b12 up, basically just a fix for Hit Me bug that popped up last version. Sorry for fewer fixes/additions than that, have been working on something super-secret.
darkgod wrote:
Also: decks really need to tell what they do IMO
Yeah, I agree. Still looking for ideas on handling this; I've added code to display the damage type of the most recently drawn card, but it's not good enough. Wondering what people need to know-- damage types? I can add that to the description for a deck, I suppose.
dmark wrote:
Thanks for this class, having a lot of fun with it!
Thank you so much-- I've reached the point where I'm needing a bit of love to get anything more done

Quote:
has it always been the case that you start with a level you can't unlearn in Felicity:Fortuitous? I want to try an all-bad-luck dagger/crit build, but it seems kind of rough to stick disaster builds that stay bottomed out on luck with a -8 defense debuff they can't unlearn!
It hasn't always been the case that Felicity was unlearnable, but it was always intended to be unlearnable. When I fixed that, I had to make a decision about how to handle Disaster, and I decided that sticking Disastrous builds with that point in Felicity would both keep Disastrous builds in the minority, and make Disastrous Wyrdthieves actually feel a little bit unlucky

Speaking from experience, I can say that the potential -8 Defense is really nothing to worry about-- it's easy to miss that all of your Luck debuffs affect your foes' Accuracies. (Since Luck is a bit of an undocumented stat.) Fayd and I are certainly eager for feedback about whether this unlearnable point in Felicity is a bad idea or a good idea. (You might want to keep in mind too that Disaster and Felicity aren't
totally incompatible-- Bad News makes for some nice emergency Fortune, and Unlucky for Some doesn't rely on your own bad Fortune the way Black Cat and Master of Disaster do. Disaster builds are still slightly punished, because that Yeek doesn't take very kindly to debuffing auras

)
Nim wrote:
Closely following this class. I love it! Hit Me still has a bit of an issue, namely that while it no longer spawns Lua errors, it does 0 damage, literally.
Again, so glad that you're enjoying it-- without people saying so, I tend to get discouraged. This latest release was intended to fix that embarassing bug.
Oh, btw, if anybody wants to skip to Bad Penny Paddington, you can change levels to her ambush by enabling cheats and typing game:changeLevel(1, "wyrdambush") in the console; no need to be a Wyrdthief to fight her. We've currently got her set for a min level of 15, and she should have the potential to be a challenge, especially to squishy caster-types. There's more planned for Bad Penny, but maybe we'll see about the other classes first.