four years ... wow. I cannot modify the game anymore (at least not without spending a lot of time reinstalling building tools ... i moved from actionscript to unity and changed computer since the last version of 1Quest), so no sorry, the tower won't come back I guess :/
That's the plan (all the game play is in xml, so it is easy to mod), but there is no documentation yet :). But i will gladly answer your questions if you have any
I think those red and gold chests always drop an artifact(I'll call the items with yellow/golden glows artifacts in the tradition of hack-style rogue-likes, as artifacts have special names)
I'm pretty convinced that it would help if monster+ had a lower hit bonus and/or defense value than they currently do. As it is, with melee builds at least, you hit a brick wall the moment you encounter the first monster+.
At higher level, pure build will fail. If you rely only on melee hit for all monsters, I guess you can go up to level 30 by taking all the buff & right class but if you really want to go high, you should have some additional tools at your disposal. Like Curse spell to reduce melee defenses for example, or taking level as enchanter for Peace of Mind as it should become cheaper than raising weapon skill
Some figures : polar bear are level 9-10, fallen paladin are level 13-14, wild cats are level 17-18. the higher you go in the tower, the wider the pick is. In addition monsters strength and vulnerabilities are increasing (fallen paladin can easily be killed in close/ranged combat but resist magic well and heal other monsters) so such jump is not unexpected
Ok, I'm convinced there's a huge difficulty cliff at the level 14-15 transition, the hit bonus of enemies takes a 10 point jump, and their defenses seem to take a 20-30 point jump in some cases. https://www.dropbox.com/s/vklskb369tgorm7/level%2014.PNG?dl=0 <-afterwards
In terms of difficulty, I think my primary criticism would be that the difference between the regular monsters and the 'monster+' ones is too great a change, Though I sorta want an sandbox mode, where you can choose the rate of difficulty increase, and experiment with different builds.
Monster stats are based on their level, and the level of monsters is linear. I haven't code to place 'monster+' at floor 15, it is just the floor where the system start to pick them because they have the right level. The difficulty increase because you've finished your main class and start to get less power per tower's floor than before (it should start a little before but around those levels)
why is there such a huge difference between enemy defense values on chaos tower levels 14 and 15? On floor 14, I was hitting 90ish% of strikes on enemies,(with my hit bonus for melee at 30) and suddenly this thief+ comes up to me with a ridiculous defense of 62 and laughs as I completely miss everything I try against him.
Also, change the 'win the campaign','win campaign alive', and 'win campaign perfect' to integers from booleans so we can see how many times we've beaten it?
Somewhat of a 'in retrospect' suggestion, but can it be enabled so that you can see combat log and all your info windows after you get killed but before going back to main menu?
I thought I had the chaos tower figured out, then I get to floor 15, and EVERYTHING seems to have a defense/resist of 50 to 60. When enemies go from their normal versions to their 'enemy_name+' versions, players just don't stand much of any chance at all. (Also, with lightsaber artifact sword equipped, ranged attacks performed by the player will hide the armor damage reduction math from you)
Looks like drain life ignores resistances and armor for damage reduction, which using mental resistance(seems by far hardest stat to raise) as something to roll against, where can I get this power? :D
Ugh, sorry, but the facebook page is pretty much my only social feed ^^