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Chaotic again - It is a very powerful stat, but I don't see why that's a problem. I'll take a Earthshaker over a Longsword, because despite the ~40% loss in hits per second and reduced fleeing/casting ability, it has 2.28 times the damage and +crit. If I'm a paladin, that means I initiate most combats with an average 20.5 damage strike. Of course, that's not the only example, but that's simply a direct rebuttal. A more overlying difficulty with changing the mechanic is simply the fact that it messes with a more inner working of the game, rather than simply editing a single number. Additionally, the balance of the game would be significantly and possibly overly effected, as it would weaken every class and also have a significantly greater effect on wizard and ranger. You'd need to test and re-balance, while avoiding making any badge too hard or too easy. All this in a difficulty-balanced game is questionable - accepting speed as a powerful stat seems easier.
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why does monsters and bad guys work together the bad guy should kill the monsters the monsters should kill the bad guys
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Sing hallelujah, it's only been 3 decades of this genre, but we've finally found a dungeon crawler that automatically discards any items that are strictly inferior to what you already have. Add in the how-did-we-ever-survive-without-this feature of side-stepping obstacles (never thought of it, but the game moves so much smoother with it) and this is a hell of a great game to get for free. 5/5.
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Mostly I suggest this because I notice that the Speed stat is too powerful and important compared to all other stats. It governs far more mechanics, and is more vital to your success, than any one other. It makes some decisions trivial as a result; for instance, I never pick up Bonecrackers or Earthshakers, because no matter how much damage they offer, their speed penalty always makes them worse than useless.
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Chaotic - is there a reason you'd suggest this? I find that many players (including myself, for a majority of runs) don't keep track of the exact time between turns, and figuring out my exact positioning for pugilist or my running path for kiting would be more difficult if the skills displayed in time. As to simply changing skills to time based, I don't see a pressing need, and it would require Random to mess with the core mechanics as well as quite possibly rebalance the entire spell list. As a side note, I completely agree with Cana - I got the impossible badge in 25 hours total and ~6 hours of focused, while I was at 80 hours by the time I got the hard badge. Of course, I wasn't trying for the hard badge, but still.
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Recharge rate for skills should be a product of time, not turns taken. A character with lower Speed, while allotted less steps per minute, should still get just as many skills off per minute. (And the skills should displays seconds remaining to recharge, instead of turns.)
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@randomboy839 I can assure you: The impossible badge takes lesser time than the hard badge. You need to finish every act on hard, win 3 games in a row (that was a silly achievement, the other ones were worse) and do a crapton of other random missions. However, for the impossible badge, you just need about 21k morale to unlock the build I used, even less if you're going with Alchemist/Trust Fund wizard, and getting morale is pretty quick if you complete an act with thief. I wouldn't be impressed if there are so few people with the hard badge.
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Getting over 100 million and a bit more in Act 1 is very impressive, indeed.
Makes me wonder how many people got the imp legitimately; not even a thousand people have the hard badge yet.
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Even after playing this game for over 116 hours, I'm still not sure whether I want to shake hands with the creator, or punch his face. Probably both at the same time.
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For everyone having trouble with the impossible badge: You must do act 3 under 45 minutes with a pugilist (Suicide obviously), have one debuff spell (preferrably sleep, because pugi has higher faith than int) and two buffs (I used bersek and heal, blessed weapon is great too). Strategy: Explore the most you can in under 5 minutes per area. Kill everything in sight, decreasing killcount over areas, late areas can be too dangerous. Don't buy anything. Make sure you have at least 2 pots and 1 sleep powder/ summon scroll. Try to make to the boss with at most 38 minutes. Work your way to the top dodging purple horrors and Observers. Get at least 2 magic resist. Build: I travel light + Fightin shoes. Unarmed -> Toughness -> Reflex -> Max unarmed. If you get any leftover, put it on toughness. The wastelands and the last part of the palace will be the worst. Don't get cornered between two raptors. If it's too much to handle, F5.
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So beautifully retro, yet so much better than the old games. HOWEVER, I almost gave up after playing a couple games with the first hero. And I wasted a lot of Morale on continuing instead of just dying. Once I figured out I could spend them on a new hero and bought the Thief and then the Ranger with his DOG(!) -- then the game got quite interesting and much more fun.
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As a Thief, if you are being chased by an enemy, cast Glide, move out of sight, and use Shadow Walk, the enemy will still be able to see you with Shadow Walk cast, until the moment Glide wears off.
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Build for impossible badge: Act 3, suicide, wizard, Alchemist + Trust Fund. Burn summon scroll on 1st level (hardest one), try to get 3/4 exp with it. I recommend leaving on 2,5level/under 7th min, but it's not really necessary. It's just easy to restart at the beginning. Go: 3x fireball -> inspi -> max fireball -> forcefield -> magic pen. Try to pick Glide and Heavy CC. Good spells: charm/polimorph/teleport away/freeze. Try to clear every level except 1st, unless: 'u can't find that one mob'. Stick to the walls. 'Play safe'. You should be able to 1hit 3/4 of monsters. Prioritize Int > Speed for cooldowns on fireball. My average: 55~ in-game min, 170 kills, 1,5k~ gold (could be lucky here). If you're able to score same amount of gold/kills, u just have to finish under 75 in-game minutes!!!
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Darn. Act 3, floor 4, and no exit spawned on this level. First time I've encountered a no-exit bug like this, after many hours of play.
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(dev) please for next Update ... ( sorry im bad in English ) yeah for example Thief Thief use fancy hat and I change it to Helmet and keep using fancy hat , I want if I change the Equipment like helemet after that my Characther use Helmet no a hat
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Stuck Cause Scavanger Blocking YOur Way ? , maybe you use keyboard to move the Scavenger will not give you a way , just Use mouse to Move then Scavenger will give away and YOU FREE ( sorry im bad in English )
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Just one suggestion : what about giving an armor skill to the paladin? there is a blank space, after all. And actually, the paladin is not very though, making the "consecrate" skill not very usefull is you don't back stab ennemies
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COMMUNITY GUIDE!: http://tiny.cc/CardinalQuest2Guide
NEW ADDITION: record section with screenshot links on the main page! Do you have what it takes to be reknown?
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Act 4: It turns out that the Shiurath you "killed" is but one of the thousands of manifestations of a far greater evil. That was one of the weaker ones. For now, you are in WAY over your head, and need to escape this hellhole. There is a tower which leads back to the mortal realm, through which many lesser fiends like Kobolds and Minotaurs pass through. That seems like your best bet, but it's sure to be heavily guarded.
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@Dev. - I moved cities, and my progress is completely wiped clean. I have not cleared my cache or cookies, and all my other Kong games saved just fine. What happened? T.T
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Brilliant, polished Roguelike that solves the classic pains of historical Roguelikes (like elegantly removing tedious inventory management). Suggestions: Make cooldowns more visible, especially buffs. Make the cooldown number fill the icon so I can see from the corner of my eye. Also, show "Monsters Cleared" or something next to minimap when I kill all monsters. Sometimes I miss the "Alright, all clear" message and spend 10 minutes searching the map for a nonexistent monster. Just some small ideas for this 5/5 star game. Keep it up.
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It says that my greatest hero is the one that cleared act 1 not the one that cleared act 2. Points system needs to change.
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im not a huge fan of rouge-likes but this one is easily the best ive played and has had me playing for quite a while now. great work.
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Clicking outside the game during Loading shouldn't pause the loading itself, IMHO... I don't know if there is an easy way to fix this, but please try to look into it :-)
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I have an idea for the most inferior class, thief. give thief 2 armor patches in the first time. it's not kind of upgrading substance of thief itself. still, those patches can help thief break through infamous act2 suicide mode. you know, thief has low attack, defense, but it's melee type. so it's hard to run away when you get attention amidst sneak attack. wizard has at least alchemist build while thief has no advantage for high score. i've been long played this game. thief needs help!
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The ranger's accuracy with the bow should depend on distance between him and his target. It should not miss at point blank. I love this game, so keep the updates coming!!! :)
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I have played 3 times and each score has been worse than the last. I don't think this is my game. Wish it were though :/ -- it seem so great!
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I noticed something wierd: When you use the pugilist's Sweep, enemies do not get stunned but actually go to sleep condition. Also if you happen to grab a Sleep Spell or Powder, use them on the enemy and kill them you actually gain Morale from the Knockout Talent, was that on purpose?