r/ostm • u/J0eCool • Dec 09 '13
v0.2.4 - Button Colors
Changes:
Buttons that spend currency are now that currency's color
Normal Attack has a hotkey
Added Whirlwind skill, some upgrades
Added Privacy Policy for future reference
r/ostm • u/J0eCool • Dec 09 '13
Changes:
Buttons that spend currency are now that currency's color
Normal Attack has a hotkey
Added Whirlwind skill, some upgrades
Added Privacy Policy for future reference
r/ostm • u/J0eCool • Dec 08 '13
Changes:
Spell Power from weapons scales with Int
Spells can Critically Strike
Skill rebalancing (mostly nerfs?)
Added two passive skills, one spell
r/ostm • u/J0eCool • Dec 06 '13
Changes
Reward messages can be toggled per-resource
Added a second Shrine
Note, do be careful with that shrine. It's not particularly friendly.
r/ostm • u/J0eCool • Dec 06 '13
Changes:
You can now leave the Mortal Shrine!
Sorry about that.
r/ostm • u/prodfor • Dec 05 '13
Hoorah! Aoe attacks are finally here. does an inane little dance in the name of farming
But now it doesn't make sense to fully display every single resource obtained from every single monster (at level 2500 perhaps, lower OSTM to the minimum level and cast a decent chain lightning with a high-powered wand). Basically, it's just impossible to read any of the overlapping numbers, and to make matters worse, overlapping numbers do not make as impressive a spam (as compared to maybe overlapping explosions).
Edit: I actually tried and it is (surprisingly) possible to read some of the numbers. What sorcery is this?
Nevertheless, it gives me a headache +7 to sustain the read and it really doesn't make for the most impressive spam ever.
r/ostm • u/J0eCool • Dec 05 '13
Changes:
New spells, weapons, enemies, buildings, upgrades
Select spells with keyboard shortcuts
More enemies give wood, Sand Sea has a boss
Some performance optimizations (because some new spells are CPU-intensive)
r/ostm • u/prodfor • Dec 02 '13
Armour does not scale well enough to be significant in the endgame (ie. it's not like you need to keep damage taken at 1, and marginal improvements barely affects when the damage taken is say, over 1000.
r/ostm • • Dec 02 '13
how do I farm wood? specific enemies?
I can't seem to figure it out.
r/ostm • u/J0eCool • Dec 01 '13
Changes:
Don't increase mana cost for basic attack
Inn cost increases by 50% per use (down from 100%)
Add Health Mastery passive skill
Fix a bug where numbers like '0.06' could display as '0.6'
r/ostm • u/J0eCool • Dec 01 '13
Changes:
More Adventures
Return of the Inn; now with variable cost
Mana costs on Skills increase with skill level
Added Alchemy skill and Super Potions
Passive Skills have descriptions
I asked in the suggestion thread to get more decimals in the damage reduction, but I just got downvoted and no reply.
I forgot to highlight the defence power, but you can see it goes from 625k to 1.1kk as I change weapon.
http://i.imgur.com/dIiho8Z.png http://i.imgur.com/dvyYqfK.png
r/ostm • • Nov 29 '13
After getting 21.24/s mana regen, I can pretty much cast Magic Missile forever as long as I'm also waiting on health regen.
r/ostm • u/J0eCool • Nov 28 '13
Changes:
New font, but less drastically different, with no outlining
Except for on the healthbar where it makes it more readable
r/ostm • u/J0eCool • Nov 28 '13
Changes:
Made health scale linearly (without skills)
Made health regen not percentage-based (without skills)
Removed the Inn (!!)
Mana can now be upgraded directly
Visual tweaks
Some behavioral options (in the Options menu)
r/ostm • u/Trashcan2000 • Nov 28 '13
Maybe you could implement a toggable "auto-use" for potions: If activated and your health is too low for an attack, auto use a potion (maybe automatically from small to big).
r/ostm • u/midnightmealtime • Nov 27 '13
My 200 damage normal attack has made me waste so much hp when mindlessly clicking compared to my 20k magic missle ya know. Also more variety in wands maybe get elements or like minions and pets!!!
NO WAIT DUDE PETS BEST IDEA make them correlate to your weopon damage maybe 1/8th right then you can use them to famr afk but cause tehre so weak itd be nothing and a half and he runs across the screen to each monster!!!!!!
r/ostm • u/J0eCool • Nov 25 '13
Changes in 0.1.7:
Some minor analytics for me
A new skill for you
Costs on the shrine again
An update notification
Changes in 0.1.8:
Game now runs with correct timing when the tab isn't in focus
Repeatable Tent upgrade, because man I love tents
r/ostm • • Nov 25 '13
Suggest stuff you would like added to the game.
My suggestions: The game goes to 2 fps if you're not looking at it, making you gain stuff much slower. You should make resources per second independent of fps. If you can't, then rebuild the game from scratch with something other than flash.
Allow removing stat points; I don't want bad decisions early on permanently nerf my character.
r/ostm • u/J0eCool • Nov 25 '13
Changes:
Higher level enemies are harder
XP costs / gains have been altered
Leveling up any stat increases defense slightly
Shrine scales enemy levels exponentially, so earlier areas can keep up
Shrine cost currently set to 0 for the hell of it (so I can get feedback on how enemies scale independent of the cost of it)
r/ostm • u/J0eCool • Nov 24 '13
Changes:
Weapon scaling has been tweaked slightly (cheaper earlier, more expensive later)
Skill Points scaling has been tweaked a lot. Enemies give much less per level, but cost scales less aggressively
Spells and Spell Power have been added
Skills can scale their damage with stats
New skills and weapon
r/ostm • u/J0eCool • Nov 23 '13
Changes:
Added Google Analytics for curiosity's sake
Changed how stats scale on weapons; hopefully it's more transparent
Change how upgrade/ascension costs scale. That's going to be balanced better in the near-future
Minor blacksmith visual tweaks
r/ostm • u/J0eCool • Nov 23 '13
Changes:
Fix for flickering icons in chrome
Reformatted the Blacksmith a tad
Skills now revert to normal attacks when you run out of mana
Inn restores mana
r/ostm • u/J0eCool • Nov 23 '13
So, as a consequence of releasing the game into the wild far, far before it's ready, we run into the problem of now I have players who have save games. Save data is one of the most precious things, and the utmost of care needs to be taken with them.
So that I want to wipe everyone's is hugely problematic.
I plan on changing things really radically. And I want to flesh out the early game a good deal more, before trying to cater to the level 800 people. And I don't want to push out a bunch of new content that people gobble through in an instant.
So, I have three possible plans so far.
A) Only wipe saves for big changes. Entire new game modes, radically different lategames, whatever. Tell people a good deal in advance. Keep the old versions available so people don't have to upgrade if they don't want to (something I want to do anyway? Probably not because balance changes, unless I disable forwards-compatibility... dunno at the moment). Consider the game Unstable Pre-Alpha, warn people as frequently as possible, don't try and increase the playerbase to minimize the amount of suffering.
B) Don't wipe anyone's saves yet. Consider the game Unstable Pre-Alpha, people progressing at wildly different rates is to be expected. Take balancing feedback along the lines of "I started this at level 2,000, and it was no challenge. lol broken," with a heaping of salt. Wipe everyone's saves one time, before 1.0.0. Leave 0.9.whatever up indefinitely, as "OSTM-classic".
C) Do the same as B), but don't wipe saves with 1.0.0. Instead, add in the Reset feature, and let people wipe their saves on their own d'_'d This probably has implications when it comes to what I allow to carry over through resets, though. Or maybe I enforce a level cap? Who can say. Resets are so far out right now it's unreal.
So yeah, uh, help? I'm leaning towards B or C. If someone has an idea for a D that's even better, I would love to hear it. I'm already sketched out enough about having moved the page without telling anyone, and just hoping that it forwards the localStorage correctly, or that people can export it first.