Endless Tome upgrade is glitched, it doesn't appear anywhere and my passive codices gain neither my max lore increase... I was so hyped to get it due to my scribe nature and my ability to sublimate lore would finally be useful, but the upgrade never applied...
Wow, the second part of this game was awesome, but what happened to the Veraces after the Pyromiles conquered their village and killed their leader? I kind of hate them due to playing Four Fates before this one. 5/5!
Thanks! The desert clans are messy, for the most part, due to their fanatical and clan-based mentality. The Veraces were greedy and warring, so they got wiped out, with the exception of those that made peace with the Jens (Maoti's people). For instance, Corvus and Fido live in a Jen town (Shintoshi) later, as can be seen in the episode Red Peril. On the other hand, some clans in the desert opt for cooperation and thrive much better, like in the town of Praxipolis (seen in Four Fates).
I just finished the game and all I can say is that I loved it, the world building is just so great and the puzzles are on point, I give it a 5/5 easily, the only problem I had with it was the glitch at the crystal room, but I did that on purpose, since I knew where Talandia was going to appear, so I purposely put a crystal on the path to see what happened, it isn't a thing one would normally do on the run so I can see why this hasn't been fixed, great game as always.
Thanks a lot :) Yes, there's a lot of world building behind it, hence all the different episodes (tales) that form a larger story together. More to come soon in Part 2! And I'll fix the Talandia thingy.
http://prntscr.com/mtnstn Uhhh, I think I just broke the game, the goddess can't reach me and I can't move as well, due to the crystal that is there, damn...
Hey, I didn't think anyone would pull a crystal back after using it. I'll fix it. But you can continue from your last autosave, which is most likely right in that crystal "room".
Wow, that extended mode is way harder than the normal one, I don't know if it was by sheer luck or I just made the right decisions, but I managed to beat it first try, upgrading the stone circle to level 4. Maybe I'll try the technologic ending later on extended mode.
Yes, ending 2 is the most loyal and "standard" one - you accomplish what is asked of you, save your chief and get rewarded. But in ending 4, you can say you're even more loyal because you sacrifice your way of life and go to war like a good soldier defending his homeland, plus you help the entire human race, not just your little clan.
Hex is too Powerful, his drain skill is very reliable, Also Scar-Lett Shotgun is very powerful compared to bullet hell, that is supposed to be stronger, while bullet hell deals 120-150 damage, shotgun deals 200-300 damage. But overall nice update.
One rage move i liked to use was life steal, the drawback was very low compared to the others and it was very rewarding to use, saved my life against darklord57...
Experimenting should increase the success chance the more you fail, like 1-2% per fail on the hardest materials, then you wouldn't waste 30 tries on a recipe that if you fail you won't get anything back.
Will there be more things to do when adventurers idle? Like, a better version of odd jobs that gain exp and gold at same time, since guild hall upgrades unlock more tasks. Nice updates btw, i'm hyped for adventurer skills so much!
I'm debating a method for an adventurer to "explore/clear" as their idle action. Obviously this would only work online. Basically what this would do is if there's 3 or less dungeons, the adventurer will explore short, then automatically clear the dungeon that they found. (I'm debating the best way to handle this -- perhaps even allowing these explore/clear dungeons to break the 4 dungeon cap temporarily, that or raising the dungeon cap to 6)
Later on the game, when you add the adventurer skill and party, you could also add events like super dungeons that appear that have rare drops like, ghoul boss drops ghost sword, or something like that. The dungeon would appear only for some time then disappear of course.
Quests will be similar to this -- basically clear a dungeon that has all of its attributes set (instead of random like explore dungeons). For example, clear a 50 room dungeon with every room being a trap (without getting wounded)...
Wow the universe has helped me now, got 4 iron long sword thing and learned how to craft, i guess it is just persistence and the dungeons give you what you want.
That moment when you finally get able to craft long iron swords then after 1 hour of playing you forget your notebook is low on battery and it turns off, when you come back it counts as offline hours and you lost the thing you searched for 2 hours, still gonna play it tho it is getting updated alot and it is really improving. If i left it for 1 month i would get lost when i come back xD
dwaashield, probably bad luck, try to disassemble 5 at same time, it increases chance alot, iron long blades are rare asf tho, i'm thinking how hard it will be to get steel :/
Technically, disassembling 5 at once doesn't increase the chance, the chance is the same as if you had disassembled 5 individually. (In other words, 1 - (0.75^5), or around 76.2%). Also, items are grouped into tiers based on the treasure quality of the dungeon, and one item is picked at random from the list. The problem is the "group 2" pool where iron first appears is larger than the "group 1" pool. One change I'm going to make soon however is having rarer treasures bump up to the next pool.
Hm i found a glitch, there is a list of dungeons right? If i try to pick the 2nd or the 3rd dungeon on the list, it redirects me to the 1st avaiable, so if adventurer 1 is on dungeon 1, and adventurer 2 was selected to dungeon 3, adventurer 2 is going to dungeon 2. There is any way to fix it?
Hm, I'll look at it, might be something going on with the link of the dungeon on the page (Edit: I think I found the bug -- the prefabs for adventurer panels are not getting updated with the new dungeon if the number of adventurers doesn't change. So if you switch dungeons with the arrows, it may not update it. I'll get a fix out which assures that it's up to date.)
Well, since rogues have been out a while, rogues have two requirements: 1) Disarmed a trap in the dungeon 2) Rogue's Den Lv1 (which requires Guild Hall Lv2).
Thanks! The desert clans are messy, for the most part, due to their fanatical and clan-based mentality. The Veraces were greedy and warring, so they got wiped out, with the exception of those that made peace with the Jens (Maoti's people). For instance, Corvus and Fido live in a Jen town (Shintoshi) later, as can be seen in the episode Red Peril. On the other hand, some clans in the desert opt for cooperation and thrive much better, like in the town of Praxipolis (seen in Four Fates).