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Messages - Trent Kusters

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General Discussion / Re: Armello's Development Evolution
« on: November 02, 2017, 11:42:10 AM »
You might find this one interesting too then...


General Discussion / Re: [PS4] Armello, worth the buy?
« on: October 30, 2017, 03:06:26 PM »
Hey Mike131297! Thanks for the kind words.

We actually do give more than 0 shits about our console players. The case is simply that we are a small independent developer (~15 people), that is offering ongoing support and content for free on six platforms.

It's worth noting, PlayStation and Xbox One have the most intensive submission guidelines and technical requirements of all these platforms - they live in the dark ages in comparison to other platforms.

When we need a Steam build, we can turn it around in less than a day and submit the build in 5 mins.

When we need a console build, they can sometimes take over a month to get up to date technically and then submission can take weeks - all through no fault of our own.

With all the above considered, as well as commercial considerations/commitments (i.e., shifting focus to mobile in the lead up to the iOS launch), we actually update console as often as we possibly can.

Do we wish we could update them faster and more regularly? You bet. Of course. However, the short answer is; we can't. The long answer is; we're working on new production processes to decrease our console iteration times. We had meetings with Xbox and PlayStation just last week about how they can better serve developers who have live games - like us.

The good news; We have an update currently planned with a bunch of content. Not sure when it'll hit, but it's in our roadmap. As I've stated previously, we'll be bringing content and support to every platform for as long as they're profitable.

Hope that clears things up. There's no moustache twirling at the expense of console players going on over here - we are also console players.

<3 Trent

Multiplayer / What is Double Dip?!
« on: June 06, 2017, 06:40:41 PM »

What is Double Dip, you ask?!

Double Dip is a special period in Armello where players earn double the coin flips after Public Multiplayer games. This means twice the loot!

In order to take advantage of this, ensure you are using the matchmaking services for your game to be  considered 'Public'. For a full description of our multiplayer environment, check out this video.

It's only active for special occasions, so keep an eye on the News and Updates area of the forums along with Steam News too. Double dip is currently only applicable for Steam.

Great to hear you're digging these board altering cards. It's been something we've been looking to do for a while now. If they work out well in the long run, hopefully we'll get the chance to add more. <3

General Discussion / Armello FAQ - Production, Updates and DLC
« on: February 21, 2017, 02:42:18 PM »
Hey folks,

Now that we’re well over a year post-launch, still releasing free major updates, and our list of platforms and content is expanding, Darcy and I wanted to create a central location for all queries related to our content philosophies, production processes, and roll out plans for the future.

If we haven't answered something, or you'd like more information, don't hesitate to ask. We're obviously not going to talk about every single detail, but if it's something we can or are willing to divulge I'll update the FAQ / answer below. :)

When will the Bandit Clan be publicly available?

The Bandit Clan will launch as paid DLC in Q2 2017. Details regarding DLC contents, pricing and release dates are TBA.

Glad you asked! Shortly after launching into Early Access, Armello's Kickstarter backers voted to release previously exclusive content (including the Bandit Clan) to the public, after a period of exclusivity. The public release of this content was scheduled for release alongside the launch of Armello on iPad.

We were hoping for a Q1 2017 launch of both iPad and The Bandit Clan DLC. Unfortunately, due to circumstances beyond our control, the iPad release is taking longer than we'd hoped. In order to expedite the Bandit Clan's release and get them in your hands sooner, The Bandit Clan DLC is being decoupled from the launch of iPad and is now slated for Q2 2017. 

Similar to Usurpers, the Bandit Clan will be released as DLC. This isn't just a Hero pack though. It's the arrival of Armello's fifth Clan, complete with four Heroes, clan ring, some other goodies, and of course, the fifty plus Bandit exclusive quests - our biggest lore drop to date.

We're shooting for a simultaneous launch on Steam, PS4 and Xbox One. However, we're at Xbox and PlayStation's mercy as to whether that's a reality.

More details aren't too far off. We’ll update this FAQ as they roll in.

When will the iPad and Android Tablet versions be available?

Current projection for an iPad release is mid 2017, with the Android release to follow shortly thereafter.

Progression on the development of Armello's tablet platforms has been a focus for production for almost eighteen months now, however we simply have not been able to find and hire people capable of delivering the task to the level of quality we require here at LoG. Hence the delays.

I’m happy to say that those problems have now been solved and Armello iPad/Android is in full development with multiple people working on bringing it to life right now. 

Mid 2017 is a few months later than we’d expected, but you know how LoG rolls; if the options are "get it out the door" or "take our time to do it properly" we'll always make you wait for the superior experience.

We're here to make quality products. Not having you play something sub-standard sooner.

Sit tight. <3

How often do you release free content updates for Armello?

Major branded updates every two to three months, with smaller patches, events, dice collections, etc, often dropping in between.

For as long as it is profitable and there are things we feel Armello needs, we’ll be releasing regular, free major updates to Armello. These updates will vary in size, theme and contents. We are always planning at least three updates in advance, so if the contents of an update seem minimal or don’t appeal to you, it’s very likely one of the following updates will satiate your appetite and expectations. 

How much of your resources are dedicated to producing regular free content updates?

At any given time, 75-100% of the Armello team (and contractor) resources are assigned to the development of free content.

Armello's been out of Early Access since the 1st of September, 2015. We're grateful that the game remains successful enough for us to continue working in an Early Access model, bringing you free major updates and content regularly.

However, we regularly assign some folks to working on paid content in order to supplement base game sales and meet community requests for a more diverse range of Armello content.

You had a successful Kickstarter. Why are you still charging for the game/content/anything?

Our Kickstarter campaign raised $300k AUD. By launch, Armello cost $2.4m to develop and we've nearly spent that much again supporting and releasing major content for free post-release.

Almost in every case, Kickstarter funds don’t cover a video game's total costs forever. As the figures mentioned above demonstrate, this is definitely the case for Armello.

Why do you charge for additional in-game content when I had to buy Armello?

All purchasable content is not covered by base game sales, hence its existence is only made possible by charging for it.

Every piece of paid content we release is not covered by the base game’s sales. We’re very thankful for Armello’s success, but being priced at $19.99 USD only permits a certain amount of ongoing support and content production.

Each item of paid content has its own production budget and timelines, as well as revenue targets, with the goal that it will help fund the next free update or next paid DLC; And so the cycle continues. 

Without putting a price tag on our more premium content, which is incredibly costly to develop, we simply would not be able to afford its creation.

Why does X paid content cost Y?

Our decisions regarding the price of various content are the result of numerous factors, including development time and costs, sales expectations, scope and size of the content, in-game implications, and prestige of the content in question.

As mentioned above, each product we attach a price tag to has a separate production budget and revenue targets, and are all tracked individually.

You can likely see that one of our goals is to release a broad range of content in the hopes of serving our vast player base of varying ages and backgrounds with a variety of interests and appetites. This is reflected in our pricing spectrum as well.

Everyone doesn’t like the same things, so we try to make a broad range of content within our universe so there’s a little something for everyone.

I don’t want to pay for X Armello content, do I have any other options?

Sure! We understand not everyone is able to justify the cost of each piece of content we release. Many of Armello's inventory items drop for free in public multiplayer games, on-selling these items on the Steam Marketplace for Steam Wallet Funds can help you cover costs for additional Armello content.

Although Armello doesn’t have an in-game currency system, all items dropped for free in public multiplayer games are Tradeable and Marketable. This means you can sell them on the Steam Community Marketplace in exchange for Steam Wallet Funds. Many folks within our community fund the purchase of in-game Armello content (and other games!) with funds earned selling Armello content on Steam's Community Marketplace. This is a fantastic way for players to make some cold hard cash from their Armellian exploits.

You can also trade Steam Inventory items with other players in exchange for content that you want.

Also, we’ve been known to run regular sales across all of our content, so keep an eye out for Skeeve’s thrifty deals.

Also also, check out the Armello Marketplace… here.

Why did you work on X while I’ve been waiting for Y?

The specific individuals working on X don’t necessarily work on Y.

Everyone within LoG has a variety of skills that are relevant to different features and tasks within Armello and League of Geeks. Our gameplay programmer, for example, isn’t responsible for producing 3D assets for Armello.

It’s also worth mentioning that we are working on a slew of rad features and content. Some of that content is public knowledge and it’s excellent that people are excited about it. That said, other unannounced content may have a higher priority internally.

Wouldn’t you make more money if you sell X for Y?

Profitability isn’t the sole consideration when pricing our content.

Our main goal has always been to make a profitable game, so we can keep making games. Some decisions we lead with need to earn money, others purely enrich the game at cost to us, we constantly balance these two factors.

That said, it’s worth noting that we’re the folks with the data, targets and internal strategies. Rest assured that we’re doing our best for our community and our studio.

What are your plans for future content within Armello?

Nice try, mate.

We know you’re keen to see what’s in the oven, but we’re not going to spill the beans that easily. Rest assured, we have a heap of interesting content that’s currently in development.

Why do updates typically take longer to land on console?

As opposed to Steam, Xbox One and PS4 have a certification process to ensure developers adhere to their guidelines and quality standards. Consoles also have their own multiplayer and social infrastructure that requires integration.

Through Steam, we have complete control over Armello builds. The stability and quality of a build on Steam is the responsibility of the developer. On each console platform, they have a certification process that ensures games on their platform are stable and adhere to their guidelines. After releasing a build on Steam, we spend the next week or so rolling out hot fixes to ensure it’s air-tight, then we wrap that into a console build, which can take several weeks, in preparation for submission to consoles.

Note: There are occasions when we’ll have to skip an update on consoles due to incompatibility between Steam and console features. 

Remember: If there are any questions you feel we’ve missed comment below and we’ll address them if we can. 

<3 Trent

Build Notes / Hotfix v1.4.2 [Steam PC/Mac/Linux] (Patch 4)
« on: September 28, 2016, 05:14:24 PM »

Heyo Armellians!

Lisy and Darcy are away at Twitchcon so I've got the reigns at the moment! ahahahaha! Just like old times, eh?! Feels gooood, man.

But yeah, apart from the partying and brazenberry ale fuelled nights, we have actually been working away on a bunch of issues, so here's a hotfix for y'all!

As usual, if you've been submitting bugs you have our eternal gratitude. You also now have the added pleasure of seeing some of those bugs' heads on a pike here in this announcement. So without further ado... 

Bug Fixes
  • Fixed an issue where disconnecting during combat could cause the A.I. to not continue its next turn.
  • Fixed a rare issue where a player would disconnect immediately after ending their turn, causing an NMA.

Known Issues
  • A player disconnecting whilst the King is playing perils at night can cause an NMA.
  • An issue remains where Scout can be permanently granted to a Palace tile.
  • A rare issue where Ghor can stay in Wyldkin form after death. This will reset when you go into/out of a forest. Poor Ghor.
  • The 'Machiavellian' achievement is currently not functioning.

Note: 'NMA' is our acronym for No More Actions and describes bugs where the player/s are unable to progress the game.

That's about it, folks! Keep those bug reports coming in. If you encounter any of the known issues, please send in bug reports. Also, we're currently focusing on network and multiplayer stability so if you're having issues with that specifically, we want to see your logs!

<3 Trent & the LoG crew!

Armello Development / The Great Armello Roadmap: Year Two
« on: August 28, 2016, 09:45:18 PM »
Hey folks!

It's been a little while since I wrote that big post about Armello's development roadmap leading up to full release. Over a year in fact! So I figured with the anniversary of Armello's release happening next week, what better a time to let you all know our plans moving forward.

The Past Year
Before I do that, however, I want to point out what an incredible year it's been. We've seen hundreds of thousands of players come to Armello across millions of quests for the throne.

The game expanded into something far greater and more expansive than what was on offer at launch, with four major updates, the introduction of House Rules, Chest & Keys, The Stranger, enhanced combat system, a stack of brand new cards, new chat strings, hundreds of gameplay tweaks and improvements.

With the release of Xbox One and our first major DLC, The Usurpers Hero Pack, coming out next week, we're kicking off another fantastic year of making rad stuff for all of you lovely people with the biggest bang we can possibly manage. 

Best of all, the community has continued to grow across all corners of the globe. Our broadcasting efforts especially have been a huge  success with close to 4,000 followers and a growing community of subscribers. Speaking to Twitch, we're one of the fastest growing developer-led channels in the world and show no signs of slowing down. 

Improved Production Processes
As great as the past year has been, we're not shy in saying that we bit off a lot with Armello. Like, a lot. This may come as a surprise, but the decision to continue supporting Armello with free major content updates was something we had never intended. We made that call just before launch. 

This first year post-release, moving to Xbox, releasing updates across eight platforms and multiple storefronts, whilst supporting hundreds of thousands of users, was a truly epic feat and were it not for the sheer brilliance, talent and determination of the crew we've got here at LoG, we wouldn't be here today.

But now, with all that wisdom and experience behind us, and a full year with the game out there to see who and how folks are interacting with Armello, we've been making moves toward more efficient and effective production processes that will result in more, better, and cleaner content from your pals at LoG.     

So, what have we got planned...

Armello DRM Free Edition
We want to ensure that whatever platforms Armello is on, we're providing the best experience as we possibly can. As Armello moves more and more into online services (like Steam inventory and more multiplayer features) and as we begin to roll out our plans for DLC, we've been working closely with GoG on an edition of Armello specific to GoG. The Armello - DRM Free Edition should be up and running on now.

We've had fantastic meetings with GoG about the future of Armello on the platform and although there's no way for us to provide DLC for DRM Free users or to attempt to retain parity with the Steam version of Armello, Armello DRM Free Edition will see features that best suit a DRM Free experience picked across from other platforms into early-mid 2017, helping LoG & GoG (lol) reach our mutual goal of providing users the best possible DRM Free Armello experience.

64-Bit Focus
As mentioned by Lisy in this post, we're shuttering support for Windows 32 Bit. In short, the tech is over a decade old and the various middleware and tools that we use for Armello's development have begun winding up support for 32-Bit systems, meaning continuing support for a system that less than 0.1% of our users operate on is unfortunately not an option for us.

For more info or questions specifically regarding this move; head to Lisy's post on the Steam forums.   

Console Updates & Inventory
With the release of Xbox One this week, we'll now be moving into a more secure and stable release schedule for console updates. For a little backstory, updating on Steam is quite a simple and painless process that we can handle entirely autonomously. However, console is an entirely different story. To update builds on Xbox and PS4, well, let's just say it's neither simple, painless, or autonomous. Not only that, but the process is entirely different for Xbox One and PS4.

To ensure that our PlayStation and Xbox community are getting the very best Armello experience, as well as ensuring that we get to make games and not just push builds through console certification all day every day, both Xbox One and PlayStation 4 will be receiving updates on a different schedule to Steam, likely inheriting new content after every second free update hits Steam.

Moving to these steadier, more focused intervals for updating console will allow us to ensure the team gets to spend more time on creating rad content, more time ensuring it's as stable as possible, and that we can create far more reliable schedules for when that content hits console.   

Armello on Tablets
Perhaps the most exciting thing about moving into Armello's second year post-release is the arrival of Armello on tablets. Both iPad and Android tablets will be receiving our tabletop adventure brought to life, with all the improvements and benefits of over a year of updates and content lovingly crafted and tweaked to suit these new platforms.

We're currently shooting for Q1 2017 for Armello's iPad release, with Android tablets following not long after. Armello was originally designed as a tablet experience so we're really excited to be able to get this in your hands. 

Steam Updates, Events & Inventory Experiments
Well, well, well. Looking at our magical wall of coming content I can say that we've got probably another full year of content, tweaks, DLC, inventory and experiments coming to Armello still.

We've been incredibly humbled by the response to Armello over the past year and are incredibly proud that we can still afford to continue updating this game, making it the best it possibly can be. We've got v1.5 and v1.6 already detailed out with some very exciting additions and improvements to this game we all love.

Chest & Dice collections have been a big hit and you'll see us continue to experiment with pricing and delivery of these mechanics until we find the sweet spot that works best for Armello and, hopefully, a continual roll out of this kind of content. We'll also be looking at new ways we can leverage Steam's Inventory system to bring you greater ways to customise your Armello experience - but more on that another time.

Events such as Double Flip Weekends are something that we're very interested in and from what our metrics tell us, you are too! So over the next year we'll be looking at new ways to change up Armello for short periods of time and bring us all together online.

Streaming & Shows
We absolutely adore getting on stream with you cats and so whether it's crazy shenanigans in Midweek Melee, us kicking your butts in Devs vs Community or getting even cooler, more interesting indie pals to hang out with us on LoG Plays, you can expect another year of terrific LoG content from our Twitch channel.

Not only that, but we'll be finding better ways to bring you content that you can interact with at any time over on our Youtube channel.

Oh, and you can probably expect some more of those animated trailers you all love. Maybe. I think.

Meet the Geeks!
We've travelled the globe handing out geek dice and hugging fans all throughout 2016 and 2017 is gonna be no different. You'll be able to catch us at a bunch of shows, so be sure to keep an ear to the ground of when we might swing near your home town.

The Long & Short Of It
We love Armello, and it's clear you do too, so as long as Armello has a community and is covering the costs of development, we'll continue to support it. Right now, that's most certainly the case and it doesn't seem to be slowing down, so we're still putting ideas up on that whiteboard and throwing in your feedback and suggestions.

Thanks for an incredible year. With the release of Armello's final platforms on the horizon, a more focused development and production schedule allowing us to better support each platform, and a full roster of major free updates, inventory, events, and paid DLC, year two is looking very exciting for Armello.

Thanks for the wild ride, now let's take this one out for another spin!

<3 Trent and the LoG Crew

Armello Development / Re: v1.4 Chat System Overhaul Details!
« on: July 08, 2016, 09:14:17 PM »
Automated shout-outs for the Proclaim phrases is a very interesting idea. Hmmm... let me think on that one. <3

Armello Development / Re: v1.4 Chat System Overhaul Details!
« on: July 05, 2016, 02:31:25 PM »
Glad to see you're excited! To respond to a couple of comments:

We did do a pass on some ambiguous lines, but we also left some as they are when the ambiguity of the line directly reflects and plays into the character of that Hero. The key example being Mercurio's 'Thanks'. "I will remember that." Is the perfect thank you for Mercurio and players who are aware of this line can use it in multiple different contexts - one of the main goals for each string.

The goal here is to give you all a toolbox with which to express yourself within the role of the Hero you're playing. Having some lines lean a little more into the character and edge on the ambiguous side is part of that.

As for Watch and Proclaim, we discussed this at length and Proclaim in particular was one that was very hard to say goodbye to. However, the statistics are King; folks just weren't using those chat strings enough to warrant their survival. We wanted to give some other highly requested strings in there to see how they performed. Initial statistics from internal matches and our testing community show that we've made the right call here.

As always, with everything we do, we'll be keeping an eye on these and seeing how they perform. In the meantime, dive in when v1.4 drops and try 'em out. There's a lot of cool stuff to discover across all the Heroes.

<3 Trent   

Armello Development / v1.4 Chat System Overhaul Details!
« on: June 30, 2016, 05:46:26 PM »
This post is relevant to the features introduced in v1.4 Battle Tides. For all of the details, see the master post here.

We’ve been secretly watching you all. That’s right. Keeping tabs, tracking all the things you say, who you talk to, all of it! Mwuhahahaaaa! MWAHAHHAAA!

*ahem!* Um, okay, errr, I am obviously just talking about the fact that we’ve had analytics hooked up to our chat system for a while now. I’ve also been reading all your great recommendations from this post here and jotting them down. So with those two things already in the pipeline, having to write chat strings for the upcoming Heroes was the perfect excuse to overhaul the chat system.

Here’s a handy little infographic that illustrates which chat phrases have been most popular.

Looking at the above, you can see that there was definitely room to remove a few under-performing phrases and implement some of your most requested chat features! So you can now do things like address Heroes specifically to request truces, or even threaten them (eek!). We’ve also expanded the way you can respond to great plays or cool moments in game with new exclamations, and you can even say farewell (in character) for a more apt sign off at the end of each epic Armello journey... or kill.

For those of you who have been hanging out with us for a while now, it’ll come as no surprise that Armello’s chat system is close to my heart. I head up our writing efforts around here, but I also care deeply about the type of community we foster in everything we do. Providing you all with a way to interact in-game that is free from toxic behaviour, conquers language barriers, and all whilst remaining within character is something I’ve always been proud of, but being able to extend and improve that with your assistance is a step above!

The new chat strings have proven super popular with both the testing crew and our (deadly) here in the studio, so I’m very keen to see this one out in the wild!


<3 Trent

Armello Development / Armello PS4 v1.3 is Now Live!
« on: June 29, 2016, 04:23:16 PM »

After weeks of battling Unity's PS4 bugs, the day has finally arrived...

v1.3 has just hit PSN and is available for download right now!

What's In It?

Make no mistake. This is a huge update. As promised, this is both v1.2 and and v1.3 all in one big hit... but we've also snuck a bunch of stability improvements and bug fixes in from v1.4 too! That's right.

Some keen observers will notice that the header image for this post has graphics from the Stranger v1.2, but it actually says v1.3. This is because inventory is presently a Steam only feature. Both PlayStation and Xbox have no player marketplace or any trade capabilities whatsoever, but we'd love to get the new dice in the hands of players outside of Steam, someway, somehow.  We're currently investigating ways to get inventory onto both PS4 and Xbox One in a fashion that properly suits both the platform and console experience, so you'll hear from us as soon as we lock down plans for inventory on console.

Other than the absence of the inventory system, PS4 players are completely up to date.

v1.4 and Beyond
We'll be announcing v1.4 for Steam very shortly. The good news for PS4 folks is that the PS4 build of v1.4 is already cooking away and will go live no later than the Xbox One and DLC launch.

Once Xbox One is live, we'll be aligning the consoles to be able to go live simultaneously, following Steam builds as quickly as possible.

Patch Notes
For those wanting more detail, here's the high level of what's in the update that went live today.

The Stranger
- A new and peculiar Follower has arrived in Armello and does not abide by the standard rules. When equipped the Hero will be moved to a random adjacent tile upon the start of every turn.

House Rules
- Introducing 6 x new House Rules to keep your gameplay fresh!

- Introducing 2 x new Items, a new Spell and Trickery card to aid your adventures.

Card Changes
- There have been a variety of changes to the current Cards in Armello for balancing purposes.

Visual Improvements
- Check out the new particles, improvements and more that we’ve added to make your Armello experience even prettier.

Gameplay Improvements
  • +1 Body to all Heroes has been added.
  • Improvements to the Stealth mechanic. 
  • The Mad King House Rule is now part of standard Gameplay.
  • Zosha’s Hero Power now activates on the Palace as well.
  • Overall Explore balance pass. 

  • Followers that cost Gold are now free.
  • Followers that cost Rot are unaffected.
  • The Prologue has been updated to reflect this.

Audio Changes
  • New audio assets for hovering and clicking  in various UI assets.
  • New audio assets for the Card Gallery.
  • New sound effect for when the King’s Declaration is announced.
  • Bark Skin sound effect.
  • Blizzard sound effect.

Bug Fixes
Various bug fixes have been implemented


That's about it folks! I've personally watched the entire team work super hard to bring you these updates, so we're excited for our PS4 crew to finally get their hands on it.  I want to extend a huge thank you to everyone for your patience. Being a small team is tough, but it's made even tougher when there are things that are entirely out of our control which affect how and when we get things out to you all - like PS4 bugs on the Unity cycle for example.

Much love! You're the best. xoxo

<3 Trent & the LoG Crew

Feedback & Suggestions / Re: Monitoring Other Players Progression
« on: January 24, 2016, 07:20:19 AM »
Hey all, just some comments/thoughts on this thread:

"they would need to be implement it in way that won't make the hero shelf character information redundant yet still keep the game UI uncluttered as possible." - TheSpectralWolf

This basically sums up my entire approach to this subject. It's a very fine line we're walking here.

We have some plans to do a bunch of comms updates, especially adding to the hero tooltip info and potentially a game summary screen.  Not sure when this stuff will roll out, but I'll call it out in the build notes when it does get done. :)

News flash, everyone... The Portal is a negative outcome.

Banes and Portals literally put the 'risk' in the "risk vs reward" of exploring dungeons. ;)

Also, I do concur with what Darcy said too. The portal is the best 'peak' for the dungeons that includes all players as well. Everyone gets that 'OMG lol/nooo!' moment.

Sure, 95% of the time it's going to be frustrating for the player getting teleported, but for everyone else in the game? Lolz.

It helps a game's pacing immensely to have these sorts of highs and lows in-game.

<3 Trent

Feedback & Suggestions / Re: I think the quest secrets need something.
« on: January 19, 2016, 04:27:40 PM »
Hey Kletian,

You're completely right, the benefit of the secret option is simply a free, previewed card draw. It's worth adding that the stat of the quest influences which deck the free card is from - I've no doubt you've likely realised this by now. ;)

I'm very comfortable where it's at in regards to balance right now, it's never meant to be an auto click. Just more often than not a significant bonus over the default action.

That said, I don't mind this idea "Maybe the risky reward for no or diminished chance of failure would be better." We'd never thought of that. However, all quests would need to be rewritten for that to work, which is not gonna happen. lol

As for a gallery or a hint that you've unlocked that option, I'd prefer to lean on the player's experience with the game and leave that as a gamble on their memory then tell them and give them an edge just because they've encountered it before. ;)

All super interesting stuff, Kletian. Thanks mate!

<3 Trent

omfg i love this. 5/7.  perfect. <3

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