Ah. Had no idea it wasn't saving. d'oh.
All the more reason to put additional prompt.
Should be a little safer to play now.
Prices seem pretty pointless at this point. Recommend removing them post initial setup (,unless a shop is in the near future?)
Many cases of weapons/armor/shield being priced completely different from effectiveness *or* RL value.
[...]
Also, had a Halberd of Silver and Yew. Sounds like it should be a pretty good weapon, though not great.
AB:1 DB:1 k1 Pretty awful. Implies that precious metals are RL equivalents, and not Fantasy versions. (Gold is always worse than even Bronze.)
Yet there are tons of weapons being generated that are a soft metal. Doesn't follow form, and is a touch confusing, (adding to the price not matching function or value issue.)
Yeah, I will probably hide prices for now. The shop is planned as a part of Exploration update (v. 0.6.x.x), but I don't really know how much time it's gonna take till I get there. I would like to have items that make more sense before plugging the shop in, and that requires not only programming (I have that part mostly done), but also a lot of data mining and calculations to set some guidelines. Effectiveness-to-value-to-RL-value ratios are the part of this. Gold and Silver aren't actually supposed to be materials for weapon-users in the final game (but they are supposed to have a lot of room for magical improvement) - those were implemented in the past as a way to check whether the values resulting from calculations make sense. And, as provided by silver halberd, they do - weapons made of silver are... Rather useless. This will be addressed in the future (somehow), and for now I will probably cut silver altogether and replace it with something else. Leaving gold weapons as, well, let's imagine for now that there are ceremonial ones, for sale only, OK?
Also, it's a little mistake, it should say '8+d8' not '8+k8'; fixed it already, and will put it up with the next version.
Would be a good thing to add a forced pause/non-combat key press after battle is over. (Space or Enter would be fine, as would any key other than A or B.
I tried a build that was all armor but light attacks, so spamming A wasn't very risky during the fight. Resulted in levels being gained and spent before I had let go of A upon registering that I had finished the fight. (Yes, a convenience feature, but a good measure to take as it's a simple one.)
Should be done soon. Good idea, actually, had run into that issue once or twice myself, just always had other ideas to follow at the moment.
Character screen no longer displays shortcut keys.
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Didn't really notice any differences in the inventory other than some new sort of range representation when examining 'W'eapon in the character screen. (8 k8? never seen that format before.)
Still no less tedious to try and compare two or more items to each other. (That info should be on, or a subscreen of, the equip screen, where it's most needed.)
Well, the second problem is connected to the first problem. ^^" The new inventory screen is actually the inventory screen, not weapon/shield/armour screen (that is, it is under {i}, not [w] or [r]), and it shows all the weapons on one screen, all the armours on another and so on (just don't go over 20 of each item yet; I'm not sure how it would work and I'm pretty sure it wouldn't work at all). I must have lost the menu printing method somewhere in the fray, but I don't know how I managed to not notice it... Will take a look at that soon.
Character gains levels Very quickly. Guessing there's no experience curve yet. Not a big deal for this testing, (maybe a good thing actually?) but definitely needs to be on the to-do down the line when you have more content.
Yes, this is intentional for now, to make level-checking easier. But there is actually an experience... Well, it's not curve, as it is flat; the amount of XP needed to level up is actually Level * 100. The trick is, player start on level 0, meaning that first level up is pretty much free, which makes few more follow closely. After level 4 - 5 you should notice a slow-down in level gain. Still, this is all early, debuggy and non-balanced.
As always, hope this all is helpful, and hope you're not hearing any of this as complaining, but rather the suggestions offered with no malice that they are.
Actually, it's very, very helpful.
It's good to have some advice, and user feedback is very important. For example, I've never noticed problems with difficulty to compare weapons, as I made up their stats myself I never had the need to do that.
I just hope that the game actually gets better with time.