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Not much challenge when I ca just spawn the summon elemental spell.
Make it have a limit on the amount of conjurations you can have
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To gain affinities:
1. Priest class has 2 innate skills which will give you Holy/Death affinity.
2. Mage Class has 2 skills which will give you 1 Arcane Point (let's you raise water/fire/earth/wind but not dark/holy for free).
3. Certain quests (i.e. finding the altar of air) will let you pick up an orb on the ground which will permanently increase an affinity. (Tower of Chaos randomly spawns these with bosses)
4. Starting race affects this; humans start with Holy affinity, Elves start with arcane point, Garuda starts with 1 Air affinity, and Dwarves (i think start with 1 earth point
Fulfill both conditions and you'll learn the spells. :)
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@anticonico:
To gain spells, you don't actually need intelligence. There are 2 factors necessary:
1. Adequate skill in the relevant school of magic. (For example, to learn Lightning Bolt, I need 8 in Evocation. To learn Confusion, I need 2 in Enchantment).
2. You need the proper elemental affinities. Go in character menu, go to the magic page, and look at the bottom half. See those little flames, rocks, whirlwinds, water droplets, crosses, and skulls? Each of those that are lit up represent an elemental affinity (each which, I believe, increases the effectiveness of associated spells). Get enough elemental affinity to learn the spell. (So, for Lightning Bolt, I need 2 Wind. Or for Confusion, I need 1 Holy affinity).
That is not possible. The game is not real time, no monster can act while one power is resolved. What is possible is the random action of confuse make you walk backward
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Really liked the game, even when it has some flaws. A better grammar in the ending would be cool, though... (Defeated the demon, but didn't manage to save any children).
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Everytime i get like middle map, 2 dungeons near the last one, games become SO Hard. Lack of hp potions, whole enemyes surround me (even if ranged mode and try to take one by one,step by step) miss every single hit (and dead) vs blob ranged mob 1 vs 1 many times.
just tried warrior and rogue by now, don't get how to have spells to gain priest or mage class from warrior-rogue (upgraded intelligence or whatever needed, still don't get the spells)
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Another thought: Starting as a warrior is really tough. You have to take two additional class levels before your starting armor stops slowing you down, you can barely hit anything with your starting weapon, and you don't start with a ranged weapon. It's a much better idea to take 2 levels of rogue before starting down the path of a warrior. Heck, even just the first level of rogue, with its starting equipment is way better! How about giving warrior a blue +1 first-tier weapon to begin with? If you don't like that idea, maybe put rogue as the first option when creating a character to help offset the initial perceived difficulty of the game.
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Did the cost of Gaseous Form get increased to be starkly more expensive than the other infinite cost spells or have I run into a bug?
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I liked the game until I hit a level which couldn't be completed because there was no path forward. Literally, on the third level of the dungeon, the section with the only stairs available leading anywhere but the start was walled off completely.
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Suggestions: After the story allow us to enter into the Tower. Also if you need more ideas play the DOS game Ragnarok. You can find it online just search for Rag25.zip you will need an old OS or DosBox to play it.
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Every time I beat the game I hit load game to start a new character and my progress disappears. So I can't unlock any other characters... am I doing something wrong?
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currently the large stamina potion heals 5 total max stamina? If that's correct it must be bugged because I have a huge amount of unrecoverable stamina and I can't really do anything anymore.
Infinite duration powers reduce you max exhaustion so cannot heal that, but you can switch of your powers. Big stamina potion can heal the exhaustion cost of healing spells and most powerful abilities
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Lastly in a future update I would really like to see another game mode, much like the story one with the hex grids. When I was playing story I felt two things. The first was this was fun, every hex tells me what it has and why I am going there so I can flush my build out as I see fit. With scaling difficulty with each hex I had to be sure I was ready at any given time for the next tier of hexes. The 2nt thing I felt was that story was far too short. I enjoyed building myself up so much that it was already over before I knew it. As such I would very much like to see an endless hex type of mode where every stage makes the game harder, much like the tower, yet you have a good idea of what loot you will get with where you go.
Sorry about the 3 posts, Kons limit in messages is kinda annoying.
I hope this players feedback helps tho :)
~D~
Thanks for your message. Player feedback is really appreciated and useful. I do not answer to every single remarks, but I wrote down a lot of things in my todo list.
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The monster scaling from 14 to 15 is just insane. It goes from fun and starting to get hard at 14, to why cant I kill half of these things on 15. This is one of the things that is killing my current interest in playing again, so if I am starting to feel that way, others inevitably will too.
There is a lack of information on the elements in the game. No spell really uses more then 3 of any one orb with only a couple using 4 orbs total. Adding a couple of very high end spells that need lots and lots of orbs to use may be cool, and there are many ways to go about that too.
Could you define the three defensive stats, defense, resist, and armor please? I would assume armor simply lowers the damage you take, and resist is a counter to status effects, but I would like to be sure.
You can have a lot more information by switching to complete combat log in the settings. Not easy to use and it will requires some work from you, but you'll have most the figures in the combat log this way (exact bonus values for attack and defense, dice rolls, damage with armor, armor piercing and absorption ...)
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Over all this is a wonderful roguelike that I have already spent many hours playing. A few things I feel could be added to turn this wonderful game into one that could be a legend.
The first is small tweaks. As some players below have said, auto explore should default to objective/exit when there is nothing left to do, there is also a bug with auto explore where sometimes it cant find the path. This seems to happen when the only direction to go is diagonal.
Carey over information is quite useful. I enjoy being able to see spells once I reach the lv 10 to use them, but it would be nice to see what is needed for prestige classes as well once you get to say lv 5 in them.
Replayability is the one thing that keeps games like this going. Roguelikes tend to offer very fast xp & rewards in a very random environment, or some sort of carry over to promote itself to be played again. I would very much like to see some sort of carry over system added to the game, even if its for only 1 mode.
Carry over system is definitely a good idea, but I requires a lot of (re)works for so many things I keep this for another game, build from the start with this idea. Auto-explore will be improved soon (1-3 weeks max)
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Earth Attraction instantly kills flyers above water. Don't deactivate the Fly skill when you're above water, you will instantly die. :D
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Can't believe it took me so long to figure this out, but if you ever need to toggle off your infinite duration buffs, just click the buff icon on the right.
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I agree with scorch12, it would be cool if there was some kind of long term progression (other than being able to see spells). Something like a permanent boost to xp or initial stats. You could have different bonuses for different classes/races to encourage replayability. An option to turn these off for the diehards too I suppose.
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@farmpunk were you not able to rest to max mana, or was it that each attack took more mana? if it was the first then it is beacause the powers you used took up your secon mana bar which is a max mana bar that limits what you can rest to. (as far as i can tell) the only way to restore that bar is to drink a big mana potion.If it was the second the i have no clue;)
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weird... i was just playing as a rogue on like level 2 (chaos tower) and when i cleared the level i went looking for the portal forward... and it didnt exist... has anyone else had this glitch?Please fix it.
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>start Tower of Chaos
Yeah, I love this part of Roguelike RPGs--
>5th floor, spawn in a 4-way path between three cave bears and a seemingly safe path that leads to about 10 other monsters
FFFFFUUUUUUUUUU--
11/10
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Oh thank you SO much for including keypad suppert, enabling 8-directional movement. So many roguelikes these days, especially flash-based only allow you to move in 4 directions. Instant like :D
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When I have a few infinite powers on, each time I go to a new dungeon level, my mana bar goes down, until I have to rest between each swing of my sword. When I turn off the infinite ability, my mana bar still doesn't return to full. Is this a bug? Is there a way to increase Mana pool with out having to die?
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Finished my Classes Guide: http://www.kongregate.com/forums/3-general-gaming/topics/422280-1quest-discussion (Time to beat that Lv55 Chaos Tower with Enchantment Assassin)
I love the way the kongregate community make really useful feedbacks! That's what I was missing with the standalone version. All version will benefits from your remarks. Thanks to all
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Tip:If the game gets slow at some point, try going to the settings before you start a game. Change the rendering to CPU and Nexus 10 mod. That might solve the slow problem. Worked for me.
GPU should always beat CPU unless you have a crappy graphic card/drivers. The option is mainly to make the game playable through virtual machine. Nexus 10 mode removes some animation and can quicken the game a bit. Haven't notice it unless on some high screen android device
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Normal Tower of Chaos 55 levels of pure awesomeness! Beat that. Truly an epic run that was. Very fun, loved every turn, every escape from certain death. Damn that Manticore++! I didn't know it can bypass Sanctuary. And my Divine Intervention didn't kick in too, might be a bug, should be looked into. Hate the fact that there isn't a sure hit spell or ability. + Bosses have such high dodge they're almost invulnerable. Fire Wall works but only does 5 damage per turn against 1.4k hp takes too long. Manticore++ must die!!!
Congratulation ! Balancing may be a little wrong at this point. Because I never get this far :D Sanctuary is only a huge bonus to absorption so very high level monster can bypass it. Edit: after a quick test, Divine Intervention seems to works. But lack some fancy effects when activate and a way to know if the power if still available.
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Is there a trick to giant bats? As a mage, I can't hit them with either magic or weapons. Plus, I can't outrun them even with teleport because of how fast they are.
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New patch!
Disclaimer: new features are fully available on new games. Already started games won't have all benefits for save compatibility.
Features:
- New loot menu: choose what you are looting before looting trash!
- New secondary bar: potion bar. Potion are no longer in the main action bar but are regrouped in a secondary bar.
- New secondary bar: permanent powers. All spells and abilities with infinite duration are regrouped in secondary bar.
- added tooltip for final weapon speed (in main hand / off hand) and movement speed (in armor).
Bugfixes:
- Lich and Vampire are now undead.
- Tooltip should no longer be cut.
- Rage tooltip missing exhaustion cost.
- Move on a friendly summon should always swap position.
And a minipatch to add keyboard on the new toolbars & loot menu. For loot: pressing space twice will loot all (as everything is selected by default), pressing space and escape will loot nothing
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interesting. Only major complaint that I have so far is it's running pretty laggy, to the point where it's hard to click on things. Also, some info explaining some of the stuff would be nice.