rambo wrote:Questions to your questions/feedback:
* Timon's Axe has a base damage of 40-62, Axe of the Depths has a base damage of 105-140. What is your feeling, how much should the Axe of the Depths base damage be increased to feel like a worthwile weapon? Its design is by purpose that it's very slow, but it should be so strong you want to use it all the same.
rambo wrote:* Regarding the player cough in poison clouds: was it always the same monster type? Also, were you poisoned yourself at the time?
rambo wrote:* Exterior of Hedyntin Citadel: The invisible blocks should stop monster movement the same as missiles (they are transparent 3D cubes in the air). Can you tell about where you experienced this?
AvzinElkein wrote:So it's not meant to be played in GZDoom 4.0.0?
rambo wrote:A few things we're currently working on improving / planning to improve for the next release:
* Reworking the starting map: lowering the number of enemies and adding more rooms to the cave to disperse the remaining ones even further
* Looking for a better kind of torch artifact effect that will only light a small area (the reason I put the classic torch on such a short cooldown is because otherwise there is no point in having anything other than fully lit areas anyway)
* Adding more gold to dungeons
* Replacing the dormant serpents with spawns in Thryas Reservoir
* Replacing Dark Cardinals in Donas Monument with something else (I already took out the Dark Advisors during 1.4 beta testing as they crashed the map fairly quickly)
* Removing unreachable items in Heresiarch's Seminary
* Looking into a fix for player effects cast on dead player
* Adding more keybind options to the controls menu (for artifacts and the like)
* Reworking the main fights in the Dark Conclave and The Reckoning (the mechanics were set up years ago and they use zero scripting)
* Increasing Magic/Faith regeneration (you should never feel like you need to go away for a few minutes to let a resource top off, this was one of the biggest design issues in ShadowCaster)
* Adding portable food
Frozenwolf150 wrote:When enemies are hit with poison damage, whether from the player's attacks or other enemies, they'll often make the player's coughing sound effect. This happens with the Cleric's Serpent Staff and Poisonous Cloud, and the brown chaos serpent's attack.
rambo wrote:Warning: the following playthrough contains quite a few spoilers if you haven't played the new maps yet.
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