I'd slightly like an option to disable background shifting in towns. While the backgrounds are neat in general, when I'm going through a town/castle and rapidly checking several different locations I find the rapid background shifting to be annoying and a bit headache inducing.
Hahaha, I just assembled a hilarious nonbo - darksludge and darkblight from special sites; it does huge piles of increasing numbers, which never actually deal damage. Hilarious. it got to over 70 million poison before I died, ending the battle.
Working on the high end challenges; they're really tough. It'd be easier if there wasn't the 20-card limit on cards drawn at a time, then I could alpha-strike with sorceror more readily. but I guess that's part of the reason for the 20-card limit.
I was surprised that ascended pendant x5 seems to be a downgrade from the x4 I'd been using it as one of the few sources of drop chance, but the x5 has no drop chance, and its other stats are unimpressive compared to other items at the tier where I got it. great game btw
Nice update; though I'm sad to see that my suggestions didn't make it; I have about 8500 blood to spend, and tons of units where I have 70+ instance of them. Spending all that blood and compressing those units into the upgraded form is just so tedious, I wish that an expedited way of doing that had been done. Still, very nice update.
Are the rules on blacksmith frequency working correctly? are there even such rules? My current challenge its looking like I'm going to lose; because I haven't seen one in ages. In all of world 3, and iirc all of world 2, there were no blacksmiths, so I haven't been able to upgrade my weapons. Now I won't be able to get past the boss's regen.
Every world location is spawned by purely random spawn weight rules, so, for better or worse, some runs don't spawn as many shops and blacksmiths. I personally think this is for better, because they are more enjoyable to discover if they are never guaranteed. Unfortunately, this also results in (once in a while) getting an unlucky run.
wildsmiths seem weak on the whole. occasionally useful, but fairly weak, and often simply not worth it. The biggest issues: many items are simply not worth upgrading (too expensive for limited benefit), so losing a pile of life to upgrade them is just a big loss. And due to random there's no way to avoid hitting those items.
display bug: I was playing Sorceress; the containment cube got cursed (it already had cards in it), and I was affected by confounded; I took the cards out of the cube, and the color of the "cursed" modifier changed to the one that indicates the item has been used that turn, so I thought I didn't need to do anything else. I ended my turn, and took damage from it anyway.
Is there win rate/success data for various classes? I'd be interested to know how the actual data compares to my own observations about how strong/weak various classes are.
I'm on a run trying to do the challenge "astigmatism" and I used Time machine consumable a few times; it seems like each time I used the item it stacked the astigmatism effect on ALL remaining monsters, up to the end of the game. So they have like 3 more hidden than normal now.
Great new patch, my only minor complaint is that new 'walking across the bridge' animation is a bit slow. After so many games, I'm not interested in waiting while I walk across the bridge.
Can you increase the font size on the card point totals? ie the ones in battle just to the right and left of the draw deck (where the end turn button is)? The totals are quite small and rather hard to see. I'd like to be able to greatly increase the font size of them so I can see them easier.
I wish the class balance was improved. The degree to which newer classes tend to be considerably harder gets a bit tiresome. I'm going through challenges now, and i'd prefer to pick heroes that seem highly suited to the challenge; instead it's pretty much always "knight will do best", and the rankings in general stay pretty similar no matter the challenge, because some classes are just better.
I think bard needs a survivability buff; it seems to be the only hero that starts without ANY way of mitigating damage. The others have either block, or some way to affect enemy cards with their skills or starting equipment.
A nice game; but I'm not sure how much more I'll play after a few days. The amount of clicking involved every rebirth is quite significant; with very little intelligent or strategic thought involved, just having to re-maxout the upgrades. Too much clicking needs tends to get old fast.
Game could use more tooltips explaining things. Like I'm not at all clear what the spd stat does and such. the comment someone made about capturing indicates that the game itself should include info about how you'd get it in game; people shouldn't have to go to comments to find instructions for things.
I think the game should be compressed somewhat; there's too many long stretches of several reincarnations in a row where you use the exact same strategy and you don't unlock anything new.
It feels like the lag in the game has gotten worse lately; there's always been some due to memory leaks or some such, but now it feels like it's getting much worse much more quickly.
Is spirit horn supposed to be "untargetable"? I'm fighting first world boss now with a druid; and it seems like the spirit horn isn't getting affected by stuff I'd expect it to. It's like it has untargetable without mentioning it.
Stun strategy is a bit too powerful imho; that may be intentional to allow a power strategy for people to find though. Against bosses its quite feasible for some to chain stun the boss for several rounds; even more powerful if you stack curses, since they can't remove the curse due to the chain stun.
Every world location is spawned by purely random spawn weight rules, so, for better or worse, some runs don't spawn as many shops and blacksmiths. I personally think this is for better, because they are more enjoyable to discover if they are never guaranteed. Unfortunately, this also results in (once in a while) getting an unlucky run.