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It would be cool if you can equip 1 weapon in each hand, or a 2 handed weapon, to get hurr durr and smash anything in your way, maybe with some negative effects just for balance
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@Galaga1971 Poison always reduces mana and Mana Burn always reduces health. Every time I've inflicted poison, it reduces mana, and Mana Burn reduces health. Are you certain that's wrong?
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Mana Burn still sometimes acts like poison taking off health instead of mana. Same issue in last chapter as well. Seems like its here to stay
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My Game always slow down at walking a Dungeon or fighting.
Its not my PC ;P , Flash is up to Date same as Java. Any Ideas whats wrong?
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Battle animations take like forever for me! Please include a option to change the quality, or skip animations! Thanks, and great game!
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Weird bug- I made three Bumping Bucklers in a row, then added one enchantment gem to one of them. Somehow it added it to all three of them. It would be interesting if this was replicable, and I could use to make it much cheaper to stack enchantments then disenchanting them to get gems with insane modifiers like +100 to learning or whatever.
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For anyone who is confused about the damage system the number before the d means the amount of dice rolled and the number after the d means the highest value of the dice e.g. 2d8 means 2 dice from 1 to 8
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Great game,like each single chapter. Needs a sequel blah blah.. now the serious part: as always the damn slow battle screen animations eat up my lifetime! Please,by the sake of god! At least add an option to double (or triple) the battle animations. Other than that,thx for another few nice hours of playing time! :)
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Crafting seriously needs overhauling. I've just hit 850 and the skill gain fell to 1 per craft. That means i would have to make another 150 Useful shortswords to hit 1000 (5000 clicks+buying the items). Skill gain should scale with the more difficult crafts and the crafting interface requires way too many clicks to craft anything. instead of letting experiment and craft share the same screen, simply make it so that when you press recipes, it stays in that screen but you add a craft button under the success chance.
Also, enchanting a crafted items enchants all crafted items of that sort until you reload
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Cool game! Is it possible to do the following amendments?
1) Why do I need to click on a chest after finishing a fight? I have to open it anyway, so why can't it be opened automatically?!
2) Is it possible to add a button like 'Take all', so you don't need to click on each single item you wanna take?
Thanks! :)
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I love how this game takes looting to a new level. Not only do you loot the items from the monsters, you scamper off with the furniture and even the walls from the dungeons!
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Some answers to questions i've seen:
Artistry + skill gives % chance of success.
Raise artistry & Scav by "experiment" and add one cheap item to grid.
Enchantment skill is used to get gems, and slot gems. high skill needed to get gems when disenchanting items (disenchant a lot).
Mysticism raises the cap for your BUFFS (Mana drain, to hit +, etc.).
Socket items by adding gems (from finding or disenchanting) to add buffs.
The "unfinished" dungeon is after you beat the game.
To get recipes, there are 3 repeatable 2 level dungeons with recipes at the end (and another for tactical members). They get a bit harder & more costly each time (esp the tactical dungeon). That will get you every recipe.
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In game "spelunker" award isn't registering; I've cleared to level 100 in the unfinished dungeon; but no award. All other award registered correctly.
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TIPS: Wanna raise your artristry quickly? Use experiment! You can buy a hell of a lot of basic resource or magic reagent (cheaper one) and do a one ingredient experiment repeatedly by holding shift and click (so you don't have to take the ingredient from the top screen over and over again). Failing in crafting will give you artristry point, which will add the crafting success percentage by 0.1% per point.
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it would be really nice to have like a boss of some sort... like in front of the end chest, at the very least make the last guy like 1 rank up from all of the other ones, it is always a bit disappointing to me when i get to the end of a super long dungeon and the last guy is just the same as everyone else
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A few bugs I've found:
Luck is costing me 45 MP instead of 35;
My fire staff shoots snowflakes in dungeon mode;
Equipment with Max Mana+ doesn't work for tactical squad;
Which buffs work for tactical squad and which ones do not, is not very clear;
Learning%+ is not shown among the buffs.
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Personally, only problem is when you start encountering dungeons where you HAVE to 'steal' furniture from the dungeon because it's blocking your path. This means that we don't happen to have one at that moment, we have to go out, get it, and then use more money to get back into the dungeon, which is kind of a waste.
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Undefined, not only are your games wonderfully immersive, you keep up with the feedback and you respond. On behalf of all game nuts THANK YOU!
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I seem to have a issue with movement. My character just bounces up and down and moves where and when it wants. Any help?
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If I may recomend something. I know you just came out with this, but please use the in-battle skill advancement in your next pet protector game. The school would still raise skills, but not as well. I think that would make the game a bit more enjoyable. This is a great game, and I can't wait for the next one.
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I think the if the auto-attacks are enabled at the end of a fight, they should be disabled at the start of a new battle.