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my weapon defense is massive, but my magic defense is dam low. We need to run into an even number of weapon/magic attacks, because while I'm breezing through weapon, magic hurts bad and makes it hard to travel down 10 levels
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craft' recipes dungeons have fixed strength guards, so even at 5 stars they are 35 hp one-shot dummies. Probably bug, but maybe it's a feature
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Mega Disenchanter - unusable in equip screen, but in the shop screen it's listed as "Upgrade Backpack Space 20 Slots". So...I sold it.
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Bug Report: When a killing blow also stuns an enemy, an unneeded follow up attack is carried out despite the enemy already being dead. Damage and things such as leached health are still counted.
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Is anyone else having trouble with the game randomly freezing up? This seems to happen the most when I'm doing the 5-skull repeatable squad battle.
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The moment when you are terribly losing a tactical battle and just decide it's "screw this crap o' clock" and retreat XD
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This game is pretty cool. The dungeon part is excellent, but the 'tactical' part not so much. It's tedious as best. Is there a need to complete that part? I fought maybe 5 battles and have been ignoring that part of the game since. Either nix it, or it needs major help - spellcasting, item use, etc.
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How do I know what skills are for? For example... anatomy?! Mana Lore?! What is the mana drain skill of my object doing since it seems it doesn't do anything?
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that feeling you get when you clear a dungeon with your pack completely full without the need to throw something away
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Sometimes i get this thing where an enemy mage heals himself, then i auto combat, and then he uses lightning on me which says it heals me by 20 points. What?
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Great game, but runs too slow to be playable on my regular laptop. I like the late game potions that add protection and hit dice to things. With a bit of crafting your can become a tank and just stand there with a terrible item on light attack and level your remaining defence/block skills. You can also charge your items and then give them to your squadand make them unbeatable! I'm wishing the freed squad members kept varying though. After a certain point it's just the same guy on repeat.
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How to get Badges:
Fight only the battles that require Arkandia Jones. Don't bother with the challenges that use your "squad", don't worry about the Enhcanting skill, don't worry about your house, and don't bother making your own magical items. All the gear you need and the ONLY gear that will help you finish the game can be found in the purple chests that Arkandia Jones discovers.
I loved this series but I'm a little disappointed with this chapter because I took the time to try all those new features. In the end, however, they are sidelines and not part of the main quest. Hopefully, the game will be refined for the next chapter so that the add-ons will be more practical and also help with game play rather than just sit there.
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I'm rather annoyed by the fact that some of these dungeons for the badge are so many floors. If i misclick at all and i change the screen i'm screwed. 16 floors have to be redone which is just a waste of my time. Either make them shorter or let us continue from a save point or something.
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Has anyone disenchanted a disenchanter? And how do those work? I accedentaly destroyed the best weapon I found but it only gave me one common mat.
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The damage system needs redone. When I can get more damage consistently from a normal attack than a heavy attack, having the heavy attack option becomes useless.
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The "Spelunker" award is not working for me. I've already reached level 90 of the unfinished dungeon and I still haven't been rewarded with it.
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It's a little irritating needing to do the tactical missions late-game when you haven't invested anything into it purely because you don't have money to purchase normal missions. Maybe a repeatable, low-level dungeon to make small amounts of higher level dungeon entrance gold?
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4d4 = 1-4 four times. The base damage of this attack is 4-16. Also, vs an attack such as 2d8, this attack is more likely to deal higher damage as the damage floor is much lower. Generally good weapons have a high first number, but the second number raises the max damage.
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I should be able to open my own shop with everything I have gained from the dungeons...I have WAY more stuff than the in game shop. >.>
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Um...having to constantly purchase something that breaks "furniture" in dungeons in order to access loot and dungeon objectives is rather irritating.
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Tactical combat... could have been worse, but it's pretty bad. The fact is that the numbers going in determine it more than tactics ever could, doubly since there doesn't seem to be an option to cast spells or use items. The ability to walk right through enemies as if they weren't there, coupled with the small size of the field, makes movement pretty much pointless; facing and flanking aren't an issue, so formations are meaningless. And while the stamina bar was a clever idea in theory, without units having a speed stat to determine how often they act what it ends up meaning in practice is that where a larger team already automatically gets more actions than a smaller one, the advantage is multiplied when the smaller team has to waste a third of its precious turns recovering stamina.
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Um, hi, RNG? Can you please give me a roll that's below 90...? No, see, that was 100. Again. For like the third time in a row. I need... okay look stop. STOP. RNG STOP IT.