumables and (iii) ego items in case of altars or as swaps (for SI or FA usually).

    I found plenty of circles (most common by a lot), the odd fountain (rare but not impossibly so; happy for them to have current frequency and feel special), and fewer altars than I would think is optimal.

    Can fountains really give stat boosts? So far I have either had shape-change (indicated, thankfully, by a sign on the ground - really like that) or 'feeling of purity' or some such which I am guessing might heal disease but I never found one while diseased. One was faery-protected, two were foul-smelling.

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  • Mikko Lehtinen
    replied
    Originally posted by buzzkill
    This made me think. I generally carry a wide assortment of powders once I find them, generally a minimum of 2 or 3 and as many as 6 or 7, even once inventory constraints start to kick in. I carry these primarily for use in circles. Is this normal?
    After the inventory constraints kick in, I carry 2-5 piles, usually 2-3.

    Ewan's winning characters didn't carry that many piles. For that reason he had big troubles to get stuff identified and maybe missed some rituals.

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  • buzzkill
    replied
    Originally posted by Mikko Lehtinen
    Finding two circles makes the coinflip-powders good. If you have a good pile of powders, you essentially have 75% chance of getting what you're shooting for.
    This made me think. I generally carry a wide assortment of powders once I find them, generally a minimum of 2 or 3 and as many as 6 or 7, even once inventory constraints start to kick in. I carry these primarily for use in circles. Is this normal?

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  • Mikko Lehtinen
    replied
    Originally posted by buzzkill
    I'd say more than one of these on any given level is too many. Finding two like features should be (ego) rare, finding three (artifact) rare. Maybe less so as you get deeper says the guy who can't survive the mid-game. If I found an average of any one feature per level I'd be happy, but I don't know what frequency you as the creator was shooting for.
    Finding two circles makes the coinflip-powders good. If you have a good pile of powders, you essentially have 75% chance of getting what you're shooting for.

    Finding two or more altars lets you choose between them, which is the intention of the religion system. Let's say you're carrying an artifact. If you find only one altar on a level, you would often let the game choose the goddess for you.

    These are the reasons why I'd generally like there to be more than one of these features on a level.
    Last edited by Mikko Lehtinen; November 10, 2012, 22:11.

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  • buzzkill
    replied
    Originally posted by Mikko Lehtinen
    People have been complaining about the frequency of circles and altars.
    I hope you don't interpret what I put forth here as complaints, but more as observations. I don't feel that circles are too rare. I don't feel that altars are too rare either, but it seems that you never find one when you need one (and finding them very early is frustrating for non-templars). Fountains might be too rare. They are certainly more rare than altars IMO, but they are also the most sought after of the three (something for nothing) so maybe thats OK. My hierarchy of rareness runs circles, altars, fountains. If this is what you are shooting for then I be wary of making a change as doubling the frequency of any of these, I feel would be too much.

    You would find circles or altars more often, but there usually wouldn't be so many of them on the level.
    I'd say more than one of these on any given level is too many. Finding two like features should be (ego) rare, finding three (artifact) rare. Maybe less so as you get deeper says the guy who can't survive the mid-game. If I found an average of any one feature per level I'd be happy, but I don't know what frequency you as the creator was shooting for.

    I could also make fountains more common. They are meant to be rare, but currently they may be too rare.
    Having not found many, I don't have a good gauge of how good fountains are, so I can't say rather they are too rare or not. They can give permanent stat boost correct? so they shouldn't be too common.

    Ideas without much thought behind them. Maybe being under the influence of a blessing (or curse/taint) when you descend makes finding an altar on the next level slightly more common. Maybe sacrificing jewelery could (maybe ID it and) grant a minor blessing (or curse if it's cursed). A minor blessing would be 1/3 of a normal blessing (better than nothing).

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  • Mikko Lehtinen
    replied
    People have been complaining about the frequency of circles and altars.

    There are six room styles. Currently circles only exist in one room style, and altars in another room style. I could make them both possible in two room styles, but they would be somewhat less common in either of them.

    You would find circles or altars more often, but there usually wouldn't be so many of them on the level.

    I could also make fountains more common. They are meant to be rare, but currently they may be too rare.

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