Palace of Smokeless Fire - test build 11
Test build 11 of Palace of Smokeless Fire is here! I completely overhauled the eating system to make it way heavier on the sound effects. There's also a new eating minigame, and a heavily-revised overworld with lots of treasures to find and sell is yours to explore.
Comments (3)
So, hear me out - I think there is a case to be made for upping the number of skill points gained from 2 to 3 on level up, or, alternatively, letting leveling up from level 1 to 2 get bonus skill points as part of checking off the quest in your journal (like, a bonus of 1 or 2 points upon completing the quest); here's my case- currently, any given build wants to invest in at least two skill groups currently: a point per level in mechanical, esoteric knowledge or chemistry to handle locked doors and locked chests (more so chemistry to make thermite or mechanical, depending on how min-maxed your dexterity is, with esoteric potentially being more important depending on how many more chests need it and what the key to getting in the laboratory will be in future builds), as well as a point in your preferred weapon group, at least one to two points, to deal with the water palace, and other potential future dungeons. So, either you stick to that build and neglect other potentially useful skills like local history or any of the defensive skills, or you deviate from your "build" to alternate between levels. That's why I think a third point, or even just an early jump start to help with early skill spreads, would both give the players more options and give you more leeway in adding more skill checks for bonuses in future builds. The new zoning between dungeons, solan village, and the main field seemed to smooth out my performance; I think that works going forward, instancing the more npc and interact-able dense zones, and letting the field stay populated with things like snacks and one of interact-able events (found the honeycombs btw, had to brute force it with some tonics, since increasing stomach capacity doesn't seem to be an aspect of the game yet(?)) I like all the little extra treasure and being able to pawn off most of the loot-able items is a huge boon! Thank you! I hesitated to grab everything before just because it cluttered the inventory so much. With the extra silver, I didn't even have to dive into the dev room to grab a starter bag to help keep up with ammo, bomb, and consumable economy, so thanks for adding that!
Has anyone noticed a stuttering sort of lag when you're looking around? Movement it's self doesn't seem to be bad, and the game seems to run pretty smooth otherwise, but when looking around, it's pretty bad. It's near impossible to line up a target at distance whilst fighting.
There have been some issues with that due to poor optimization. I added the ability to change frame rate in the options menu, and that seems to help some players.
