The magic binding is not character dependent so when you switch between characters your hotkeys are still the same. The face cursor always shows the character you are controlling so that when playing with more than one player if 2 player target at the same time there is no confusion, it does not represent the character who will cast the spell.
missing : enemy make a dodging animation when you miss them, if they dont its because they can't take a hit a this moment, I think enemies have no dodging animation in SoE so they must have added the "miss" to make it clearer. It would be a nice addition but Im already having trouble with showing the MP, I get graphics glitches, you might have noticed some when slimes multiply or enemies spawn other enemies or when someone gets engulfed some spriites are glitched for a small amount of time. So maybe later once I get more familiar with graphics stuff.
The error sound : that would be nice, I actually have been lucky that a sound is played when a spell does get cast, I just called a function to cast spell and the sound came along without me having to do anything else. I guess it would not be too hard to find how the error sound is played when you cant cast a spell. Making you stay in target-mode when you select a bound spell and the character cant cast makes sense and should be easy to do.
Invincibility frames : while playing with the enemies power% recharging time I tried making it recharge immediatly to see how crazy enemies would be to fight and the fight against the wolves to rescue the girl was completely impossible because they kept hitting me before I could get up. They were fun to fight if it was not for this so I found a way to make you invincible to physical attacks until you get up again, it also makes you invincible when casting spells and when unconscious (basically when you can't move) I will include this feature in the next version, it makes things easier, but I dont think anybody find it fun to die this way. It will also allow me to increase the speed at witch enemies recharge the power% in the hard version without this happening all the time.
The blinking on enemies: For players the blinking is done by changing their palette, IIRC each player has a different palette used when blinking so I would need to make one for each enemies to make them blink which would take way too much time to do. I tested many different power recharging time for enemies and 1/2 or even 1/4 seems ok, they get so agressive that they are easier to read, you basically can consider that they will always attack you when you get in range
The bow: imo, it now shoots a bit too far and you are right its still not very good unless you are so far from enemies that they cant hit you back. I will need to find something else to make it better, maybe some added power or critical chances. I think the arrow flying shorter is because the arrow hits the wall, the arrow's height is not taken into account when calculating hit detection so basically if you are facing right and shoot an arrow the arrow doesnt get up and come down as it flies, it really goes to the left of your character and comes back so if there is a wall to the left of your character, the arrow will hit the wall and stop. Its how it always have been in the game, so not my fault
I think MasterFlow's hack is aimed at people who already beat the game several times and know every tricks to give them a challenge and it really works at that. I would like to have a different approach so that you dont have to exploit the AI or use tricks like healing a character when he gets targeted by a spell to prevent getting hit, I would also like to make it impossible to use some tricks like the healing thing. Ill have to try to beat masterflow's hack one day tho.
as for the report, I can't read german, I learned a bit of german a long time ago when I was working with a team consisting mostly of germans on an Unreal Tournament 2003 mod (that was never finished) so I recognize some words but not much.
thanks for the report !
Damn.. I thought I had this one fixed. When the spell is copied is the character targeting the target of the copied spell ? I can't seem to get the glitch to work, do you have to cast the 2nd spell before the spirit appears ?
Pureland scrolling, I guess this has to do with the AI characters teleporting, ill have to check this.
I didnt notice how you have to tap B quickly or else it targets the boy, ill have to fix this
I didnt remember that you could analyze chests
ill make them targettable
I think xp sharing for spirits would not really be needed, I kind of liked that some boss were harder because I didnt use their weakness element much but sometimes it was level 0 and ended up doing only 1 damage. Increasing the time of the stat up spells and increasing the level of spirits once you get them would be better than sharing XP, tho level 4 for shade an lumina is a bit too much imo. I think something like this would be fair : undine 0, gnome 0, sylph 1, salamander 2, shade 3, lumina 3, luna 4, dryad 4