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i think the saving might still have a few bugs in it, i ended last night with a plus 3 long sword that i used an enchantment scroll on and came back the next day for it to only be plus 1
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IMO fire mage needs some buff. He is lack of crowd control (electric stun, poison cloud), fireball have wierd area of effect, OOF is slow, uncontrollable and enemies dodge it with ease.
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some pathing bug: some times when there are a couple of things directly next to the player character, it cannot go diagonally even if its an empty space. its very noticeable when you fight a big mob behind closed gates.
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Should duplicate equipment I pick upgrade existing one? I picked Staff of poison twice and got no upgrade!
Also, how can I wish for staff?
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Reminds me of those pokemon mystery dungeon days :P
Lags like hell for some odd reason (when you use numpad, if you click somewhere with your mouse your character moves like they're on crack). Cool game.
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Also I have something to report: 1. When player use skill to kill enemy and level up in the same turn, first you get level, next your MP is reduced by the skill mana cost. I believe it should go in reverse order. 2. I don't know is it a bug, but ice bombssometimes deal huge damage to stunned enemies out of LOS. 50 is common damage, and I hit 100 once.
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It's really annoying having to start the dungeon all over again when you die and even after you save and die it does the same thing.
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i died on 17 floor with necro, ice level, 3 ice towers immediately blocked me with ice eggs and put cold on me, around 9 wolves finished rest....
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oh and ice tower summoning bug is not fixed, constant spawning of ice eggs even tower is out of sight still happens...
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Pretty nice game dragged down by really stupid game flaws and design, like snow level is 10x toughter than anything above, zoning to appear between 3 ice towers and 3 wolf cages... really? And with cold timer?
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Hi everybody! First, I want to thank Justin Wang and all contributors (if any) for this great game. I love how user-friendly interface meets roguelike style here, creating great game with awesome replayability. I grew up on DCSS and really apreciate that aspects of the game. I have some questions/proposals which (I think) can make this game better.
1. Why do this game use euclidian distances for projectiles and LOS? Most (not slow) enemies move diagonally and along the grid with the same speed, so it is wise to approach your enemies via different ways if you are a ranged combatant or a melee fighter.
2. Why LOS and tiles you can hit are so different? This forces players to bear in mind all that obstacle mechanic and learning whether you can shoot around the corners and statues or not.
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Bombers are by far the most useless enemy. You see, they'll throw a bomb, and you, being a smart, tactical being, move away from the AoE, right? Instead of running for cover, they'll run into the very bomb they threw, and die. In other scenarios concerning more than one enemy, a Bomber included, they're also very good at blowing up their own teammates.
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started off as warrior. had 14 points in toxic skill with a +2 staff of acid. 6 meat, 30 green mushroom, 3 full health pots. got caught between 2 crossbow, think im out of range to move away instead of heal, the other one hits me and i die :(. I couldn't have asked for better items
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Another possible bug: had a ring of flight, found another ring of flight... nothing. No improvement, money, additional ring, totally wasted.
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Possible bug: started as Necro, found an acid staff, but my original acid staff was not improved (like normal for weapons).
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Barbarian is way too squishy to be effective. Takes too much damage from having to be up close. There should be damage reduction and at least the rush skill to handle ranged attackers.
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not sure if this was a bug or not; at a vendor that had a +1 shield, i sold my normal shield and a +2 popped into his inventory, i was able to redo this until i had a +6 shield, only being stopped by my gold running out..^^
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It’s a very well-made game, and it deserves a 5 rating. But for us players who ain’t that skilled, it soon becomes too frustrating starting all over again and again. What’s on floor 16, we will never know …
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Great game. I love the modular the classes, with findable books and weapons. It's a hard game (barbarian is hardest), but it's rewarding. When I'm leveling up a damage skill, I'd like to see when the base damage will increase by one. The percentage boost is useful for damaging spells, but with base damage, the numbers are so small that we'd have to get a calculator to see when the decimal is going to cross the line.
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My first win: Rogue with max stealth, nearly max melee; all rogue abilities and summon oil for easy melee crit. Thoughts: Sleeping dart is only usable against lone foes, but is still decent for backstabbing. Sneak works...ok...against enemy groups spotted with keen senses. Evade is completely worthless - when used against groups it instantly fails even at max stealth.
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I assume you Ceiling damage rounding? Working on that assumption, I've been looking at how the Staff of Acid numbers compare to the other staves, and it still seems to me like the growth rate of Acid doesn't keep pace. It basically grows half as quickly as other staves. If I'm right, here are the big landmarks for a fire staff: 0-4 deals 4 damage, 5-11 deals 5 damage, 12-18 deals 6 damage, 19-20 deals 7 damage. For a Staff of Acid on the other hand, the landmarks are 0-8 deals 3 damage, 9-18 deals 4 damage, 19-20 deals 5 damage. At best, the poison effect only brings it up to the DPT of other staves with their respective damage stats between 0 and 4; at any higher value, they deal more damage per round. One can rightfully argue that poison allows the player to drain an enemy's HP by a few points while they hide around corners or behind obstacles, but this tactic quickly loses its effectiveness when dealing with later enemies.
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Loving the game and your constant updates!
One suggestion is to make your character stop 2 spaces away when you auto-attack with a spear (i.e. when you click on a monster to attack it from far away). Currently you move right next to the monster before attacking, which takes away the benefit of the spear.
Thanks for making this!
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It seems that once monsters are alerted, they don't go back to not alerted; they just chase you all over the place. Am I corrected? It seems that there should be some chance of monsters going back to "?" status when they are out of line of sight.
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Staves have unlimited ammo and provide other (sometimes circumstantial effects). Range 5 is fine. If you need more range, use ranged weapons.
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The range is a good compromise. Rating upped to 5 stars because you listen to your players.
And I just got penta-slashed by a polar bear. Not sure if that's intentional or not.
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Yay, I finally beat the game with every character! I'm not going for the "speed runs", I prefer taking it slow.
I went through with the Storm Mage again and won again. Range 5 is fine!
Awesome achievement! I think even without consciously going for speed runs your time will just gradually improve. First time I beat DCSS took something like 11 hours and second time I won, though I wasn't even trying to play any faster, was only about 6-7.
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I think i found a bug. I got near the Archer altar and it spawned 30 Javelins before i even clicked at it. So i didn`t have to pray at all. :D
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Know your shrooms, kids.
Green shrooms are okay, they heal you for 10 hp.
Purple shrooms are cool, they restore your energy.
Red shrooms are bad, they'll blow up when you step on them. (note, this applies to enemies as well, so not so bad?)
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range 5 is still tough for mages but now its playable and since I havent played any melee class yet I have no base for comparison on that score.
Thanks :). That's the plan. Short development cycles and just keep making each game better. RF2 actually took the same time to develop as RF1 so there's definitely improvement happening.
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This is a fun game, though there are some annoying niggles (such as no guaranteed food or traders, so you may run out due to no fault of your own.)
Necromancer is the character that will most likely take you the furthest. Melee will most likely die early on.
The difficulty will often spike and end a good game in a few moments. Balance could be better but still an enjoyable game.
Thanks.
Thanks for feedback. People seem split pretty evenly on whether casters or melee are the OP class, so... I guess that means their balanced? Honestly I don't even know anymore myself lol. Food is now changed to be less random, and there is a guaranteed trader on level 6.
There's not really any mechanic on kong to publish old versions and I don't want to clutter up the new releases with the same game. That being said, what changes made the barbarian more fun? I don't think I've touched him since he released yet.