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It would also be nice if there was an auto-sorting function for your inventory so that the items with the lowest value ended up last which would make it less of a time-eating part of where you look for your most worthless items to get rid of ;)
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How about being able to see your equipped items while looting enemies/containers?
With the ability to equip, drop & unequip items.
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Bug report: Repeatedly clicking the Auto Attack button causes your character to become the Flash and you attack immediately, over and over, without having any response from the enemy.
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Oh, apparently when you go to close out of the My Home screen you get the overlay for Storyline Quests that existed in Arkandian Crusader; the one with Five tiers called "Super Easy/Easy/Challenging/Difficult/Insane". I haven't seen it in game yet so I'm assuming it's a holdover from Act 1.
Oopses, Thanks! I never even noticed that legacy screen sitting there. You're right it was left over from Chapter I since I modified the Chapter I source to re-add housing. Fixed in the 1.0.2 update.
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It should be possible to use a potion in your inventory from the "Toss/Keep" dialog simply by adding a "Use" option there for Potions. It would also be very nice to be able to sort the items by price to make it easier to always junk the cheapest items. I know I'm not the only one who tries to save up as fast as possible to get the bigger backpacks. Next, changing gear on your Tactical buddies is still frustrating as you have to leave the Equip screen and choose the new person, then go back in. Can't you simply add some left/right buttons along with a smaller version of the # icons? Lastly, it would be of great help to be able to get a compare box when hovering over a piece of gear in the equip screen. Having to constantly hover over one then the other to try and compare to gear pieces make no sense. It would be even more killer to be able to change WHO it compares against so you can find upgrades to your Tactical folks easier in dungeons.
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Now for the bad: You are on the third game in the series and still haven't fixed some of the most annoying things. Picking up gold and items in dungeons creates a delay the moment before you pick the item up. In a dungeon with a large number of items/monsters this delay is terrible. I have not gotten to this huge dungeon issue in Explorer yet but it's there in Revenant and Explorer is still getting delays even in minor dungeons so I can't see it not being horrid in big dungeons. Next, bags still do not work in a sane manner. When you have large bags you need to make them fill left to right, top to bottom, not the crazy pattern they currently fill in. I understand that they fill in the order that the new slots are added as you upgrade bags but even knowing that it's still confusing as to what direction they'll move when you sell an item.
I totally agree regarding the bags issue, unfortunately it's a big rewrite to a lot of individual systems for something which is mostly a bit of cosmetic silliness, at this point I don't have the time to commit to changing it, but it's going on the list of high priorities for any future chapters.
Regarding the dungeon delay, this bugs me a little too, I'll commit a little more time optimizing it before public release.
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Well, so far things are looking better on the new game. Combat works a lot smoother and the auto-fight abilites are certainly nice. Moving around on the map also happens to be much smoother. However, the game now actually runs worse than Revenant for me. Revenant ran slower in actions but maintained it's frame rate the whole time. Explorer starts out fine but then starts to hit bursts of slowdown that last for a few seconds. I'm using Flash version 11.4.402.287 in Chrome (turned off the pepperflash version). I haven't tried other browsers as of yet.
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So this is a stupid request I know but I have lost all my saved games from 1 and 2, so it would be nice as a supporter of the game if I could have a "premium" option that would allow me for a small donation (along the line of 25 - 50 kreds) to have all races open initially, instead of making me replay those games multiple times. (selling convenience instead of power is always a good thing)
I'd love to be able to do this, obviously since it means the game will generate a little extra revenue, but integrating the Kreds system is a really big job that I just don't have the time for at present. I'm open to alternate suggestions with how to deal with this though. Expecting the flash save system to be adequate to carry this system was a mistake, but it's one I'm locked into now since if players didn't get what they "earned" in previous games they'd be really upset, I imagine the same would be true if people who didn't "earn" them got them free. :(
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Nicely made game as usual Undefined. Here's a few things I've spotted. 1. When in auto-combat, when enemies use heal, sometimes the + signs appear in the top left corner of the battle area. 2. In the storehouse sorting, it would also be good if you added in a Gem sorting. 3. If you kill an enemy and stun them at the same time, the enemy will come back to life with 0 hp and you will attack him again. (On auto, not sure if it's the same with manual)
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Mana gained by drinking a potion is updated in the bar graph at the bottom of the Equip screen but not at the bottom of the left-hand column.
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If you click through menus too fast, you get stuck and have to refresh the game (figured I'd help find bugs while I play)
1D6 rolls 1, 6-sided dice (1-6). 2D6 rolls 2, 6-sided die (2-12). So 3D8 would roll 3, 8-sided die(3-24).
So as example these all give the same maximum damage but vary minimum damage: 1d12 (1-12), 2d6 (2-12), 3d4 (3-12).
There's a lot of depth to the probability too, at its most basic, the chances of rolling a d12 and getting a 1 are a static 1 in 12, but the chances of rolling 3 d4 and getting 1 on all is much smaller.
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So, I'm going to sleep now for college tomorr- A NEW UNDEFINED GAME?!?!? Welp, it was nice knowing you: 8 hours rest...
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It's a decent game but I noticed a few bugs (Will submit them using the Report a Bug thingy) which is expected from a game in beta.
Looking forward to future versions.
It really is just a string of bad luck, people have made mention of these throughout the game's chapters but after extensive testing (we're talking millions of dice rolls) it really looks entirely random. If it makes you feel better the enemies use exactly the same system to determine their hit chance and they moan about miss streaks too. :)