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Legate of Mineta

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Everything posted by Legate of Mineta

  1. Welcome to the forums, James! We hope you love it.
  2. Knightav; We definitely want to give the tools out to the community, but as I mentioned there are a few logistical concerns. We'll come up with a solution and pass them out- no ETA yet, though.
  3. Draigh; There is a bug related to Items and their use- we have the fix in, and it should released this weekend (probably Saturday), in Patch 2.
  4. H; A good thought- for Year 2 you will see more cross-pollination of Skills, even in which Sub-Skills belong to which Parent Skills, so I think that will go a long way to reducing the risks of specialization. Thanks!
  5. Obvious; If you are already at 100% (default) then this is a new issue for us. Let's start this way: please email academagia at gmail.com with a screenshot of the inventory phenomenon. In regards to saves, did you send me your log a bit ago? Thanks!
  6. Obvious; I believe that your issue is related to the DPI your computer is set at. If you go the settings of your desktop and change it to 100% text size, this should solve this issue. The save game file is unfortunately known, and stems from an inconsistency in the save games themselves. We've corrected the problem creating the inconsistency in Patch 1a, but we are still checking to see if we can rescue the save games which crash. Let me know if the resolution works, and thanks!
  7. Emerssso; Great. We can quash these in the content patch.
  8. Nepenthe; I will check with our coders, but it sounds like .NET is not installed correctly. I will pm you.
  9. Iskandar; Of course, we disagree somewhat, but...it's healthy to question one's practices. It will be a topic in our next meeting.
  10. Iskandar; It's true, this is an ambitious game. But I think rather than take an ax to some of it, we are going to work on optimization. This is a true role-playing game, and we want the Player to experience choice, and have fun doing so. Presentation may be one impediment, but we think we can overcome it. Thanks!
  11. nightguard; 1) Collapsible is what we are looking at. For the sequel, though, I think tabs is best. 2) We'll have to go Collapsible here as well, but coloring your name: perfect. 3) Another player suggested a color to differentiate these, but I think we may try an icon that you can sort on. 4) Agreed. All Spells should have this already, but we may need to make a pass on this for Content Patch 1. 5) It may be possible to have the Skill linked in the Exit, so you can see what it is. We'll check it out.
  12. Reiji; Thanks, that's what I needed to know. I'll check Romance, too. Curious. Confirmed: We should be able to get this into Patch 2, this weekend.
  13. Iskandar; Thanks again! In truth, our beta testing period was quite extensive, but I understand what you mean about polishing. We are overall very pleased with the launch -the number of major bugs is quite low, especially for a game of this complexity- but there is always room for improvement here. That said: in a way, the kitchen sink is what we want in this game. Our very strong desire and commitment is to really allow you to create an individual, and experience their journey through the University. I'll will instead point to your comment about the interface, and say that we need significant improvements here so that our players can more easily quickly understand what they have at their disposal.
  14. Reiji; To clarify about the first two issues: Was this a continuation of a game, or a new game? The third issue is somewhat correct. It is possible to improve past the cap of 10, but the game has a hiccup when you are at the maximum if it is above 10. Good feedback. I am in the middle of testing another issue, so I can't check the Well of Flies just now. Enjoy it for the moment.
  15. Thanks for the kind words, Emerssso (and don't ever give up on your 11 year old self's dreams!) Please report all bugs and typos on the support forum. We take them quite seriously, and will address each that we can.
  16. Night; There is no place to see that, unfortunately. I'll see if I can get that information shown on the Familiar screen, though. It was considered, but not acted upon, because of how the temporary increases work. Our beta was over nine months long, and yet...still there are dark areas. And never mind the consistent rule: fix one thing, break another. Ah, the life of a developer. Thanks!
  17. Justin; Oh no- you aren't being brushed off in the least! The problem is, there is nothing we can say about your criticism except: we are working to implement as much of the feedback we have been given as possible, and taking notes for our second game. Your feedback is holistic, not specific, and so our reply (as you correctly point out) lies entirely in how we address the major issues.
  18. Justin; Of course, we do not agree with all your comments, but we appreciate them regardless. The game *is* ambitious, and we have celebrated that from the beginning. It's true that in some areas we can improve upon what we have done, and we are committed to doing so- and we hope that you stay along for the journey. Thanks!
  19. Medic; All of our DLC will likely be free, including that one. The only ones we would consider charging for would be DLC that contain significant amounts of art, as that is fairly expensive to produce. I did mix it up! With #17 there are as you know several Bully Students, but they make decisions on whom to bully based on their preferences and personality- and a good measure of luck. There being 84 Students in the game (including yourself), some games you will find yourself in the safe middle. But if you want to start something, you can push a few of their buttons and lower your Relationship with them...
  20. Medic; Not at all- I am always glad to hear good suggestions. Regarding your points: 3) A search function would be useful, but presents some problems. What we will try to do first is improve the reporting so that it's easier to see what the Parent Skill is. 6) Such maps exist, but they've not been produced in the quality of the unfinished map! They are all in my own hand, and pencil sketches. Undoubtedly we'll get them better produced for the sequel- in particular the city map which will grow more important as the years go along. 16) There is actually a more detailed simulation for Duels, but it's not widely used because it has some problems with the AI. Originally, Locations were much more dangerous to explore because you could encounter Monsters. This is slated to return for a DLC, but which and when? Now those are questions we cannot answer yet. 17) I would like to have more art done for the Items -or, for that matter, in general. No promises again, but as we go along we'll try to get more Items personalized. In the mean time, I hope you like...green bags.
  21. Synel; We definitely don't want to make you wait too long- we've already begun the design document for Year 2. Our first DLC will be out towards the end of September, and although your current character won't benefit, it will have some new and interesting things for you. Thanks for the feedback, we appreciate it!
  22. OK; Then it looks like this is a bug. If it's in your Knapsack, you should see 'Silk Flowers Bouquet' under 'Use Item'. I'll test this, and works towards a fix in Patch 2. Thanks! Edit: I am in the last stages of testing, and I see two possible issues. I'll keep you posted, but this may actually be a content fix rather than a code patch.
  23. Synel; Thanks for the comments- the issue with Play is that it is trying to expand *your* Bond, not your Familiar's. That of course fails, since you don't have one. It will be corrected in the content patch. Adventures are indeed meant to be difficult, and require a lot of resources and planning in order to succeed at them. Some Adventures are of course easier than others, but they all require a certain amount of diligence. The hope here is that you will have to make full use of the options available to you in your success. That said, I think there is a better way to tie in all your bonuses, and we're working on that for the Adventure interface in Year 2. Cliques have several functions in the game: 1) They give you abilities, depending on who you add to your group. 2) If their Skills are higher than yours, they can help you in Adventures- usually this ceases to be true after the middle portion of Adventures, because of the difficulties involved. 3) You can sacrifice them in Adventures to bypass high difficulty choices. You can only do this once, though. 4) They give a passive bonus (the Patrol bonus) to anyone who targets your Clique with hostile actions. 5) Some Students have Adventures which can only be accessed if they are in your Clique. Familiar Training in Bonds just allows you to raise the Skills your Snake has. If you want to give the Snake new Abilities or increase their attributes, you will have to complete your Snake's Adventures. There are also a few items, I believe, which you can use on them to produce growth. Lastly, the game is indeed year 1, and was designed as such from the very beginning. The overarching storylines, however, were written to progress through all 5 years, because a sense of progression is something that we think is necessary for a true sequel. Every year, however, will be separate and while the mechanics of the previous years carry forward, there will be a constant evolution of gameplay. Thanks again!
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