Kyle873 wrote:-There seems to be no reason to use purple aura over pink aura. - At make level, the Pink Aura will give you both pretty fast health regen plus drain enemies HP when you attack, a good way to get back HP fast if you're really low (especially if you invest in Vitality to increase max HP)
I think you misunderstand me, I am not questioning the usefulness of the pink aura but the purple aura. The pink aura's HP regen rate beats the purple aura's HP regen rate even if the latter is maxed out, let alone when it is at lower levels. Having it regen EP doesn't make up for it since it costs EP to use it, you might as well make it just cost less EP. It doesn't even regen enough EP to make up for how much more EP it costs over the pink aura when it's at higher levels.
Good point, I may need to add some sort of extra bonuses and/or re-think the mechanics of the Purple Aura.
VicRattlehead wrote:In my experience, the Vitalization stat seemed pretty useless since health bonuses increase health up to a very high amount past your max health. Even if you make the stat also slightly increase HP regen rate (Regeneration stat should no doubt still be the primary stat when increasing regen rate), its usefulness would still be in question since with pickups that give huge health bonuses like the soulsphere and especially the megasphere, the player can remain far past his max health for a long time where regen doesn't apply. I was thinking maybe you can limit the amount bonuses/powerups increase your health depending on your max health (maybe +100 or x2 of max health) but I'm not sure if that's possible. If that were possible and you're willing to make that change, then keep in mind that megaspheres would become less valuable for low Vit characters (still very useful since they fully repair armor).
Unfortunately, that is impossible since DECORATE has no way to know what your current max health is. I may nerf the Megasphere down to +100 HP and +100 currently worn armor. It did quite a bit before. it was +1000 HP, 1000 White Armor, 4 backpacks worth of ammo and 1000 Credits, but looking back now that's ridiculously OP.
Also, health/armor bonuses adding 5 instead of 1 each is a leftover from back in the 0.5 alpha days, I wasn't sure how it was going to effect balance so I left it in, but it sounds like they're too abundant in maps and that I should bring them back down to 1.
VicRattlehead wrote:I don't know if there's a limitation with item drops but I'm guessing there is. Otherwise you wouldn't have imps drop the same amount and value of items as higher level enemies such as barons and archviles do and you wouldn't make enemies that drop ammo drop nothing else.
I see no reason why Mancubi shouldn't drop any items though. Oh wait, they do drop an item sometimes, a rocket to the face. I assume you meant to make them drop "rocketammo" and not "rocket". Wouldn't it be more fitting to have Revenants drop rockets though?
No limitation, just wasn't (and still aren't) 100% sure what I want each enemy to drop yet. The way I have it setup now is that all enemies will drop a root "spawner" which will spawn anything from credits, EP, used armor and other spawners for creating much rarer items such as tokens, runes and accessories. You're right though, I did goof with rocket not being rocketammo, and I moved the drop from mancubi to revenants. Also not sure if anybody noticed, but the arachnatrons can now also drop cell ammo as well. I made the mistake of not making some monsters that I've given custom drops to also not spawn the default root dropper, so that was why some enemies never dropped credits/armor/etc.
What is the yellow yin yang symbol and its number in the stats menu for?
Okay, I realize now that the number next to the yellow yin yang symbol indicates how many points above 100 is the current stat cap.
That is correct, up to a maximum of 100 stat cap tokens can be held to boost stats up to the hard maximum of 200. Here's some food for thought though, I never actually tested the idea of SELLING those tokens...
VicRattlehead wrote:Allowing to use powerups to extend time of active powerups may have caused a problem. With the invulnerability and invisibility charges, it's possible that they can be activated and have their duration extended by their weaker sphere counterparts. I can't seem to extend the time of the infrared and radsuit powerups though. Also, do you intend to restrict the time sphere as an instant use item? I can see the rationale behind that, I'm just asking. Buying/picking up several at once nullifies all but one of them though. Again, I can understand if you want to only limit the time sphere to having only one at a time, but the player can just buy a time sphere, leave the menu to pick it up, then buy another one and it will add to time of the powerup.
I can't do much about lesser items increasing the timer, since the lesser/greater versions both use the respective Power* base actor class for their abilities. It's either the old behavior of resetting the timer, or now with increasing the timer.
Completely forgot about the rad suit and infrared, fixed them.
I honestly thought I removed the timesphere from the store, I hadn't really decided whether I wanted it in the game or not and kind of forgot about it a while back. The timesphere had additive time when it shouldn't have, fixed that. Is the blue tint a little much though? I wasn't sure if I wanted it to have any sort of tinting or not.
-There might not be room for more descriptions in the skill menu, but how about adding descriptions for the items in the buy menu?
-Different sounds for health item use and health item pickup. Same thing with armor items. Sometimes I get confused in the heat of battle and wonder if I picked up an item or if someone damaged me greatly enough to make me auto use an item.
-Indicate the current cap for each stat in the stats menu.
-I thought of suggesting to display the amount you have for each item in the buy menu then I remembered that you have to pick up the items after you buy them so it might only end up confusing to buy items and not see the number immediately go up. Just throwing it out there just in case you have a better idea how to do this.
-Allow access to the shop via the menu. For people who are never in a hurry to buy items and don't want to bind or fumble about an extra button.
-When it comes to changing the text color of items in the buy menu to white when you can afford them, it doesn't take their discounted price into account. (e.g. Stat token is discounted to 19750, you have 22000 credits, it's still color red since the original price of the stat token is 25000)
-Mega token ambient noise is pretty muted compared to the other tokens.
-Check the arrows that show up when scrolling through the inventory items, the arrow that points to the left shows up on the other side of the screen.
- Sure I can do that, I was considering it when I was coding the shop system initially but decided against it. However, that was back when the shop was pretty bare and only sold weapons and ammo. Now there's a lot more that you can buy in it and it might be a better idea now.
- Would love to, I need to find some sounds though. Might get my roommate on that.
- Not a bad idea, but this would require reworking the shop menu code quite a lot.
- Can do.
- Simple oversight in the shop menu code on my part. Should be fixed now.
- I know, they're just placeholder sounds until I make/find new ones.
- Ahh, didn't even notice that. This is because the inventory bar is right against the left side of the HUD, bumped it over a bit, problem solved.
Why are there three rows when we can only carry one of each badge type? Could there possibly be more types of accessories planned? Apparently there are, didn't check the previous posts well enough, sorry.
-If you intend on limiting the player to carrying/equipping one of each badge type, then you shouldn't allow the player to buy additional badges of the same types he already has.
-The effects of badges remain when you sell them while they're still equipped.
-Regeneration and Capacity badges have the same color/appearance. Actually, they don't. But the difference in color between the two badges is very subtle.
-Most of the badge icons are misaligned with the boxes in the accessories menu.
- Yeah, that was me thinking ahead to when I add more.
- I can't really fix this. The way it's setup now, it has no idea whether you have the accessory or not because it just drops items at your feet, if I set it up so that it gives you the items directly, it still won't stop it from deducting the price even if you buy an item and it's maxed out, and there's no way to check the maximum amount of an item you can carry via ACS.
Yeah, I knew about this one and have been trying to think of a way to fix it.
- This is just due to my horrible vision, sorry >_>. I'll see what I can do about it.
If anybody was wondering WHY I chose for the items bought in the shop to spawn at your feet, this is so that if you buy more than the max capacity of an inventory item or ammo, you won't waste your money and the pickup will stay there so you can grab it later if need be.Update
with all the fixes and stuff.
And I'm still working on that Aura upgrading issue.
Oh, and also, the progression and cost of the healing and armor repair spells are just placeholding, if anybody actually has a good idea on how I should do them, feel free to share.
Holy crap, I REALLY BROKE the monster drops, I'm reworking and fixing it now >_>
This should be fixed now.This problem has been in the last few versions I've released so IT IS EXTREMELY IMPORTANT THAT YOU UPDATE!