Confirmed that the camera bug has been fixed. I made it up to Undine. My thoughts so far...
- The extended range on the bow is amazing and brings it's usefulness way up, although sometimes it can be hard to hit when horizontal to an enemy.
- Spikey Tiger was very difficult (of course I'm playing on hard anyway). I used all of my CoW, Candy, and Chocolate and still barely managed to beat him. He just decimated the Girl and Sprite for most of the battle. I just used the CoW to give him extra targets. I didn't feel like I was too underleveled, but Spikey can be hard on a normal game.
- The targeting system is still taking some getting used to. When you select a spell and then have to scroll through all of the moving enemies to find your right target, and not having multi-target capabilities (heal, mainly) is making it tough. I'm already having trouble keeping the CPU controlled characters alive. I try casting from the menu and it doesn't pause the action to cast or select targets. I haven't tried binding the spells, yet.
Looking forward to progress and keep up the good work !
Thx for your feedback !
The bow, when shooting left/right is trickier to aim because of the way the arrow is affected by gravity, I managed to make it shoot a bit more straight but I can't make it shoot straighter or else it affects the distance the arrow will travel. Remember to place yourself a bit higher when shooting targets that are far. I would need to find something for the javeline.. I wanted it to have a melee attack but it looks like I would need to create a new animation for it and I really have no idea how to do this... The boomerang could have a melee attack as a weak attack since there is already an animation for it when doing the first charge but the javeline only has a "whirlwind" animation on the level 8 charge (IIRC) and the animation takes too much time for it to be used as a weak attack. Using the melee attack with the boomerang would be useful when attack enemies that are close because it would be faster that throwing it and waiting for it to come back. The axe is gonna have higher crit rate to make it different from the sword, and the glove would need something too..
Yeah , spikey tiger is hard to beat sometimes. He has a kind of random chance to go up on the sides and cast spells and is only vulnerable to ranged weapons when he does. When I tested hard mode, I leveled up a bit (1 level for each char IIRC) after dying and when I fought him again he stayed on the ground for most of the fight and I managed to beat him without using any CoW or chocolate. When he is on the sides the AI are bad at attacking him and he keeps using his flame spells which paralyzes you so its hard to deal good damage to him. So you got to have a bit of luck.. He is still beatable even if he keeps going up on the sides but its not gonna be easy. he always has been a tough boss, as a kid I used to level up alot before fighting him so I like how tough he is since its predictable because of the way the stats are changed by multipliers that its not gonna be an easy fight and it brings back memories.
About the targeting system, im working on changing it right now, and im adding multi-targeting. If you dont want to go through all the targets, remember that the cursor always starts on the boy so if you want to target an enemy, press left and press right if you want to target an ally, that way you will at most have to press 3 times to get to your target.
About leveling up spells, I already plan to have elements start with a higher default level than 0 depending on when the spirit joins, so for example undine would start at level 0 but dryad would have level 4 so you wont have to grind levels for it to be usable which would make it less tedious to level-up. I might change the exp given on each cast too, in my playthrough I didnt grind any magic level and it wasnt a big issue as attack magic are really strong even when not fully leveled but I might increase the exp gain and reduce the damage of attack spells and the healing power of cure so that you dont finish the game with spells at level 5-6. Grinding spell levels is easy but time consuming and that is not fun.. I like how you gain exp for the spirit you use tho, its fun to be specialised in an element so when a boss weak to this element shows up you can kick his ass. I think increasing the exp gain would be the best way to deal with this so you would still have a speciality or can choose to grind all elements if you want but only then it would really be time consuming.
About getting exp when killing allies, yea that is kind of broken, especially if you level up your attack spells at an inn or somewhere where you can heal fast. I already planned to fix this but forgot about it, ill look at it, it should not be really hard to do. The exp that a character has is located at the same place as the exp an enemy will give you if you kill it so I guess it gives you all the exp that the character has accumulated when you kill him which is ALOT. This was possible to abuse in vanilla if you casted spells on an enemy which had a wall so it would bounce on your allies, but having to possibility to target your allies makes this way too easy and I guess it was more of a bug than a feature in the first place anyway.
I finished implementing multi-targeting, I fixed a bug that could mess things up when casting a spell too at the same time. Right now, if you press left to target enemies but no enemy is present, you will target nothing, the face cursor will return back to the status area which can be confusing because you are still in targeting mode, I dont know if I should make it so that if you target nothing you get an "error" sound and get out of targeting mode. It is possible to cast revify on all characters so if the girl is the only one left alive it will revive the other 2 party members. I dont think its really a bad thing tho, revify costs so much.. The other spells dont seem to have any problem beign cast on all, you can cast mana magic on all if you want but it only works on the boy if he has the sword anyway.. I cant think of other spells that can normally only be cast on 1 target so I guess it should be alright. I still need to make it work for all 3 players and will try to fix the bug that lets you get exp when you kill allies and then ill post the new version.
Ok, heres the new version : V0.10
- sound when changing target
- sound when can't cast (not enough MP, recharging, hotkey not bound etc..)
- a sound is played when a character can cast again
- a sound is played when binding a spell to a button
- multi targeting
- target cursor appears under the target instead of under the target's shadow
- new magic targeting controls:
left for enemies, right for allies, up for all enemies, down for all allies
- No exp is gained when killing allies
- some bug fixes